babylon.module.d.ts 5.7 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. /**
  41. * Type modifier to make object properties readonly.
  42. */
  43. export type DeepImmutableObject<T> = {
  44. readonly [K in keyof T]: DeepImmutable<T[K]>;
  45. };
  46. /** @hidden */
  47. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  48. }
  49. }
  50. declare module "babylonjs/Misc/observable" {
  51. import { Nullable } from "babylonjs/types";
  52. /**
  53. * A class serves as a medium between the observable and its observers
  54. */
  55. export class EventState {
  56. /**
  57. * Create a new EventState
  58. * @param mask defines the mask associated with this state
  59. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  60. * @param target defines the original target of the state
  61. * @param currentTarget defines the current target of the state
  62. */
  63. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  64. /**
  65. * Initialize the current event state
  66. * @param mask defines the mask associated with this state
  67. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68. * @param target defines the original target of the state
  69. * @param currentTarget defines the current target of the state
  70. * @returns the current event state
  71. */
  72. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  73. /**
  74. * An Observer can set this property to true to prevent subsequent observers of being notified
  75. */
  76. skipNextObservers: boolean;
  77. /**
  78. * Get the mask value that were used to trigger the event corresponding to this EventState object
  79. */
  80. mask: number;
  81. /**
  82. * The object that originally notified the event
  83. */
  84. target?: any;
  85. /**
  86. * The current object in the bubbling phase
  87. */
  88. currentTarget?: any;
  89. /**
  90. * This will be populated with the return value of the last function that was executed.
  91. * If it is the first function in the callback chain it will be the event data.
  92. */
  93. lastReturnValue?: any;
  94. }
  95. /**
  96. * Represent an Observer registered to a given Observable object.
  97. */
  98. export class Observer<T> {
  99. /**
  100. * Defines the callback to call when the observer is notified
  101. */
  102. callback: (eventData: T, eventState: EventState) => void;
  103. /**
  104. * Defines the mask of the observer (used to filter notifications)
  105. */
  106. mask: number;
  107. /**
  108. * Defines the current scope used to restore the JS context
  109. */
  110. scope: any;
  111. /** @hidden */
  112. _willBeUnregistered: boolean;
  113. /**
  114. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  115. */
  116. unregisterOnNextCall: boolean;
  117. /**
  118. * Creates a new observer
  119. * @param callback defines the callback to call when the observer is notified
  120. * @param mask defines the mask of the observer (used to filter notifications)
  121. * @param scope defines the current scope used to restore the JS context
  122. */
  123. constructor(
  124. /**
  125. * Defines the callback to call when the observer is notified
  126. */
  127. callback: (eventData: T, eventState: EventState) => void,
  128. /**
  129. * Defines the mask of the observer (used to filter notifications)
  130. */
  131. mask: number,
  132. /**
  133. * Defines the current scope used to restore the JS context
  134. */
  135. scope?: any);
  136. }
  137. /**
  138. * Represent a list of observers registered to multiple Observables object.
  139. */
  140. export class MultiObserver<T> {
  141. private _observers;
  142. private _observables;
  143. /**
  144. * Release associated resources
  145. */
  146. dispose(): void;
  147. /**
  148. * Raise a callback when one of the observable will notify
  149. * @param observables defines a list of observables to watch
  150. * @param callback defines the callback to call on notification
  151. * @param mask defines the mask used to filter notifications
  152. * @param scope defines the current scope used to restore the JS context
  153. * @returns the new MultiObserver
  154. */
  155. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  156. }
  157. /**
  158. * The Observable class is a simple implementation of the Observable pattern.
  159. *
  160. * 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.
  161. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  162. * 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).
  163. * 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.
  164. */
  165. export class Observable<T> {
  166. private _observers;
  167. private _eventState;
  168. private _onObserverAdded;
  169. /**
  170. * Gets the list of observers
  171. */
  172. readonly observers: Array<Observer<T>>;
  173. /**
  174. * Creates a new observable
  175. * @param onObserverAdded defines a callback to call when a new observer is added
  176. */
  177. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  178. /**
  179. * Create a new Observer with the specified callback
  180. * @param callback the callback that will be executed for that Observer
  181. * @param mask the mask used to filter observers
  182. * @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.
  183. * @param scope optional scope for the callback to be called from
  184. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  185. * @returns the new observer created for the callback
  186. */
  187. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  188. /**
  189. * Create a new Observer with the specified callback and unregisters after the next notification
  190. * @param callback the callback that will be executed for that Observer
  191. * @returns the new observer created for the callback
  192. */
  193. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  194. /**
  195. * Remove an Observer from the Observable object
  196. * @param observer the instance of the Observer to remove
  197. * @returns false if it doesn't belong to this Observable
  198. */
  199. remove(observer: Nullable<Observer<T>>): boolean;
  200. /**
  201. * Remove a callback from the Observable object
  202. * @param callback the callback to remove
  203. * @param scope optional scope. If used only the callbacks with this scope will be removed
  204. * @returns false if it doesn't belong to this Observable
  205. */
  206. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  207. private _deferUnregister;
  208. private _remove;
  209. /**
  210. * Moves the observable to the top of the observer list making it get called first when notified
  211. * @param observer the observer to move
  212. */
  213. makeObserverTopPriority(observer: Observer<T>): void;
  214. /**
  215. * Moves the observable to the bottom of the observer list making it get called last when notified
  216. * @param observer the observer to move
  217. */
  218. makeObserverBottomPriority(observer: Observer<T>): void;
  219. /**
  220. * Notify all Observers by calling their respective callback with the given data
  221. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  222. * @param eventData defines the data to send to all observers
  223. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  224. * @param target defines the original target of the state
  225. * @param currentTarget defines the current target of the state
  226. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  227. */
  228. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  229. /**
  230. * Calling this will execute each callback, expecting it to be a promise or return a value.
  231. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  232. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  233. * and it is crucial that all callbacks will be executed.
  234. * The order of the callbacks is kept, callbacks are not executed parallel.
  235. *
  236. * @param eventData The data to be sent to each callback
  237. * @param mask is used to filter observers defaults to -1
  238. * @param target defines the callback target (see EventState)
  239. * @param currentTarget defines he current object in the bubbling phase
  240. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  241. */
  242. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  243. /**
  244. * Notify a specific observer
  245. * @param observer defines the observer to notify
  246. * @param eventData defines the data to be sent to each callback
  247. * @param mask is used to filter observers defaults to -1
  248. */
  249. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  250. /**
  251. * Gets a boolean indicating if the observable has at least one observer
  252. * @returns true is the Observable has at least one Observer registered
  253. */
  254. hasObservers(): boolean;
  255. /**
  256. * Clear the list of observers
  257. */
  258. clear(): void;
  259. /**
  260. * Clone the current observable
  261. * @returns a new observable
  262. */
  263. clone(): Observable<T>;
  264. /**
  265. * Does this observable handles observer registered with a given mask
  266. * @param mask defines the mask to be tested
  267. * @return whether or not one observer registered with the given mask is handeled
  268. **/
  269. hasSpecificMask(mask?: number): boolean;
  270. }
  271. }
  272. declare module "babylonjs/Misc/domManagement" {
  273. /**
  274. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  275. * Babylon.js
  276. */
  277. export class DomManagement {
  278. /**
  279. * Checks if the window object exists
  280. * @returns true if the window object exists
  281. */
  282. static IsWindowObjectExist(): boolean;
  283. /**
  284. * Checks if the navigator object exists
  285. * @returns true if the navigator object exists
  286. */
  287. static IsNavigatorAvailable(): boolean;
  288. /**
  289. * Extracts text content from a DOM element hierarchy
  290. * @param element defines the root element
  291. * @returns a string
  292. */
  293. static GetDOMTextContent(element: HTMLElement): string;
  294. }
  295. }
  296. declare module "babylonjs/Misc/logger" {
  297. /**
  298. * Logger used througouht the application to allow configuration of
  299. * the log level required for the messages.
  300. */
  301. export class Logger {
  302. /**
  303. * No log
  304. */
  305. static readonly NoneLogLevel: number;
  306. /**
  307. * Only message logs
  308. */
  309. static readonly MessageLogLevel: number;
  310. /**
  311. * Only warning logs
  312. */
  313. static readonly WarningLogLevel: number;
  314. /**
  315. * Only error logs
  316. */
  317. static readonly ErrorLogLevel: number;
  318. /**
  319. * All logs
  320. */
  321. static readonly AllLogLevel: number;
  322. private static _LogCache;
  323. /**
  324. * Gets a value indicating the number of loading errors
  325. * @ignorenaming
  326. */
  327. static errorsCount: number;
  328. /**
  329. * Callback called when a new log is added
  330. */
  331. static OnNewCacheEntry: (entry: string) => void;
  332. private static _AddLogEntry;
  333. private static _FormatMessage;
  334. private static _LogDisabled;
  335. private static _LogEnabled;
  336. private static _WarnDisabled;
  337. private static _WarnEnabled;
  338. private static _ErrorDisabled;
  339. private static _ErrorEnabled;
  340. /**
  341. * Log a message to the console
  342. */
  343. static Log: (message: string) => void;
  344. /**
  345. * Write a warning message to the console
  346. */
  347. static Warn: (message: string) => void;
  348. /**
  349. * Write an error message to the console
  350. */
  351. static Error: (message: string) => void;
  352. /**
  353. * Gets current log cache (list of logs)
  354. */
  355. static readonly LogCache: string;
  356. /**
  357. * Clears the log cache
  358. */
  359. static ClearLogCache(): void;
  360. /**
  361. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  362. */
  363. static LogLevels: number;
  364. }
  365. }
  366. declare module "babylonjs/Misc/typeStore" {
  367. /** @hidden */
  368. export class _TypeStore {
  369. /** @hidden */
  370. static RegisteredTypes: {
  371. [key: string]: Object;
  372. };
  373. /** @hidden */
  374. static GetClass(fqdn: string): any;
  375. }
  376. }
  377. declare module "babylonjs/Misc/stringTools" {
  378. /**
  379. * Helper to manipulate strings
  380. */
  381. export class StringTools {
  382. /**
  383. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  384. * @param str Source string
  385. * @param suffix Suffix to search for in the source string
  386. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  387. */
  388. static EndsWith(str: string, suffix: string): boolean;
  389. /**
  390. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  391. * @param str Source string
  392. * @param suffix Suffix to search for in the source string
  393. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  394. */
  395. static StartsWith(str: string, suffix: string): boolean;
  396. /**
  397. * Decodes a buffer into a string
  398. * @param buffer The buffer to decode
  399. * @returns The decoded string
  400. */
  401. static Decode(buffer: Uint8Array | Uint16Array): string;
  402. /**
  403. * Encode a buffer to a base64 string
  404. * @param buffer defines the buffer to encode
  405. * @returns the encoded string
  406. */
  407. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  408. }
  409. }
  410. declare module "babylonjs/Misc/deepCopier" {
  411. /**
  412. * Class containing a set of static utilities functions for deep copy.
  413. */
  414. export class DeepCopier {
  415. /**
  416. * Tries to copy an object by duplicating every property
  417. * @param source defines the source object
  418. * @param destination defines the target object
  419. * @param doNotCopyList defines a list of properties to avoid
  420. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  421. */
  422. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  423. }
  424. }
  425. declare module "babylonjs/Misc/precisionDate" {
  426. /**
  427. * Class containing a set of static utilities functions for precision date
  428. */
  429. export class PrecisionDate {
  430. /**
  431. * Gets either window.performance.now() if supported or Date.now() else
  432. */
  433. static readonly Now: number;
  434. }
  435. }
  436. declare module "babylonjs/Misc/devTools" {
  437. /** @hidden */
  438. export class _DevTools {
  439. static WarnImport(name: string): string;
  440. }
  441. }
  442. declare module "babylonjs/Misc/interfaces/iWebRequest" {
  443. /**
  444. * Interface used to define the mechanism to get data from the network
  445. */
  446. export interface IWebRequest {
  447. /**
  448. * Returns client's response url
  449. */
  450. responseURL: string;
  451. /**
  452. * Returns client's status
  453. */
  454. status: number;
  455. /**
  456. * Returns client's status as a text
  457. */
  458. statusText: string;
  459. }
  460. }
  461. declare module "babylonjs/Misc/webRequest" {
  462. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  463. import { Nullable } from "babylonjs/types";
  464. /**
  465. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  466. */
  467. export class WebRequest implements IWebRequest {
  468. private _xhr;
  469. /**
  470. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  471. * i.e. when loading files, where the server/service expects an Authorization header
  472. */
  473. static CustomRequestHeaders: {
  474. [key: string]: string;
  475. };
  476. /**
  477. * Add callback functions in this array to update all the requests before they get sent to the network
  478. */
  479. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  480. private _injectCustomRequestHeaders;
  481. /**
  482. * Gets or sets a function to be called when loading progress changes
  483. */
  484. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  485. /**
  486. * Returns client's state
  487. */
  488. readonly readyState: number;
  489. /**
  490. * Returns client's status
  491. */
  492. readonly status: number;
  493. /**
  494. * Returns client's status as a text
  495. */
  496. readonly statusText: string;
  497. /**
  498. * Returns client's response
  499. */
  500. readonly response: any;
  501. /**
  502. * Returns client's response url
  503. */
  504. readonly responseURL: string;
  505. /**
  506. * Returns client's response as text
  507. */
  508. readonly responseText: string;
  509. /**
  510. * Gets or sets the expected response type
  511. */
  512. responseType: XMLHttpRequestResponseType;
  513. /** @hidden */
  514. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  515. /** @hidden */
  516. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  517. /**
  518. * Cancels any network activity
  519. */
  520. abort(): void;
  521. /**
  522. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  523. * @param body defines an optional request body
  524. */
  525. send(body?: Document | BodyInit | null): void;
  526. /**
  527. * Sets the request method, request URL
  528. * @param method defines the method to use (GET, POST, etc..)
  529. * @param url defines the url to connect with
  530. */
  531. open(method: string, url: string): void;
  532. /**
  533. * Sets the value of a request header.
  534. * @param name The name of the header whose value is to be set
  535. * @param value The value to set as the body of the header
  536. */
  537. setRequestHeader(name: string, value: string): void;
  538. /**
  539. * Get the string containing the text of a particular header's value.
  540. * @param name The name of the header
  541. * @returns The string containing the text of the given header name
  542. */
  543. getResponseHeader(name: string): Nullable<string>;
  544. }
  545. }
  546. declare module "babylonjs/Misc/fileRequest" {
  547. import { Observable } from "babylonjs/Misc/observable";
  548. /**
  549. * File request interface
  550. */
  551. export interface IFileRequest {
  552. /**
  553. * Raised when the request is complete (success or error).
  554. */
  555. onCompleteObservable: Observable<IFileRequest>;
  556. /**
  557. * Aborts the request for a file.
  558. */
  559. abort: () => void;
  560. }
  561. }
  562. declare module "babylonjs/Materials/Textures/renderTargetCreationOptions" {
  563. /**
  564. * Define options used to create a render target texture
  565. */
  566. export class RenderTargetCreationOptions {
  567. /**
  568. * Specifies is mipmaps must be generated
  569. */
  570. generateMipMaps?: boolean;
  571. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  572. generateDepthBuffer?: boolean;
  573. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  574. generateStencilBuffer?: boolean;
  575. /** Defines texture type (int by default) */
  576. type?: number;
  577. /** Defines sampling mode (trilinear by default) */
  578. samplingMode?: number;
  579. /** Defines format (RGBA by default) */
  580. format?: number;
  581. }
  582. }
  583. declare module "babylonjs/Instrumentation/timeToken" {
  584. import { Nullable } from "babylonjs/types";
  585. /**
  586. * @hidden
  587. **/
  588. export class _TimeToken {
  589. _startTimeQuery: Nullable<WebGLQuery>;
  590. _endTimeQuery: Nullable<WebGLQuery>;
  591. _timeElapsedQuery: Nullable<WebGLQuery>;
  592. _timeElapsedQueryEnded: boolean;
  593. }
  594. }
  595. declare module "babylonjs/Engines/constants" {
  596. /** Defines the cross module used constants to avoid circular dependncies */
  597. export class Constants {
  598. /** Defines that alpha blending is disabled */
  599. static readonly ALPHA_DISABLE: number;
  600. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  601. static readonly ALPHA_ADD: number;
  602. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  603. static readonly ALPHA_COMBINE: number;
  604. /** Defines that alpha blending to DEST - SRC * DEST */
  605. static readonly ALPHA_SUBTRACT: number;
  606. /** Defines that alpha blending to SRC * DEST */
  607. static readonly ALPHA_MULTIPLY: number;
  608. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  609. static readonly ALPHA_MAXIMIZED: number;
  610. /** Defines that alpha blending to SRC + DEST */
  611. static readonly ALPHA_ONEONE: number;
  612. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  613. static readonly ALPHA_PREMULTIPLIED: number;
  614. /**
  615. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  616. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  617. */
  618. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  619. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  620. static readonly ALPHA_INTERPOLATE: number;
  621. /**
  622. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  623. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  624. */
  625. static readonly ALPHA_SCREENMODE: number;
  626. /**
  627. * Defines that alpha blending to SRC + DST
  628. * Alpha will be set to SRC ALPHA + DST ALPHA
  629. */
  630. static readonly ALPHA_ONEONE_ONEONE: number;
  631. /**
  632. * Defines that alpha blending to SRC * DST ALPHA + DST
  633. * Alpha will be set to 0
  634. */
  635. static readonly ALPHA_ALPHATOCOLOR: number;
  636. /**
  637. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  638. */
  639. static readonly ALPHA_REVERSEONEMINUS: number;
  640. /**
  641. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  642. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  643. */
  644. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  645. /**
  646. * Defines that alpha blending to SRC + DST
  647. * Alpha will be set to SRC ALPHA
  648. */
  649. static readonly ALPHA_ONEONE_ONEZERO: number;
  650. /** Defines that alpha blending equation a SUM */
  651. static readonly ALPHA_EQUATION_ADD: number;
  652. /** Defines that alpha blending equation a SUBSTRACTION */
  653. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  654. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  655. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  656. /** Defines that alpha blending equation a MAX operation */
  657. static readonly ALPHA_EQUATION_MAX: number;
  658. /** Defines that alpha blending equation a MIN operation */
  659. static readonly ALPHA_EQUATION_MIN: number;
  660. /**
  661. * Defines that alpha blending equation a DARKEN operation:
  662. * It takes the min of the src and sums the alpha channels.
  663. */
  664. static readonly ALPHA_EQUATION_DARKEN: number;
  665. /** Defines that the ressource is not delayed*/
  666. static readonly DELAYLOADSTATE_NONE: number;
  667. /** Defines that the ressource was successfully delay loaded */
  668. static readonly DELAYLOADSTATE_LOADED: number;
  669. /** Defines that the ressource is currently delay loading */
  670. static readonly DELAYLOADSTATE_LOADING: number;
  671. /** Defines that the ressource is delayed and has not started loading */
  672. static readonly DELAYLOADSTATE_NOTLOADED: number;
  673. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  674. static readonly NEVER: number;
  675. /** 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 */
  676. static readonly ALWAYS: number;
  677. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  678. static readonly LESS: number;
  679. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  680. static readonly EQUAL: number;
  681. /** 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 */
  682. static readonly LEQUAL: number;
  683. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  684. static readonly GREATER: number;
  685. /** 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 */
  686. static readonly GEQUAL: number;
  687. /** 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 */
  688. static readonly NOTEQUAL: number;
  689. /** Passed to stencilOperation to specify that stencil value must be kept */
  690. static readonly KEEP: number;
  691. /** Passed to stencilOperation to specify that stencil value must be replaced */
  692. static readonly REPLACE: number;
  693. /** Passed to stencilOperation to specify that stencil value must be incremented */
  694. static readonly INCR: number;
  695. /** Passed to stencilOperation to specify that stencil value must be decremented */
  696. static readonly DECR: number;
  697. /** Passed to stencilOperation to specify that stencil value must be inverted */
  698. static readonly INVERT: number;
  699. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  700. static readonly INCR_WRAP: number;
  701. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  702. static readonly DECR_WRAP: number;
  703. /** Texture is not repeating outside of 0..1 UVs */
  704. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  705. /** Texture is repeating outside of 0..1 UVs */
  706. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  707. /** Texture is repeating and mirrored */
  708. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  709. /** ALPHA */
  710. static readonly TEXTUREFORMAT_ALPHA: number;
  711. /** LUMINANCE */
  712. static readonly TEXTUREFORMAT_LUMINANCE: number;
  713. /** LUMINANCE_ALPHA */
  714. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  715. /** RGB */
  716. static readonly TEXTUREFORMAT_RGB: number;
  717. /** RGBA */
  718. static readonly TEXTUREFORMAT_RGBA: number;
  719. /** RED */
  720. static readonly TEXTUREFORMAT_RED: number;
  721. /** RED (2nd reference) */
  722. static readonly TEXTUREFORMAT_R: number;
  723. /** RG */
  724. static readonly TEXTUREFORMAT_RG: number;
  725. /** RED_INTEGER */
  726. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  727. /** RED_INTEGER (2nd reference) */
  728. static readonly TEXTUREFORMAT_R_INTEGER: number;
  729. /** RG_INTEGER */
  730. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  731. /** RGB_INTEGER */
  732. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  733. /** RGBA_INTEGER */
  734. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  735. /** UNSIGNED_BYTE */
  736. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  737. /** UNSIGNED_BYTE (2nd reference) */
  738. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  739. /** FLOAT */
  740. static readonly TEXTURETYPE_FLOAT: number;
  741. /** HALF_FLOAT */
  742. static readonly TEXTURETYPE_HALF_FLOAT: number;
  743. /** BYTE */
  744. static readonly TEXTURETYPE_BYTE: number;
  745. /** SHORT */
  746. static readonly TEXTURETYPE_SHORT: number;
  747. /** UNSIGNED_SHORT */
  748. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  749. /** INT */
  750. static readonly TEXTURETYPE_INT: number;
  751. /** UNSIGNED_INT */
  752. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  753. /** UNSIGNED_SHORT_4_4_4_4 */
  754. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  755. /** UNSIGNED_SHORT_5_5_5_1 */
  756. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  757. /** UNSIGNED_SHORT_5_6_5 */
  758. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  759. /** UNSIGNED_INT_2_10_10_10_REV */
  760. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  761. /** UNSIGNED_INT_24_8 */
  762. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  763. /** UNSIGNED_INT_10F_11F_11F_REV */
  764. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  765. /** UNSIGNED_INT_5_9_9_9_REV */
  766. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  767. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  768. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  769. /** nearest is mag = nearest and min = nearest and mip = linear */
  770. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  771. /** Bilinear is mag = linear and min = linear and mip = nearest */
  772. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  773. /** Trilinear is mag = linear and min = linear and mip = linear */
  774. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  775. /** nearest is mag = nearest and min = nearest and mip = linear */
  776. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  777. /** Bilinear is mag = linear and min = linear and mip = nearest */
  778. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  779. /** Trilinear is mag = linear and min = linear and mip = linear */
  780. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  781. /** mag = nearest and min = nearest and mip = nearest */
  782. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  783. /** mag = nearest and min = linear and mip = nearest */
  784. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  785. /** mag = nearest and min = linear and mip = linear */
  786. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  787. /** mag = nearest and min = linear and mip = none */
  788. static readonly TEXTURE_NEAREST_LINEAR: number;
  789. /** mag = nearest and min = nearest and mip = none */
  790. static readonly TEXTURE_NEAREST_NEAREST: number;
  791. /** mag = linear and min = nearest and mip = nearest */
  792. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  793. /** mag = linear and min = nearest and mip = linear */
  794. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  795. /** mag = linear and min = linear and mip = none */
  796. static readonly TEXTURE_LINEAR_LINEAR: number;
  797. /** mag = linear and min = nearest and mip = none */
  798. static readonly TEXTURE_LINEAR_NEAREST: number;
  799. /** Explicit coordinates mode */
  800. static readonly TEXTURE_EXPLICIT_MODE: number;
  801. /** Spherical coordinates mode */
  802. static readonly TEXTURE_SPHERICAL_MODE: number;
  803. /** Planar coordinates mode */
  804. static readonly TEXTURE_PLANAR_MODE: number;
  805. /** Cubic coordinates mode */
  806. static readonly TEXTURE_CUBIC_MODE: number;
  807. /** Projection coordinates mode */
  808. static readonly TEXTURE_PROJECTION_MODE: number;
  809. /** Skybox coordinates mode */
  810. static readonly TEXTURE_SKYBOX_MODE: number;
  811. /** Inverse Cubic coordinates mode */
  812. static readonly TEXTURE_INVCUBIC_MODE: number;
  813. /** Equirectangular coordinates mode */
  814. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  815. /** Equirectangular Fixed coordinates mode */
  816. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  817. /** Equirectangular Fixed Mirrored coordinates mode */
  818. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  819. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  820. static readonly SCALEMODE_FLOOR: number;
  821. /** Defines that texture rescaling will look for the nearest power of 2 size */
  822. static readonly SCALEMODE_NEAREST: number;
  823. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  824. static readonly SCALEMODE_CEILING: number;
  825. /**
  826. * The dirty texture flag value
  827. */
  828. static readonly MATERIAL_TextureDirtyFlag: number;
  829. /**
  830. * The dirty light flag value
  831. */
  832. static readonly MATERIAL_LightDirtyFlag: number;
  833. /**
  834. * The dirty fresnel flag value
  835. */
  836. static readonly MATERIAL_FresnelDirtyFlag: number;
  837. /**
  838. * The dirty attribute flag value
  839. */
  840. static readonly MATERIAL_AttributesDirtyFlag: number;
  841. /**
  842. * The dirty misc flag value
  843. */
  844. static readonly MATERIAL_MiscDirtyFlag: number;
  845. /**
  846. * The all dirty flag value
  847. */
  848. static readonly MATERIAL_AllDirtyFlag: number;
  849. /**
  850. * Returns the triangle fill mode
  851. */
  852. static readonly MATERIAL_TriangleFillMode: number;
  853. /**
  854. * Returns the wireframe mode
  855. */
  856. static readonly MATERIAL_WireFrameFillMode: number;
  857. /**
  858. * Returns the point fill mode
  859. */
  860. static readonly MATERIAL_PointFillMode: number;
  861. /**
  862. * Returns the point list draw mode
  863. */
  864. static readonly MATERIAL_PointListDrawMode: number;
  865. /**
  866. * Returns the line list draw mode
  867. */
  868. static readonly MATERIAL_LineListDrawMode: number;
  869. /**
  870. * Returns the line loop draw mode
  871. */
  872. static readonly MATERIAL_LineLoopDrawMode: number;
  873. /**
  874. * Returns the line strip draw mode
  875. */
  876. static readonly MATERIAL_LineStripDrawMode: number;
  877. /**
  878. * Returns the triangle strip draw mode
  879. */
  880. static readonly MATERIAL_TriangleStripDrawMode: number;
  881. /**
  882. * Returns the triangle fan draw mode
  883. */
  884. static readonly MATERIAL_TriangleFanDrawMode: number;
  885. /**
  886. * Stores the clock-wise side orientation
  887. */
  888. static readonly MATERIAL_ClockWiseSideOrientation: number;
  889. /**
  890. * Stores the counter clock-wise side orientation
  891. */
  892. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  893. /**
  894. * Nothing
  895. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  896. */
  897. static readonly ACTION_NothingTrigger: number;
  898. /**
  899. * On pick
  900. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  901. */
  902. static readonly ACTION_OnPickTrigger: number;
  903. /**
  904. * On left pick
  905. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  906. */
  907. static readonly ACTION_OnLeftPickTrigger: number;
  908. /**
  909. * On right pick
  910. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  911. */
  912. static readonly ACTION_OnRightPickTrigger: number;
  913. /**
  914. * On center pick
  915. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  916. */
  917. static readonly ACTION_OnCenterPickTrigger: number;
  918. /**
  919. * On pick down
  920. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  921. */
  922. static readonly ACTION_OnPickDownTrigger: number;
  923. /**
  924. * On double pick
  925. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  926. */
  927. static readonly ACTION_OnDoublePickTrigger: number;
  928. /**
  929. * On pick up
  930. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  931. */
  932. static readonly ACTION_OnPickUpTrigger: number;
  933. /**
  934. * On pick out.
  935. * This trigger will only be raised if you also declared a OnPickDown
  936. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  937. */
  938. static readonly ACTION_OnPickOutTrigger: number;
  939. /**
  940. * On long press
  941. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  942. */
  943. static readonly ACTION_OnLongPressTrigger: number;
  944. /**
  945. * On pointer over
  946. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  947. */
  948. static readonly ACTION_OnPointerOverTrigger: number;
  949. /**
  950. * On pointer out
  951. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  952. */
  953. static readonly ACTION_OnPointerOutTrigger: number;
  954. /**
  955. * On every frame
  956. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  957. */
  958. static readonly ACTION_OnEveryFrameTrigger: number;
  959. /**
  960. * On intersection enter
  961. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  962. */
  963. static readonly ACTION_OnIntersectionEnterTrigger: number;
  964. /**
  965. * On intersection exit
  966. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  967. */
  968. static readonly ACTION_OnIntersectionExitTrigger: number;
  969. /**
  970. * On key down
  971. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  972. */
  973. static readonly ACTION_OnKeyDownTrigger: number;
  974. /**
  975. * On key up
  976. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  977. */
  978. static readonly ACTION_OnKeyUpTrigger: number;
  979. /**
  980. * Billboard mode will only apply to Y axis
  981. */
  982. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  983. /**
  984. * Billboard mode will apply to all axes
  985. */
  986. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  987. /**
  988. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  989. */
  990. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  991. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  992. * Test order :
  993. * Is the bounding sphere outside the frustum ?
  994. * If not, are the bounding box vertices outside the frustum ?
  995. * It not, then the cullable object is in the frustum.
  996. */
  997. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  998. /** Culling strategy : Bounding Sphere Only.
  999. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  1000. * It's also less accurate than the standard because some not visible objects can still be selected.
  1001. * Test : is the bounding sphere outside the frustum ?
  1002. * If not, then the cullable object is in the frustum.
  1003. */
  1004. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  1005. /** Culling strategy : Optimistic Inclusion.
  1006. * This in an inclusion test first, then the standard exclusion test.
  1007. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  1008. * 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.
  1009. * Anyway, it's as accurate as the standard strategy.
  1010. * Test :
  1011. * Is the cullable object bounding sphere center in the frustum ?
  1012. * If not, apply the default culling strategy.
  1013. */
  1014. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  1015. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  1016. * This in an inclusion test first, then the bounding sphere only exclusion test.
  1017. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  1018. * 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.
  1019. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  1020. * Test :
  1021. * Is the cullable object bounding sphere center in the frustum ?
  1022. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  1023. */
  1024. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  1025. /**
  1026. * No logging while loading
  1027. */
  1028. static readonly SCENELOADER_NO_LOGGING: number;
  1029. /**
  1030. * Minimal logging while loading
  1031. */
  1032. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  1033. /**
  1034. * Summary logging while loading
  1035. */
  1036. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  1037. /**
  1038. * Detailled logging while loading
  1039. */
  1040. static readonly SCENELOADER_DETAILED_LOGGING: number;
  1041. }
  1042. }
  1043. declare module "babylonjs/Materials/Textures/internalTextureLoader" {
  1044. import { Nullable } from "babylonjs/types";
  1045. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  1046. /**
  1047. * This represents the required contract to create a new type of texture loader.
  1048. */
  1049. export interface IInternalTextureLoader {
  1050. /**
  1051. * Defines wether the loader supports cascade loading the different faces.
  1052. */
  1053. supportCascades: boolean;
  1054. /**
  1055. * This returns if the loader support the current file information.
  1056. * @param extension defines the file extension of the file being loaded
  1057. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1058. * @param fallback defines the fallback internal texture if any
  1059. * @param isBase64 defines whether the texture is encoded as a base64
  1060. * @param isBuffer defines whether the texture data are stored as a buffer
  1061. * @returns true if the loader can load the specified file
  1062. */
  1063. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  1064. /**
  1065. * Transform the url before loading if required.
  1066. * @param rootUrl the url of the texture
  1067. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1068. * @returns the transformed texture
  1069. */
  1070. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  1071. /**
  1072. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  1073. * @param rootUrl the url of the texture
  1074. * @param textureFormatInUse defines the current compressed format in use iun the engine
  1075. * @returns the fallback texture
  1076. */
  1077. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  1078. /**
  1079. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  1080. * @param data contains the texture data
  1081. * @param texture defines the BabylonJS internal texture
  1082. * @param createPolynomials will be true if polynomials have been requested
  1083. * @param onLoad defines the callback to trigger once the texture is ready
  1084. * @param onError defines the callback to trigger in case of error
  1085. */
  1086. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  1087. /**
  1088. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  1089. * @param data contains the texture data
  1090. * @param texture defines the BabylonJS internal texture
  1091. * @param callback defines the method to call once ready to upload
  1092. */
  1093. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  1094. }
  1095. }
  1096. declare module "babylonjs/Engines/IPipelineContext" {
  1097. /**
  1098. * Class used to store and describe the pipeline context associated with an effect
  1099. */
  1100. export interface IPipelineContext {
  1101. /**
  1102. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  1103. */
  1104. isAsync: boolean;
  1105. /**
  1106. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  1107. */
  1108. isReady: boolean;
  1109. /** @hidden */
  1110. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  1111. }
  1112. }
  1113. declare module "babylonjs/Meshes/dataBuffer" {
  1114. /**
  1115. * Class used to store gfx data (like WebGLBuffer)
  1116. */
  1117. export class DataBuffer {
  1118. /**
  1119. * Gets or sets the number of objects referencing this buffer
  1120. */
  1121. references: number;
  1122. /** Gets or sets the size of the underlying buffer */
  1123. capacity: number;
  1124. /**
  1125. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  1126. */
  1127. is32Bits: boolean;
  1128. /**
  1129. * Gets the underlying buffer
  1130. */
  1131. readonly underlyingResource: any;
  1132. }
  1133. }
  1134. declare module "babylonjs/Engines/Processors/iShaderProcessor" {
  1135. /** @hidden */
  1136. export interface IShaderProcessor {
  1137. attributeProcessor?: (attribute: string) => string;
  1138. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  1139. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  1140. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  1141. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  1142. lineProcessor?: (line: string, isFragment: boolean) => string;
  1143. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1144. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  1145. }
  1146. }
  1147. declare module "babylonjs/Engines/Processors/shaderProcessingOptions" {
  1148. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  1149. /** @hidden */
  1150. export interface ProcessingOptions {
  1151. defines: string[];
  1152. indexParameters: any;
  1153. isFragment: boolean;
  1154. shouldUseHighPrecisionShader: boolean;
  1155. supportsUniformBuffers: boolean;
  1156. shadersRepository: string;
  1157. includesShadersStore: {
  1158. [key: string]: string;
  1159. };
  1160. processor?: IShaderProcessor;
  1161. version: string;
  1162. platformName: string;
  1163. lookForClosingBracketForUniformBuffer?: boolean;
  1164. }
  1165. }
  1166. declare module "babylonjs/Engines/Processors/shaderCodeNode" {
  1167. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1168. /** @hidden */
  1169. export class ShaderCodeNode {
  1170. line: string;
  1171. children: ShaderCodeNode[];
  1172. additionalDefineKey?: string;
  1173. additionalDefineValue?: string;
  1174. isValid(preprocessors: {
  1175. [key: string]: string;
  1176. }): boolean;
  1177. process(preprocessors: {
  1178. [key: string]: string;
  1179. }, options: ProcessingOptions): string;
  1180. }
  1181. }
  1182. declare module "babylonjs/Engines/Processors/shaderCodeCursor" {
  1183. /** @hidden */
  1184. export class ShaderCodeCursor {
  1185. private _lines;
  1186. lineIndex: number;
  1187. readonly currentLine: string;
  1188. readonly canRead: boolean;
  1189. lines: string[];
  1190. }
  1191. }
  1192. declare module "babylonjs/Engines/Processors/shaderCodeConditionNode" {
  1193. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1194. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1195. /** @hidden */
  1196. export class ShaderCodeConditionNode extends ShaderCodeNode {
  1197. process(preprocessors: {
  1198. [key: string]: string;
  1199. }, options: ProcessingOptions): string;
  1200. }
  1201. }
  1202. declare module "babylonjs/Engines/Processors/Expressions/shaderDefineExpression" {
  1203. /** @hidden */
  1204. export class ShaderDefineExpression {
  1205. isTrue(preprocessors: {
  1206. [key: string]: string;
  1207. }): boolean;
  1208. }
  1209. }
  1210. declare module "babylonjs/Engines/Processors/shaderCodeTestNode" {
  1211. import { ShaderCodeNode } from "babylonjs/Engines/Processors/shaderCodeNode";
  1212. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1213. /** @hidden */
  1214. export class ShaderCodeTestNode extends ShaderCodeNode {
  1215. testExpression: ShaderDefineExpression;
  1216. isValid(preprocessors: {
  1217. [key: string]: string;
  1218. }): boolean;
  1219. }
  1220. }
  1221. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator" {
  1222. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1223. /** @hidden */
  1224. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  1225. define: string;
  1226. not: boolean;
  1227. constructor(define: string, not?: boolean);
  1228. isTrue(preprocessors: {
  1229. [key: string]: string;
  1230. }): boolean;
  1231. }
  1232. }
  1233. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator" {
  1234. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1235. /** @hidden */
  1236. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  1237. leftOperand: ShaderDefineExpression;
  1238. rightOperand: ShaderDefineExpression;
  1239. isTrue(preprocessors: {
  1240. [key: string]: string;
  1241. }): boolean;
  1242. }
  1243. }
  1244. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator" {
  1245. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1246. /** @hidden */
  1247. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  1248. leftOperand: ShaderDefineExpression;
  1249. rightOperand: ShaderDefineExpression;
  1250. isTrue(preprocessors: {
  1251. [key: string]: string;
  1252. }): boolean;
  1253. }
  1254. }
  1255. declare module "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator" {
  1256. import { ShaderDefineExpression } from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  1257. /** @hidden */
  1258. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  1259. define: string;
  1260. operand: string;
  1261. testValue: string;
  1262. constructor(define: string, operand: string, testValue: string);
  1263. isTrue(preprocessors: {
  1264. [key: string]: string;
  1265. }): boolean;
  1266. }
  1267. }
  1268. declare module "babylonjs/Offline/IOfflineProvider" {
  1269. /**
  1270. * Class used to enable access to offline support
  1271. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  1272. */
  1273. export interface IOfflineProvider {
  1274. /**
  1275. * Gets a boolean indicating if scene must be saved in the database
  1276. */
  1277. enableSceneOffline: boolean;
  1278. /**
  1279. * Gets a boolean indicating if textures must be saved in the database
  1280. */
  1281. enableTexturesOffline: boolean;
  1282. /**
  1283. * Open the offline support and make it available
  1284. * @param successCallback defines the callback to call on success
  1285. * @param errorCallback defines the callback to call on error
  1286. */
  1287. open(successCallback: () => void, errorCallback: () => void): void;
  1288. /**
  1289. * Loads an image from the offline support
  1290. * @param url defines the url to load from
  1291. * @param image defines the target DOM image
  1292. */
  1293. loadImage(url: string, image: HTMLImageElement): void;
  1294. /**
  1295. * Loads a file from offline support
  1296. * @param url defines the URL to load from
  1297. * @param sceneLoaded defines a callback to call on success
  1298. * @param progressCallBack defines a callback to call when progress changed
  1299. * @param errorCallback defines a callback to call on error
  1300. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  1301. */
  1302. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  1303. }
  1304. }
  1305. declare module "babylonjs/Misc/filesInputStore" {
  1306. /**
  1307. * Class used to help managing file picking and drag'n'drop
  1308. * File Storage
  1309. */
  1310. export class FilesInputStore {
  1311. /**
  1312. * List of files ready to be loaded
  1313. */
  1314. static FilesToLoad: {
  1315. [key: string]: File;
  1316. };
  1317. }
  1318. }
  1319. declare module "babylonjs/Misc/retryStrategy" {
  1320. import { WebRequest } from "babylonjs/Misc/webRequest";
  1321. /**
  1322. * Class used to define a retry strategy when error happens while loading assets
  1323. */
  1324. export class RetryStrategy {
  1325. /**
  1326. * Function used to defines an exponential back off strategy
  1327. * @param maxRetries defines the maximum number of retries (3 by default)
  1328. * @param baseInterval defines the interval between retries
  1329. * @returns the strategy function to use
  1330. */
  1331. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  1332. }
  1333. }
  1334. declare module "babylonjs/Misc/baseError" {
  1335. /**
  1336. * @ignore
  1337. * Application error to support additional information when loading a file
  1338. */
  1339. export abstract class BaseError extends Error {
  1340. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  1341. }
  1342. }
  1343. declare module "babylonjs/Misc/fileTools" {
  1344. import { WebRequest } from "babylonjs/Misc/webRequest";
  1345. import { Nullable } from "babylonjs/types";
  1346. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  1347. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  1348. import { BaseError } from "babylonjs/Misc/baseError";
  1349. /** @ignore */
  1350. export class LoadFileError extends BaseError {
  1351. request?: WebRequest;
  1352. file?: File;
  1353. /**
  1354. * Creates a new LoadFileError
  1355. * @param message defines the message of the error
  1356. * @param request defines the optional web request
  1357. * @param file defines the optional file
  1358. */
  1359. constructor(message: string, object?: WebRequest | File);
  1360. }
  1361. /** @ignore */
  1362. export class RequestFileError extends BaseError {
  1363. request: WebRequest;
  1364. /**
  1365. * Creates a new LoadFileError
  1366. * @param message defines the message of the error
  1367. * @param request defines the optional web request
  1368. */
  1369. constructor(message: string, request: WebRequest);
  1370. }
  1371. /** @ignore */
  1372. export class ReadFileError extends BaseError {
  1373. file: File;
  1374. /**
  1375. * Creates a new ReadFileError
  1376. * @param message defines the message of the error
  1377. * @param file defines the optional file
  1378. */
  1379. constructor(message: string, file: File);
  1380. }
  1381. /**
  1382. * @hidden
  1383. */
  1384. export class FileTools {
  1385. /**
  1386. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  1387. */
  1388. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  1389. /**
  1390. * Gets or sets the base URL to use to load assets
  1391. */
  1392. static BaseUrl: string;
  1393. /**
  1394. * Default behaviour for cors in the application.
  1395. * It can be a string if the expected behavior is identical in the entire app.
  1396. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  1397. */
  1398. static CorsBehavior: string | ((url: string | string[]) => string);
  1399. /**
  1400. * Gets or sets a function used to pre-process url before using them to load assets
  1401. */
  1402. static PreprocessUrl: (url: string) => string;
  1403. /**
  1404. * Removes unwanted characters from an url
  1405. * @param url defines the url to clean
  1406. * @returns the cleaned url
  1407. */
  1408. private static _CleanUrl;
  1409. /**
  1410. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  1411. * @param url define the url we are trying
  1412. * @param element define the dom element where to configure the cors policy
  1413. */
  1414. static SetCorsBehavior(url: string | string[], element: {
  1415. crossOrigin: string | null;
  1416. }): void;
  1417. /**
  1418. * Loads an image as an HTMLImageElement.
  1419. * @param input url string, ArrayBuffer, or Blob to load
  1420. * @param onLoad callback called when the image successfully loads
  1421. * @param onError callback called when the image fails to load
  1422. * @param offlineProvider offline provider for caching
  1423. * @param mimeType optional mime type
  1424. * @returns the HTMLImageElement of the loaded image
  1425. */
  1426. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  1427. /**
  1428. * Reads a file from a File object
  1429. * @param file defines the file to load
  1430. * @param onSuccess defines the callback to call when data is loaded
  1431. * @param onProgress defines the callback to call during loading process
  1432. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  1433. * @param onError defines the callback to call when an error occurs
  1434. * @returns a file request object
  1435. */
  1436. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  1437. /**
  1438. * Loads a file from a url
  1439. * @param url url to load
  1440. * @param onSuccess callback called when the file successfully loads
  1441. * @param onProgress callback called while file is loading (if the server supports this mode)
  1442. * @param offlineProvider defines the offline provider for caching
  1443. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1444. * @param onError callback called when the file fails to load
  1445. * @returns a file request object
  1446. */
  1447. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  1448. /**
  1449. * Loads a file
  1450. * @param url url to load
  1451. * @param onSuccess callback called when the file successfully loads
  1452. * @param onProgress callback called while file is loading (if the server supports this mode)
  1453. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  1454. * @param onError callback called when the file fails to load
  1455. * @param onOpened callback called when the web request is opened
  1456. * @returns a file request object
  1457. */
  1458. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  1459. /**
  1460. * Checks if the loaded document was accessed via `file:`-Protocol.
  1461. * @returns boolean
  1462. */
  1463. static IsFileURL(): boolean;
  1464. }
  1465. }
  1466. declare module "babylonjs/Engines/Processors/shaderProcessor" {
  1467. import { ProcessingOptions } from "babylonjs/Engines/Processors/shaderProcessingOptions";
  1468. /** @hidden */
  1469. export class ShaderProcessor {
  1470. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  1471. private static _ProcessPrecision;
  1472. private static _ExtractOperation;
  1473. private static _BuildSubExpression;
  1474. private static _BuildExpression;
  1475. private static _MoveCursorWithinIf;
  1476. private static _MoveCursor;
  1477. private static _EvaluatePreProcessors;
  1478. private static _PreparePreProcessors;
  1479. private static _ProcessShaderConversion;
  1480. private static _ProcessIncludes;
  1481. }
  1482. }
  1483. declare module "babylonjs/Maths/math.like" {
  1484. import { float, int, DeepImmutable } from "babylonjs/types";
  1485. /**
  1486. * @hidden
  1487. */
  1488. export interface IColor4Like {
  1489. r: float;
  1490. g: float;
  1491. b: float;
  1492. a: float;
  1493. }
  1494. /**
  1495. * @hidden
  1496. */
  1497. export interface IColor3Like {
  1498. r: float;
  1499. g: float;
  1500. b: float;
  1501. }
  1502. /**
  1503. * @hidden
  1504. */
  1505. export interface IVector4Like {
  1506. x: float;
  1507. y: float;
  1508. z: float;
  1509. w: float;
  1510. }
  1511. /**
  1512. * @hidden
  1513. */
  1514. export interface IVector3Like {
  1515. x: float;
  1516. y: float;
  1517. z: float;
  1518. }
  1519. /**
  1520. * @hidden
  1521. */
  1522. export interface IVector2Like {
  1523. x: float;
  1524. y: float;
  1525. }
  1526. /**
  1527. * @hidden
  1528. */
  1529. export interface IMatrixLike {
  1530. toArray(): DeepImmutable<Float32Array>;
  1531. updateFlag: int;
  1532. }
  1533. /**
  1534. * @hidden
  1535. */
  1536. export interface IViewportLike {
  1537. x: float;
  1538. y: float;
  1539. width: float;
  1540. height: float;
  1541. }
  1542. /**
  1543. * @hidden
  1544. */
  1545. export interface IPlaneLike {
  1546. normal: IVector3Like;
  1547. d: float;
  1548. normalize(): void;
  1549. }
  1550. }
  1551. declare module "babylonjs/Materials/iEffectFallbacks" {
  1552. import { Effect } from "babylonjs/Materials/effect";
  1553. /**
  1554. * Interface used to define common properties for effect fallbacks
  1555. */
  1556. export interface IEffectFallbacks {
  1557. /**
  1558. * Removes the defines that should be removed when falling back.
  1559. * @param currentDefines defines the current define statements for the shader.
  1560. * @param effect defines the current effect we try to compile
  1561. * @returns The resulting defines with defines of the current rank removed.
  1562. */
  1563. reduce(currentDefines: string, effect: Effect): string;
  1564. /**
  1565. * Removes the fallback from the bound mesh.
  1566. */
  1567. unBindMesh(): void;
  1568. /**
  1569. * Checks to see if more fallbacks are still availible.
  1570. */
  1571. hasMoreFallbacks: boolean;
  1572. }
  1573. }
  1574. declare module "babylonjs/Misc/andOrNotEvaluator" {
  1575. /**
  1576. * Class used to evalaute queries containing `and` and `or` operators
  1577. */
  1578. export class AndOrNotEvaluator {
  1579. /**
  1580. * Evaluate a query
  1581. * @param query defines the query to evaluate
  1582. * @param evaluateCallback defines the callback used to filter result
  1583. * @returns true if the query matches
  1584. */
  1585. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  1586. private static _HandleParenthesisContent;
  1587. private static _SimplifyNegation;
  1588. }
  1589. }
  1590. declare module "babylonjs/Misc/tags" {
  1591. /**
  1592. * Class used to store custom tags
  1593. */
  1594. export class Tags {
  1595. /**
  1596. * Adds support for tags on the given object
  1597. * @param obj defines the object to use
  1598. */
  1599. static EnableFor(obj: any): void;
  1600. /**
  1601. * Removes tags support
  1602. * @param obj defines the object to use
  1603. */
  1604. static DisableFor(obj: any): void;
  1605. /**
  1606. * Gets a boolean indicating if the given object has tags
  1607. * @param obj defines the object to use
  1608. * @returns a boolean
  1609. */
  1610. static HasTags(obj: any): boolean;
  1611. /**
  1612. * Gets the tags available on a given object
  1613. * @param obj defines the object to use
  1614. * @param asString defines if the tags must be returned as a string instead of an array of strings
  1615. * @returns the tags
  1616. */
  1617. static GetTags(obj: any, asString?: boolean): any;
  1618. /**
  1619. * Adds tags to an object
  1620. * @param obj defines the object to use
  1621. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  1622. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  1623. */
  1624. static AddTagsTo(obj: any, tagsString: string): void;
  1625. /**
  1626. * @hidden
  1627. */
  1628. static _AddTagTo(obj: any, tag: string): void;
  1629. /**
  1630. * Removes specific tags from a specific object
  1631. * @param obj defines the object to use
  1632. * @param tagsString defines the tags to remove
  1633. */
  1634. static RemoveTagsFrom(obj: any, tagsString: string): void;
  1635. /**
  1636. * @hidden
  1637. */
  1638. static _RemoveTagFrom(obj: any, tag: string): void;
  1639. /**
  1640. * Defines if tags hosted on an object match a given query
  1641. * @param obj defines the object to use
  1642. * @param tagsQuery defines the tag query
  1643. * @returns a boolean
  1644. */
  1645. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  1646. }
  1647. }
  1648. declare module "babylonjs/Maths/math.scalar" {
  1649. /**
  1650. * Scalar computation library
  1651. */
  1652. export class Scalar {
  1653. /**
  1654. * Two pi constants convenient for computation.
  1655. */
  1656. static TwoPi: number;
  1657. /**
  1658. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1659. * @param a number
  1660. * @param b number
  1661. * @param epsilon (default = 1.401298E-45)
  1662. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  1663. */
  1664. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  1665. /**
  1666. * Returns a string : the upper case translation of the number i to hexadecimal.
  1667. * @param i number
  1668. * @returns the upper case translation of the number i to hexadecimal.
  1669. */
  1670. static ToHex(i: number): string;
  1671. /**
  1672. * Returns -1 if value is negative and +1 is value is positive.
  1673. * @param value the value
  1674. * @returns the value itself if it's equal to zero.
  1675. */
  1676. static Sign(value: number): number;
  1677. /**
  1678. * Returns the value itself if it's between min and max.
  1679. * Returns min if the value is lower than min.
  1680. * Returns max if the value is greater than max.
  1681. * @param value the value to clmap
  1682. * @param min the min value to clamp to (default: 0)
  1683. * @param max the max value to clamp to (default: 1)
  1684. * @returns the clamped value
  1685. */
  1686. static Clamp(value: number, min?: number, max?: number): number;
  1687. /**
  1688. * the log2 of value.
  1689. * @param value the value to compute log2 of
  1690. * @returns the log2 of value.
  1691. */
  1692. static Log2(value: number): number;
  1693. /**
  1694. * Loops the value, so that it is never larger than length and never smaller than 0.
  1695. *
  1696. * This is similar to the modulo operator but it works with floating point numbers.
  1697. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  1698. * With t = 5 and length = 2.5, the result would be 0.0.
  1699. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  1700. * @param value the value
  1701. * @param length the length
  1702. * @returns the looped value
  1703. */
  1704. static Repeat(value: number, length: number): number;
  1705. /**
  1706. * Normalize the value between 0.0 and 1.0 using min and max values
  1707. * @param value value to normalize
  1708. * @param min max to normalize between
  1709. * @param max min to normalize between
  1710. * @returns the normalized value
  1711. */
  1712. static Normalize(value: number, min: number, max: number): number;
  1713. /**
  1714. * Denormalize the value from 0.0 and 1.0 using min and max values
  1715. * @param normalized value to denormalize
  1716. * @param min max to denormalize between
  1717. * @param max min to denormalize between
  1718. * @returns the denormalized value
  1719. */
  1720. static Denormalize(normalized: number, min: number, max: number): number;
  1721. /**
  1722. * Calculates the shortest difference between two given angles given in degrees.
  1723. * @param current current angle in degrees
  1724. * @param target target angle in degrees
  1725. * @returns the delta
  1726. */
  1727. static DeltaAngle(current: number, target: number): number;
  1728. /**
  1729. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  1730. * @param tx value
  1731. * @param length length
  1732. * @returns The returned value will move back and forth between 0 and length
  1733. */
  1734. static PingPong(tx: number, length: number): number;
  1735. /**
  1736. * Interpolates between min and max with smoothing at the limits.
  1737. *
  1738. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  1739. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  1740. * @param from from
  1741. * @param to to
  1742. * @param tx value
  1743. * @returns the smooth stepped value
  1744. */
  1745. static SmoothStep(from: number, to: number, tx: number): number;
  1746. /**
  1747. * Moves a value current towards target.
  1748. *
  1749. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  1750. * Negative values of maxDelta pushes the value away from target.
  1751. * @param current current value
  1752. * @param target target value
  1753. * @param maxDelta max distance to move
  1754. * @returns resulting value
  1755. */
  1756. static MoveTowards(current: number, target: number, maxDelta: number): number;
  1757. /**
  1758. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1759. *
  1760. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  1761. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  1762. * @param current current value
  1763. * @param target target value
  1764. * @param maxDelta max distance to move
  1765. * @returns resulting angle
  1766. */
  1767. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  1768. /**
  1769. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  1770. * @param start start value
  1771. * @param end target value
  1772. * @param amount amount to lerp between
  1773. * @returns the lerped value
  1774. */
  1775. static Lerp(start: number, end: number, amount: number): number;
  1776. /**
  1777. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  1778. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  1779. * @param start start value
  1780. * @param end target value
  1781. * @param amount amount to lerp between
  1782. * @returns the lerped value
  1783. */
  1784. static LerpAngle(start: number, end: number, amount: number): number;
  1785. /**
  1786. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  1787. * @param a start value
  1788. * @param b target value
  1789. * @param value value between a and b
  1790. * @returns the inverseLerp value
  1791. */
  1792. static InverseLerp(a: number, b: number, value: number): number;
  1793. /**
  1794. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  1795. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  1796. * @param value1 spline value
  1797. * @param tangent1 spline value
  1798. * @param value2 spline value
  1799. * @param tangent2 spline value
  1800. * @param amount input value
  1801. * @returns hermite result
  1802. */
  1803. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  1804. /**
  1805. * Returns a random float number between and min and max values
  1806. * @param min min value of random
  1807. * @param max max value of random
  1808. * @returns random value
  1809. */
  1810. static RandomRange(min: number, max: number): number;
  1811. /**
  1812. * This function returns percentage of a number in a given range.
  1813. *
  1814. * RangeToPercent(40,20,60) will return 0.5 (50%)
  1815. * RangeToPercent(34,0,100) will return 0.34 (34%)
  1816. * @param number to convert to percentage
  1817. * @param min min range
  1818. * @param max max range
  1819. * @returns the percentage
  1820. */
  1821. static RangeToPercent(number: number, min: number, max: number): number;
  1822. /**
  1823. * This function returns number that corresponds to the percentage in a given range.
  1824. *
  1825. * PercentToRange(0.34,0,100) will return 34.
  1826. * @param percent to convert to number
  1827. * @param min min range
  1828. * @param max max range
  1829. * @returns the number
  1830. */
  1831. static PercentToRange(percent: number, min: number, max: number): number;
  1832. /**
  1833. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  1834. * @param angle The angle to normalize in radian.
  1835. * @return The converted angle.
  1836. */
  1837. static NormalizeRadians(angle: number): number;
  1838. }
  1839. }
  1840. declare module "babylonjs/Maths/math.constants" {
  1841. /**
  1842. * Constant used to convert a value to gamma space
  1843. * @ignorenaming
  1844. */
  1845. export const ToGammaSpace: number;
  1846. /**
  1847. * Constant used to convert a value to linear space
  1848. * @ignorenaming
  1849. */
  1850. export const ToLinearSpace = 2.2;
  1851. /**
  1852. * Constant used to define the minimal number value in Babylon.js
  1853. * @ignorenaming
  1854. */
  1855. let Epsilon: number;
  1856. export { Epsilon };
  1857. }
  1858. declare module "babylonjs/Maths/math.viewport" {
  1859. /**
  1860. * Class used to represent a viewport on screen
  1861. */
  1862. export class Viewport {
  1863. /** viewport left coordinate */
  1864. x: number;
  1865. /** viewport top coordinate */
  1866. y: number;
  1867. /**viewport width */
  1868. width: number;
  1869. /** viewport height */
  1870. height: number;
  1871. /**
  1872. * Creates a Viewport object located at (x, y) and sized (width, height)
  1873. * @param x defines viewport left coordinate
  1874. * @param y defines viewport top coordinate
  1875. * @param width defines the viewport width
  1876. * @param height defines the viewport height
  1877. */
  1878. constructor(
  1879. /** viewport left coordinate */
  1880. x: number,
  1881. /** viewport top coordinate */
  1882. y: number,
  1883. /**viewport width */
  1884. width: number,
  1885. /** viewport height */
  1886. height: number);
  1887. /**
  1888. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  1889. * @param renderWidth defines the rendering width
  1890. * @param renderHeight defines the rendering height
  1891. * @returns a new Viewport
  1892. */
  1893. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  1894. /**
  1895. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  1896. * @param renderWidth defines the rendering width
  1897. * @param renderHeight defines the rendering height
  1898. * @param ref defines the target viewport
  1899. * @returns the current viewport
  1900. */
  1901. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  1902. /**
  1903. * Returns a new Viewport copied from the current one
  1904. * @returns a new Viewport
  1905. */
  1906. clone(): Viewport;
  1907. }
  1908. }
  1909. declare module "babylonjs/Misc/arrayTools" {
  1910. /**
  1911. * Class containing a set of static utilities functions for arrays.
  1912. */
  1913. export class ArrayTools {
  1914. /**
  1915. * Returns an array of the given size filled with element built from the given constructor and the paramters
  1916. * @param size the number of element to construct and put in the array
  1917. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  1918. * @returns a new array filled with new objects
  1919. */
  1920. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  1921. }
  1922. }
  1923. declare module "babylonjs/Maths/math.vector" {
  1924. import { Viewport } from "babylonjs/Maths/math.viewport";
  1925. import { DeepImmutable, Nullable, FloatArray, float } from "babylonjs/types";
  1926. import { IPlaneLike } from "babylonjs/Maths/math.like";
  1927. /**
  1928. * Class representing a vector containing 2 coordinates
  1929. */
  1930. export class Vector2 {
  1931. /** defines the first coordinate */
  1932. x: number;
  1933. /** defines the second coordinate */
  1934. y: number;
  1935. /**
  1936. * Creates a new Vector2 from the given x and y coordinates
  1937. * @param x defines the first coordinate
  1938. * @param y defines the second coordinate
  1939. */
  1940. constructor(
  1941. /** defines the first coordinate */
  1942. x?: number,
  1943. /** defines the second coordinate */
  1944. y?: number);
  1945. /**
  1946. * Gets a string with the Vector2 coordinates
  1947. * @returns a string with the Vector2 coordinates
  1948. */
  1949. toString(): string;
  1950. /**
  1951. * Gets class name
  1952. * @returns the string "Vector2"
  1953. */
  1954. getClassName(): string;
  1955. /**
  1956. * Gets current vector hash code
  1957. * @returns the Vector2 hash code as a number
  1958. */
  1959. getHashCode(): number;
  1960. /**
  1961. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  1962. * @param array defines the source array
  1963. * @param index defines the offset in source array
  1964. * @returns the current Vector2
  1965. */
  1966. toArray(array: FloatArray, index?: number): Vector2;
  1967. /**
  1968. * Copy the current vector to an array
  1969. * @returns a new array with 2 elements: the Vector2 coordinates.
  1970. */
  1971. asArray(): number[];
  1972. /**
  1973. * Sets the Vector2 coordinates with the given Vector2 coordinates
  1974. * @param source defines the source Vector2
  1975. * @returns the current updated Vector2
  1976. */
  1977. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  1978. /**
  1979. * Sets the Vector2 coordinates with the given floats
  1980. * @param x defines the first coordinate
  1981. * @param y defines the second coordinate
  1982. * @returns the current updated Vector2
  1983. */
  1984. copyFromFloats(x: number, y: number): Vector2;
  1985. /**
  1986. * Sets the Vector2 coordinates with the given floats
  1987. * @param x defines the first coordinate
  1988. * @param y defines the second coordinate
  1989. * @returns the current updated Vector2
  1990. */
  1991. set(x: number, y: number): Vector2;
  1992. /**
  1993. * Add another vector with the current one
  1994. * @param otherVector defines the other vector
  1995. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  1996. */
  1997. add(otherVector: DeepImmutable<Vector2>): Vector2;
  1998. /**
  1999. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  2000. * @param otherVector defines the other vector
  2001. * @param result defines the target vector
  2002. * @returns the unmodified current Vector2
  2003. */
  2004. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2005. /**
  2006. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  2007. * @param otherVector defines the other vector
  2008. * @returns the current updated Vector2
  2009. */
  2010. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2011. /**
  2012. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  2013. * @param otherVector defines the other vector
  2014. * @returns a new Vector2
  2015. */
  2016. addVector3(otherVector: Vector3): Vector2;
  2017. /**
  2018. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  2019. * @param otherVector defines the other vector
  2020. * @returns a new Vector2
  2021. */
  2022. subtract(otherVector: Vector2): Vector2;
  2023. /**
  2024. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  2025. * @param otherVector defines the other vector
  2026. * @param result defines the target vector
  2027. * @returns the unmodified current Vector2
  2028. */
  2029. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2030. /**
  2031. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  2032. * @param otherVector defines the other vector
  2033. * @returns the current updated Vector2
  2034. */
  2035. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2036. /**
  2037. * Multiplies in place the current Vector2 coordinates by the given ones
  2038. * @param otherVector defines the other vector
  2039. * @returns the current updated Vector2
  2040. */
  2041. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2042. /**
  2043. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  2044. * @param otherVector defines the other vector
  2045. * @returns a new Vector2
  2046. */
  2047. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  2048. /**
  2049. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  2050. * @param otherVector defines the other vector
  2051. * @param result defines the target vector
  2052. * @returns the unmodified current Vector2
  2053. */
  2054. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2055. /**
  2056. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  2057. * @param x defines the first coordinate
  2058. * @param y defines the second coordinate
  2059. * @returns a new Vector2
  2060. */
  2061. multiplyByFloats(x: number, y: number): Vector2;
  2062. /**
  2063. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  2064. * @param otherVector defines the other vector
  2065. * @returns a new Vector2
  2066. */
  2067. divide(otherVector: Vector2): Vector2;
  2068. /**
  2069. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  2070. * @param otherVector defines the other vector
  2071. * @param result defines the target vector
  2072. * @returns the unmodified current Vector2
  2073. */
  2074. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  2075. /**
  2076. * Divides the current Vector2 coordinates by the given ones
  2077. * @param otherVector defines the other vector
  2078. * @returns the current updated Vector2
  2079. */
  2080. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  2081. /**
  2082. * Gets a new Vector2 with current Vector2 negated coordinates
  2083. * @returns a new Vector2
  2084. */
  2085. negate(): Vector2;
  2086. /**
  2087. * Multiply the Vector2 coordinates by scale
  2088. * @param scale defines the scaling factor
  2089. * @returns the current updated Vector2
  2090. */
  2091. scaleInPlace(scale: number): Vector2;
  2092. /**
  2093. * Returns a new Vector2 scaled by "scale" from the current Vector2
  2094. * @param scale defines the scaling factor
  2095. * @returns a new Vector2
  2096. */
  2097. scale(scale: number): Vector2;
  2098. /**
  2099. * Scale the current Vector2 values by a factor to a given Vector2
  2100. * @param scale defines the scale factor
  2101. * @param result defines the Vector2 object where to store the result
  2102. * @returns the unmodified current Vector2
  2103. */
  2104. scaleToRef(scale: number, result: Vector2): Vector2;
  2105. /**
  2106. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  2107. * @param scale defines the scale factor
  2108. * @param result defines the Vector2 object where to store the result
  2109. * @returns the unmodified current Vector2
  2110. */
  2111. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  2112. /**
  2113. * Gets a boolean if two vectors are equals
  2114. * @param otherVector defines the other vector
  2115. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  2116. */
  2117. equals(otherVector: DeepImmutable<Vector2>): boolean;
  2118. /**
  2119. * Gets a boolean if two vectors are equals (using an epsilon value)
  2120. * @param otherVector defines the other vector
  2121. * @param epsilon defines the minimal distance to consider equality
  2122. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  2123. */
  2124. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  2125. /**
  2126. * Gets a new Vector2 from current Vector2 floored values
  2127. * @returns a new Vector2
  2128. */
  2129. floor(): Vector2;
  2130. /**
  2131. * Gets a new Vector2 from current Vector2 floored values
  2132. * @returns a new Vector2
  2133. */
  2134. fract(): Vector2;
  2135. /**
  2136. * Gets the length of the vector
  2137. * @returns the vector length (float)
  2138. */
  2139. length(): number;
  2140. /**
  2141. * Gets the vector squared length
  2142. * @returns the vector squared length (float)
  2143. */
  2144. lengthSquared(): number;
  2145. /**
  2146. * Normalize the vector
  2147. * @returns the current updated Vector2
  2148. */
  2149. normalize(): Vector2;
  2150. /**
  2151. * Gets a new Vector2 copied from the Vector2
  2152. * @returns a new Vector2
  2153. */
  2154. clone(): Vector2;
  2155. /**
  2156. * Gets a new Vector2(0, 0)
  2157. * @returns a new Vector2
  2158. */
  2159. static Zero(): Vector2;
  2160. /**
  2161. * Gets a new Vector2(1, 1)
  2162. * @returns a new Vector2
  2163. */
  2164. static One(): Vector2;
  2165. /**
  2166. * Gets a new Vector2 set from the given index element of the given array
  2167. * @param array defines the data source
  2168. * @param offset defines the offset in the data source
  2169. * @returns a new Vector2
  2170. */
  2171. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  2172. /**
  2173. * Sets "result" from the given index element of the given array
  2174. * @param array defines the data source
  2175. * @param offset defines the offset in the data source
  2176. * @param result defines the target vector
  2177. */
  2178. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  2179. /**
  2180. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  2181. * @param value1 defines 1st point of control
  2182. * @param value2 defines 2nd point of control
  2183. * @param value3 defines 3rd point of control
  2184. * @param value4 defines 4th point of control
  2185. * @param amount defines the interpolation factor
  2186. * @returns a new Vector2
  2187. */
  2188. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  2189. /**
  2190. * 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".
  2191. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  2192. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  2193. * @param value defines the value to clamp
  2194. * @param min defines the lower limit
  2195. * @param max defines the upper limit
  2196. * @returns a new Vector2
  2197. */
  2198. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  2199. /**
  2200. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  2201. * @param value1 defines the 1st control point
  2202. * @param tangent1 defines the outgoing tangent
  2203. * @param value2 defines the 2nd control point
  2204. * @param tangent2 defines the incoming tangent
  2205. * @param amount defines the interpolation factor
  2206. * @returns a new Vector2
  2207. */
  2208. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  2209. /**
  2210. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  2211. * @param start defines the start vector
  2212. * @param end defines the end vector
  2213. * @param amount defines the interpolation factor
  2214. * @returns a new Vector2
  2215. */
  2216. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  2217. /**
  2218. * Gets the dot product of the vector "left" and the vector "right"
  2219. * @param left defines first vector
  2220. * @param right defines second vector
  2221. * @returns the dot product (float)
  2222. */
  2223. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  2224. /**
  2225. * Returns a new Vector2 equal to the normalized given vector
  2226. * @param vector defines the vector to normalize
  2227. * @returns a new Vector2
  2228. */
  2229. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  2230. /**
  2231. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  2232. * @param left defines 1st vector
  2233. * @param right defines 2nd vector
  2234. * @returns a new Vector2
  2235. */
  2236. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2237. /**
  2238. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  2239. * @param left defines 1st vector
  2240. * @param right defines 2nd vector
  2241. * @returns a new Vector2
  2242. */
  2243. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  2244. /**
  2245. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  2246. * @param vector defines the vector to transform
  2247. * @param transformation defines the matrix to apply
  2248. * @returns a new Vector2
  2249. */
  2250. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  2251. /**
  2252. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  2253. * @param vector defines the vector to transform
  2254. * @param transformation defines the matrix to apply
  2255. * @param result defines the target vector
  2256. */
  2257. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  2258. /**
  2259. * Determines if a given vector is included in a triangle
  2260. * @param p defines the vector to test
  2261. * @param p0 defines 1st triangle point
  2262. * @param p1 defines 2nd triangle point
  2263. * @param p2 defines 3rd triangle point
  2264. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  2265. */
  2266. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  2267. /**
  2268. * Gets the distance between the vectors "value1" and "value2"
  2269. * @param value1 defines first vector
  2270. * @param value2 defines second vector
  2271. * @returns the distance between vectors
  2272. */
  2273. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2274. /**
  2275. * Returns the squared distance between the vectors "value1" and "value2"
  2276. * @param value1 defines first vector
  2277. * @param value2 defines second vector
  2278. * @returns the squared distance between vectors
  2279. */
  2280. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  2281. /**
  2282. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  2283. * @param value1 defines first vector
  2284. * @param value2 defines second vector
  2285. * @returns a new Vector2
  2286. */
  2287. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  2288. /**
  2289. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  2290. * @param p defines the middle point
  2291. * @param segA defines one point of the segment
  2292. * @param segB defines the other point of the segment
  2293. * @returns the shortest distance
  2294. */
  2295. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  2296. }
  2297. /**
  2298. * Classed used to store (x,y,z) vector representation
  2299. * A Vector3 is the main object used in 3D geometry
  2300. * It can represent etiher the coordinates of a point the space, either a direction
  2301. * Reminder: js uses a left handed forward facing system
  2302. */
  2303. export class Vector3 {
  2304. /**
  2305. * Defines the first coordinates (on X axis)
  2306. */
  2307. x: number;
  2308. /**
  2309. * Defines the second coordinates (on Y axis)
  2310. */
  2311. y: number;
  2312. /**
  2313. * Defines the third coordinates (on Z axis)
  2314. */
  2315. z: number;
  2316. private static _UpReadOnly;
  2317. private static _ZeroReadOnly;
  2318. /**
  2319. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  2320. * @param x defines the first coordinates (on X axis)
  2321. * @param y defines the second coordinates (on Y axis)
  2322. * @param z defines the third coordinates (on Z axis)
  2323. */
  2324. constructor(
  2325. /**
  2326. * Defines the first coordinates (on X axis)
  2327. */
  2328. x?: number,
  2329. /**
  2330. * Defines the second coordinates (on Y axis)
  2331. */
  2332. y?: number,
  2333. /**
  2334. * Defines the third coordinates (on Z axis)
  2335. */
  2336. z?: number);
  2337. /**
  2338. * Creates a string representation of the Vector3
  2339. * @returns a string with the Vector3 coordinates.
  2340. */
  2341. toString(): string;
  2342. /**
  2343. * Gets the class name
  2344. * @returns the string "Vector3"
  2345. */
  2346. getClassName(): string;
  2347. /**
  2348. * Creates the Vector3 hash code
  2349. * @returns a number which tends to be unique between Vector3 instances
  2350. */
  2351. getHashCode(): number;
  2352. /**
  2353. * Creates an array containing three elements : the coordinates of the Vector3
  2354. * @returns a new array of numbers
  2355. */
  2356. asArray(): number[];
  2357. /**
  2358. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  2359. * @param array defines the destination array
  2360. * @param index defines the offset in the destination array
  2361. * @returns the current Vector3
  2362. */
  2363. toArray(array: FloatArray, index?: number): Vector3;
  2364. /**
  2365. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  2366. * @returns a new Quaternion object, computed from the Vector3 coordinates
  2367. */
  2368. toQuaternion(): Quaternion;
  2369. /**
  2370. * Adds the given vector to the current Vector3
  2371. * @param otherVector defines the second operand
  2372. * @returns the current updated Vector3
  2373. */
  2374. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2375. /**
  2376. * Adds the given coordinates to the current Vector3
  2377. * @param x defines the x coordinate of the operand
  2378. * @param y defines the y coordinate of the operand
  2379. * @param z defines the z coordinate of the operand
  2380. * @returns the current updated Vector3
  2381. */
  2382. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2383. /**
  2384. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  2385. * @param otherVector defines the second operand
  2386. * @returns the resulting Vector3
  2387. */
  2388. add(otherVector: DeepImmutable<Vector3>): Vector3;
  2389. /**
  2390. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  2391. * @param otherVector defines the second operand
  2392. * @param result defines the Vector3 object where to store the result
  2393. * @returns the current Vector3
  2394. */
  2395. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2396. /**
  2397. * Subtract the given vector from the current Vector3
  2398. * @param otherVector defines the second operand
  2399. * @returns the current updated Vector3
  2400. */
  2401. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2402. /**
  2403. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  2404. * @param otherVector defines the second operand
  2405. * @returns the resulting Vector3
  2406. */
  2407. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  2408. /**
  2409. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  2410. * @param otherVector defines the second operand
  2411. * @param result defines the Vector3 object where to store the result
  2412. * @returns the current Vector3
  2413. */
  2414. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2415. /**
  2416. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  2417. * @param x defines the x coordinate of the operand
  2418. * @param y defines the y coordinate of the operand
  2419. * @param z defines the z coordinate of the operand
  2420. * @returns the resulting Vector3
  2421. */
  2422. subtractFromFloats(x: number, y: number, z: number): Vector3;
  2423. /**
  2424. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  2425. * @param x defines the x coordinate of the operand
  2426. * @param y defines the y coordinate of the operand
  2427. * @param z defines the z coordinate of the operand
  2428. * @param result defines the Vector3 object where to store the result
  2429. * @returns the current Vector3
  2430. */
  2431. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  2432. /**
  2433. * Gets a new Vector3 set with the current Vector3 negated coordinates
  2434. * @returns a new Vector3
  2435. */
  2436. negate(): Vector3;
  2437. /**
  2438. * Multiplies the Vector3 coordinates by the float "scale"
  2439. * @param scale defines the multiplier factor
  2440. * @returns the current updated Vector3
  2441. */
  2442. scaleInPlace(scale: number): Vector3;
  2443. /**
  2444. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  2445. * @param scale defines the multiplier factor
  2446. * @returns a new Vector3
  2447. */
  2448. scale(scale: number): Vector3;
  2449. /**
  2450. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  2451. * @param scale defines the multiplier factor
  2452. * @param result defines the Vector3 object where to store the result
  2453. * @returns the current Vector3
  2454. */
  2455. scaleToRef(scale: number, result: Vector3): Vector3;
  2456. /**
  2457. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  2458. * @param scale defines the scale factor
  2459. * @param result defines the Vector3 object where to store the result
  2460. * @returns the unmodified current Vector3
  2461. */
  2462. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  2463. /**
  2464. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  2465. * @param otherVector defines the second operand
  2466. * @returns true if both vectors are equals
  2467. */
  2468. equals(otherVector: DeepImmutable<Vector3>): boolean;
  2469. /**
  2470. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  2471. * @param otherVector defines the second operand
  2472. * @param epsilon defines the minimal distance to define values as equals
  2473. * @returns true if both vectors are distant less than epsilon
  2474. */
  2475. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  2476. /**
  2477. * Returns true if the current Vector3 coordinates equals the given floats
  2478. * @param x defines the x coordinate of the operand
  2479. * @param y defines the y coordinate of the operand
  2480. * @param z defines the z coordinate of the operand
  2481. * @returns true if both vectors are equals
  2482. */
  2483. equalsToFloats(x: number, y: number, z: number): boolean;
  2484. /**
  2485. * Multiplies the current Vector3 coordinates by the given ones
  2486. * @param otherVector defines the second operand
  2487. * @returns the current updated Vector3
  2488. */
  2489. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  2490. /**
  2491. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  2492. * @param otherVector defines the second operand
  2493. * @returns the new Vector3
  2494. */
  2495. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  2496. /**
  2497. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  2498. * @param otherVector defines the second operand
  2499. * @param result defines the Vector3 object where to store the result
  2500. * @returns the current Vector3
  2501. */
  2502. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2503. /**
  2504. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  2505. * @param x defines the x coordinate of the operand
  2506. * @param y defines the y coordinate of the operand
  2507. * @param z defines the z coordinate of the operand
  2508. * @returns the new Vector3
  2509. */
  2510. multiplyByFloats(x: number, y: number, z: number): Vector3;
  2511. /**
  2512. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  2513. * @param otherVector defines the second operand
  2514. * @returns the new Vector3
  2515. */
  2516. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  2517. /**
  2518. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  2519. * @param otherVector defines the second operand
  2520. * @param result defines the Vector3 object where to store the result
  2521. * @returns the current Vector3
  2522. */
  2523. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  2524. /**
  2525. * Divides the current Vector3 coordinates by the given ones.
  2526. * @param otherVector defines the second operand
  2527. * @returns the current updated Vector3
  2528. */
  2529. divideInPlace(otherVector: Vector3): Vector3;
  2530. /**
  2531. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  2532. * @param other defines the second operand
  2533. * @returns the current updated Vector3
  2534. */
  2535. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2536. /**
  2537. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  2538. * @param other defines the second operand
  2539. * @returns the current updated Vector3
  2540. */
  2541. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  2542. /**
  2543. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  2544. * @param x defines the x coordinate of the operand
  2545. * @param y defines the y coordinate of the operand
  2546. * @param z defines the z coordinate of the operand
  2547. * @returns the current updated Vector3
  2548. */
  2549. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2550. /**
  2551. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  2552. * @param x defines the x coordinate of the operand
  2553. * @param y defines the y coordinate of the operand
  2554. * @param z defines the z coordinate of the operand
  2555. * @returns the current updated Vector3
  2556. */
  2557. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  2558. /**
  2559. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  2560. * Check if is non uniform within a certain amount of decimal places to account for this
  2561. * @param epsilon the amount the values can differ
  2562. * @returns if the the vector is non uniform to a certain number of decimal places
  2563. */
  2564. isNonUniformWithinEpsilon(epsilon: number): boolean;
  2565. /**
  2566. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  2567. */
  2568. readonly isNonUniform: boolean;
  2569. /**
  2570. * Gets a new Vector3 from current Vector3 floored values
  2571. * @returns a new Vector3
  2572. */
  2573. floor(): Vector3;
  2574. /**
  2575. * Gets a new Vector3 from current Vector3 floored values
  2576. * @returns a new Vector3
  2577. */
  2578. fract(): Vector3;
  2579. /**
  2580. * Gets the length of the Vector3
  2581. * @returns the length of the Vector3
  2582. */
  2583. length(): number;
  2584. /**
  2585. * Gets the squared length of the Vector3
  2586. * @returns squared length of the Vector3
  2587. */
  2588. lengthSquared(): number;
  2589. /**
  2590. * Normalize the current Vector3.
  2591. * Please note that this is an in place operation.
  2592. * @returns the current updated Vector3
  2593. */
  2594. normalize(): Vector3;
  2595. /**
  2596. * Reorders the x y z properties of the vector in place
  2597. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  2598. * @returns the current updated vector
  2599. */
  2600. reorderInPlace(order: string): this;
  2601. /**
  2602. * Rotates the vector around 0,0,0 by a quaternion
  2603. * @param quaternion the rotation quaternion
  2604. * @param result vector to store the result
  2605. * @returns the resulting vector
  2606. */
  2607. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  2608. /**
  2609. * Rotates a vector around a given point
  2610. * @param quaternion the rotation quaternion
  2611. * @param point the point to rotate around
  2612. * @param result vector to store the result
  2613. * @returns the resulting vector
  2614. */
  2615. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  2616. /**
  2617. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  2618. * The cross product is then orthogonal to both current and "other"
  2619. * @param other defines the right operand
  2620. * @returns the cross product
  2621. */
  2622. cross(other: Vector3): Vector3;
  2623. /**
  2624. * Normalize the current Vector3 with the given input length.
  2625. * Please note that this is an in place operation.
  2626. * @param len the length of the vector
  2627. * @returns the current updated Vector3
  2628. */
  2629. normalizeFromLength(len: number): Vector3;
  2630. /**
  2631. * Normalize the current Vector3 to a new vector
  2632. * @returns the new Vector3
  2633. */
  2634. normalizeToNew(): Vector3;
  2635. /**
  2636. * Normalize the current Vector3 to the reference
  2637. * @param reference define the Vector3 to update
  2638. * @returns the updated Vector3
  2639. */
  2640. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  2641. /**
  2642. * Creates a new Vector3 copied from the current Vector3
  2643. * @returns the new Vector3
  2644. */
  2645. clone(): Vector3;
  2646. /**
  2647. * Copies the given vector coordinates to the current Vector3 ones
  2648. * @param source defines the source Vector3
  2649. * @returns the current updated Vector3
  2650. */
  2651. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  2652. /**
  2653. * Copies the given floats to the current Vector3 coordinates
  2654. * @param x defines the x coordinate of the operand
  2655. * @param y defines the y coordinate of the operand
  2656. * @param z defines the z coordinate of the operand
  2657. * @returns the current updated Vector3
  2658. */
  2659. copyFromFloats(x: number, y: number, z: number): Vector3;
  2660. /**
  2661. * Copies the given floats to the current Vector3 coordinates
  2662. * @param x defines the x coordinate of the operand
  2663. * @param y defines the y coordinate of the operand
  2664. * @param z defines the z coordinate of the operand
  2665. * @returns the current updated Vector3
  2666. */
  2667. set(x: number, y: number, z: number): Vector3;
  2668. /**
  2669. * Copies the given float to the current Vector3 coordinates
  2670. * @param v defines the x, y and z coordinates of the operand
  2671. * @returns the current updated Vector3
  2672. */
  2673. setAll(v: number): Vector3;
  2674. /**
  2675. * Get the clip factor between two vectors
  2676. * @param vector0 defines the first operand
  2677. * @param vector1 defines the second operand
  2678. * @param axis defines the axis to use
  2679. * @param size defines the size along the axis
  2680. * @returns the clip factor
  2681. */
  2682. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  2683. /**
  2684. * Get angle between two vectors
  2685. * @param vector0 angle between vector0 and vector1
  2686. * @param vector1 angle between vector0 and vector1
  2687. * @param normal direction of the normal
  2688. * @return the angle between vector0 and vector1
  2689. */
  2690. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  2691. /**
  2692. * Returns a new Vector3 set from the index "offset" of the given array
  2693. * @param array defines the source array
  2694. * @param offset defines the offset in the source array
  2695. * @returns the new Vector3
  2696. */
  2697. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  2698. /**
  2699. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  2700. * This function is deprecated. Use FromArray instead
  2701. * @param array defines the source array
  2702. * @param offset defines the offset in the source array
  2703. * @returns the new Vector3
  2704. */
  2705. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  2706. /**
  2707. * Sets the given vector "result" with the element values from the index "offset" of the given array
  2708. * @param array defines the source array
  2709. * @param offset defines the offset in the source array
  2710. * @param result defines the Vector3 where to store the result
  2711. */
  2712. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  2713. /**
  2714. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  2715. * This function is deprecated. Use FromArrayToRef instead.
  2716. * @param array defines the source array
  2717. * @param offset defines the offset in the source array
  2718. * @param result defines the Vector3 where to store the result
  2719. */
  2720. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  2721. /**
  2722. * Sets the given vector "result" with the given floats.
  2723. * @param x defines the x coordinate of the source
  2724. * @param y defines the y coordinate of the source
  2725. * @param z defines the z coordinate of the source
  2726. * @param result defines the Vector3 where to store the result
  2727. */
  2728. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  2729. /**
  2730. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  2731. * @returns a new empty Vector3
  2732. */
  2733. static Zero(): Vector3;
  2734. /**
  2735. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  2736. * @returns a new unit Vector3
  2737. */
  2738. static One(): Vector3;
  2739. /**
  2740. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  2741. * @returns a new up Vector3
  2742. */
  2743. static Up(): Vector3;
  2744. /**
  2745. * Gets a up Vector3 that must not be updated
  2746. */
  2747. static readonly UpReadOnly: DeepImmutable<Vector3>;
  2748. /**
  2749. * Gets a zero Vector3 that must not be updated
  2750. */
  2751. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  2752. /**
  2753. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  2754. * @returns a new down Vector3
  2755. */
  2756. static Down(): Vector3;
  2757. /**
  2758. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  2759. * @returns a new forward Vector3
  2760. */
  2761. static Forward(): Vector3;
  2762. /**
  2763. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  2764. * @returns a new forward Vector3
  2765. */
  2766. static Backward(): Vector3;
  2767. /**
  2768. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  2769. * @returns a new right Vector3
  2770. */
  2771. static Right(): Vector3;
  2772. /**
  2773. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  2774. * @returns a new left Vector3
  2775. */
  2776. static Left(): Vector3;
  2777. /**
  2778. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  2779. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2780. * @param vector defines the Vector3 to transform
  2781. * @param transformation defines the transformation matrix
  2782. * @returns the transformed Vector3
  2783. */
  2784. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2785. /**
  2786. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  2787. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  2788. * @param vector defines the Vector3 to transform
  2789. * @param transformation defines the transformation matrix
  2790. * @param result defines the Vector3 where to store the result
  2791. */
  2792. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2793. /**
  2794. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  2795. * This method computes tranformed coordinates only, not transformed direction vectors
  2796. * @param x define the x coordinate of the source vector
  2797. * @param y define the y coordinate of the source vector
  2798. * @param z define the z coordinate of the source vector
  2799. * @param transformation defines the transformation matrix
  2800. * @param result defines the Vector3 where to store the result
  2801. */
  2802. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2803. /**
  2804. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  2805. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2806. * @param vector defines the Vector3 to transform
  2807. * @param transformation defines the transformation matrix
  2808. * @returns the new Vector3
  2809. */
  2810. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  2811. /**
  2812. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  2813. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2814. * @param vector defines the Vector3 to transform
  2815. * @param transformation defines the transformation matrix
  2816. * @param result defines the Vector3 where to store the result
  2817. */
  2818. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2819. /**
  2820. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  2821. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  2822. * @param x define the x coordinate of the source vector
  2823. * @param y define the y coordinate of the source vector
  2824. * @param z define the z coordinate of the source vector
  2825. * @param transformation defines the transformation matrix
  2826. * @param result defines the Vector3 where to store the result
  2827. */
  2828. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  2829. /**
  2830. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  2831. * @param value1 defines the first control point
  2832. * @param value2 defines the second control point
  2833. * @param value3 defines the third control point
  2834. * @param value4 defines the fourth control point
  2835. * @param amount defines the amount on the spline to use
  2836. * @returns the new Vector3
  2837. */
  2838. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  2839. /**
  2840. * 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"
  2841. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2842. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2843. * @param value defines the current value
  2844. * @param min defines the lower range value
  2845. * @param max defines the upper range value
  2846. * @returns the new Vector3
  2847. */
  2848. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  2849. /**
  2850. * 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"
  2851. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  2852. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  2853. * @param value defines the current value
  2854. * @param min defines the lower range value
  2855. * @param max defines the upper range value
  2856. * @param result defines the Vector3 where to store the result
  2857. */
  2858. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  2859. /**
  2860. * Checks if a given vector is inside a specific range
  2861. * @param v defines the vector to test
  2862. * @param min defines the minimum range
  2863. * @param max defines the maximum range
  2864. */
  2865. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  2866. /**
  2867. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  2868. * @param value1 defines the first control point
  2869. * @param tangent1 defines the first tangent vector
  2870. * @param value2 defines the second control point
  2871. * @param tangent2 defines the second tangent vector
  2872. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  2873. * @returns the new Vector3
  2874. */
  2875. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  2876. /**
  2877. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  2878. * @param start defines the start value
  2879. * @param end defines the end value
  2880. * @param amount max defines amount between both (between 0 and 1)
  2881. * @returns the new Vector3
  2882. */
  2883. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  2884. /**
  2885. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  2886. * @param start defines the start value
  2887. * @param end defines the end value
  2888. * @param amount max defines amount between both (between 0 and 1)
  2889. * @param result defines the Vector3 where to store the result
  2890. */
  2891. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  2892. /**
  2893. * Returns the dot product (float) between the vectors "left" and "right"
  2894. * @param left defines the left operand
  2895. * @param right defines the right operand
  2896. * @returns the dot product
  2897. */
  2898. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  2899. /**
  2900. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  2901. * The cross product is then orthogonal to both "left" and "right"
  2902. * @param left defines the left operand
  2903. * @param right defines the right operand
  2904. * @returns the cross product
  2905. */
  2906. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2907. /**
  2908. * Sets the given vector "result" with the cross product of "left" and "right"
  2909. * The cross product is then orthogonal to both "left" and "right"
  2910. * @param left defines the left operand
  2911. * @param right defines the right operand
  2912. * @param result defines the Vector3 where to store the result
  2913. */
  2914. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  2915. /**
  2916. * Returns a new Vector3 as the normalization of the given vector
  2917. * @param vector defines the Vector3 to normalize
  2918. * @returns the new Vector3
  2919. */
  2920. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  2921. /**
  2922. * Sets the given vector "result" with the normalization of the given first vector
  2923. * @param vector defines the Vector3 to normalize
  2924. * @param result defines the Vector3 where to store the result
  2925. */
  2926. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  2927. /**
  2928. * Project a Vector3 onto screen space
  2929. * @param vector defines the Vector3 to project
  2930. * @param world defines the world matrix to use
  2931. * @param transform defines the transform (view x projection) matrix to use
  2932. * @param viewport defines the screen viewport to use
  2933. * @returns the new Vector3
  2934. */
  2935. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  2936. /** @hidden */
  2937. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  2938. /**
  2939. * Unproject from screen space to object space
  2940. * @param source defines the screen space Vector3 to use
  2941. * @param viewportWidth defines the current width of the viewport
  2942. * @param viewportHeight defines the current height of the viewport
  2943. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2944. * @param transform defines the transform (view x projection) matrix to use
  2945. * @returns the new Vector3
  2946. */
  2947. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  2948. /**
  2949. * Unproject from screen space to object space
  2950. * @param source defines the screen space Vector3 to use
  2951. * @param viewportWidth defines the current width of the viewport
  2952. * @param viewportHeight defines the current height of the viewport
  2953. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2954. * @param view defines the view matrix to use
  2955. * @param projection defines the projection matrix to use
  2956. * @returns the new Vector3
  2957. */
  2958. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  2959. /**
  2960. * Unproject from screen space to object space
  2961. * @param source defines the screen space Vector3 to use
  2962. * @param viewportWidth defines the current width of the viewport
  2963. * @param viewportHeight defines the current height of the viewport
  2964. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2965. * @param view defines the view matrix to use
  2966. * @param projection defines the projection matrix to use
  2967. * @param result defines the Vector3 where to store the result
  2968. */
  2969. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2970. /**
  2971. * Unproject from screen space to object space
  2972. * @param sourceX defines the screen space x coordinate to use
  2973. * @param sourceY defines the screen space y coordinate to use
  2974. * @param sourceZ defines the screen space z coordinate to use
  2975. * @param viewportWidth defines the current width of the viewport
  2976. * @param viewportHeight defines the current height of the viewport
  2977. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  2978. * @param view defines the view matrix to use
  2979. * @param projection defines the projection matrix to use
  2980. * @param result defines the Vector3 where to store the result
  2981. */
  2982. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  2983. /**
  2984. * Gets the minimal coordinate values between two Vector3
  2985. * @param left defines the first operand
  2986. * @param right defines the second operand
  2987. * @returns the new Vector3
  2988. */
  2989. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2990. /**
  2991. * Gets the maximal coordinate values between two Vector3
  2992. * @param left defines the first operand
  2993. * @param right defines the second operand
  2994. * @returns the new Vector3
  2995. */
  2996. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  2997. /**
  2998. * Returns the distance between the vectors "value1" and "value2"
  2999. * @param value1 defines the first operand
  3000. * @param value2 defines the second operand
  3001. * @returns the distance
  3002. */
  3003. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3004. /**
  3005. * Returns the squared distance between the vectors "value1" and "value2"
  3006. * @param value1 defines the first operand
  3007. * @param value2 defines the second operand
  3008. * @returns the squared distance
  3009. */
  3010. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  3011. /**
  3012. * Returns a new Vector3 located at the center between "value1" and "value2"
  3013. * @param value1 defines the first operand
  3014. * @param value2 defines the second operand
  3015. * @returns the new Vector3
  3016. */
  3017. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  3018. /**
  3019. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  3020. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  3021. * to something in order to rotate it from its local system to the given target system
  3022. * Note: axis1, axis2 and axis3 are normalized during this operation
  3023. * @param axis1 defines the first axis
  3024. * @param axis2 defines the second axis
  3025. * @param axis3 defines the third axis
  3026. * @returns a new Vector3
  3027. */
  3028. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  3029. /**
  3030. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  3031. * @param axis1 defines the first axis
  3032. * @param axis2 defines the second axis
  3033. * @param axis3 defines the third axis
  3034. * @param ref defines the Vector3 where to store the result
  3035. */
  3036. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  3037. }
  3038. /**
  3039. * Vector4 class created for EulerAngle class conversion to Quaternion
  3040. */
  3041. export class Vector4 {
  3042. /** x value of the vector */
  3043. x: number;
  3044. /** y value of the vector */
  3045. y: number;
  3046. /** z value of the vector */
  3047. z: number;
  3048. /** w value of the vector */
  3049. w: number;
  3050. /**
  3051. * Creates a Vector4 object from the given floats.
  3052. * @param x x value of the vector
  3053. * @param y y value of the vector
  3054. * @param z z value of the vector
  3055. * @param w w value of the vector
  3056. */
  3057. constructor(
  3058. /** x value of the vector */
  3059. x: number,
  3060. /** y value of the vector */
  3061. y: number,
  3062. /** z value of the vector */
  3063. z: number,
  3064. /** w value of the vector */
  3065. w: number);
  3066. /**
  3067. * Returns the string with the Vector4 coordinates.
  3068. * @returns a string containing all the vector values
  3069. */
  3070. toString(): string;
  3071. /**
  3072. * Returns the string "Vector4".
  3073. * @returns "Vector4"
  3074. */
  3075. getClassName(): string;
  3076. /**
  3077. * Returns the Vector4 hash code.
  3078. * @returns a unique hash code
  3079. */
  3080. getHashCode(): number;
  3081. /**
  3082. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  3083. * @returns the resulting array
  3084. */
  3085. asArray(): number[];
  3086. /**
  3087. * Populates the given array from the given index with the Vector4 coordinates.
  3088. * @param array array to populate
  3089. * @param index index of the array to start at (default: 0)
  3090. * @returns the Vector4.
  3091. */
  3092. toArray(array: FloatArray, index?: number): Vector4;
  3093. /**
  3094. * Adds the given vector to the current Vector4.
  3095. * @param otherVector the vector to add
  3096. * @returns the updated Vector4.
  3097. */
  3098. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3099. /**
  3100. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  3101. * @param otherVector the vector to add
  3102. * @returns the resulting vector
  3103. */
  3104. add(otherVector: DeepImmutable<Vector4>): Vector4;
  3105. /**
  3106. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  3107. * @param otherVector the vector to add
  3108. * @param result the vector to store the result
  3109. * @returns the current Vector4.
  3110. */
  3111. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3112. /**
  3113. * Subtract in place the given vector from the current Vector4.
  3114. * @param otherVector the vector to subtract
  3115. * @returns the updated Vector4.
  3116. */
  3117. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3118. /**
  3119. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  3120. * @param otherVector the vector to add
  3121. * @returns the new vector with the result
  3122. */
  3123. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  3124. /**
  3125. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  3126. * @param otherVector the vector to subtract
  3127. * @param result the vector to store the result
  3128. * @returns the current Vector4.
  3129. */
  3130. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3131. /**
  3132. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3133. */
  3134. /**
  3135. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3136. * @param x value to subtract
  3137. * @param y value to subtract
  3138. * @param z value to subtract
  3139. * @param w value to subtract
  3140. * @returns new vector containing the result
  3141. */
  3142. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3143. /**
  3144. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  3145. * @param x value to subtract
  3146. * @param y value to subtract
  3147. * @param z value to subtract
  3148. * @param w value to subtract
  3149. * @param result the vector to store the result in
  3150. * @returns the current Vector4.
  3151. */
  3152. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  3153. /**
  3154. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  3155. * @returns a new vector with the negated values
  3156. */
  3157. negate(): Vector4;
  3158. /**
  3159. * Multiplies the current Vector4 coordinates by scale (float).
  3160. * @param scale the number to scale with
  3161. * @returns the updated Vector4.
  3162. */
  3163. scaleInPlace(scale: number): Vector4;
  3164. /**
  3165. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  3166. * @param scale the number to scale with
  3167. * @returns a new vector with the result
  3168. */
  3169. scale(scale: number): Vector4;
  3170. /**
  3171. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  3172. * @param scale the number to scale with
  3173. * @param result a vector to store the result in
  3174. * @returns the current Vector4.
  3175. */
  3176. scaleToRef(scale: number, result: Vector4): Vector4;
  3177. /**
  3178. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  3179. * @param scale defines the scale factor
  3180. * @param result defines the Vector4 object where to store the result
  3181. * @returns the unmodified current Vector4
  3182. */
  3183. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  3184. /**
  3185. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  3186. * @param otherVector the vector to compare against
  3187. * @returns true if they are equal
  3188. */
  3189. equals(otherVector: DeepImmutable<Vector4>): boolean;
  3190. /**
  3191. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  3192. * @param otherVector vector to compare against
  3193. * @param epsilon (Default: very small number)
  3194. * @returns true if they are equal
  3195. */
  3196. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  3197. /**
  3198. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  3199. * @param x x value to compare against
  3200. * @param y y value to compare against
  3201. * @param z z value to compare against
  3202. * @param w w value to compare against
  3203. * @returns true if equal
  3204. */
  3205. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  3206. /**
  3207. * Multiplies in place the current Vector4 by the given one.
  3208. * @param otherVector vector to multiple with
  3209. * @returns the updated Vector4.
  3210. */
  3211. multiplyInPlace(otherVector: Vector4): Vector4;
  3212. /**
  3213. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  3214. * @param otherVector vector to multiple with
  3215. * @returns resulting new vector
  3216. */
  3217. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  3218. /**
  3219. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  3220. * @param otherVector vector to multiple with
  3221. * @param result vector to store the result
  3222. * @returns the current Vector4.
  3223. */
  3224. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3225. /**
  3226. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  3227. * @param x x value multiply with
  3228. * @param y y value multiply with
  3229. * @param z z value multiply with
  3230. * @param w w value multiply with
  3231. * @returns resulting new vector
  3232. */
  3233. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  3234. /**
  3235. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  3236. * @param otherVector vector to devide with
  3237. * @returns resulting new vector
  3238. */
  3239. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  3240. /**
  3241. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  3242. * @param otherVector vector to devide with
  3243. * @param result vector to store the result
  3244. * @returns the current Vector4.
  3245. */
  3246. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  3247. /**
  3248. * Divides the current Vector3 coordinates by the given ones.
  3249. * @param otherVector vector to devide with
  3250. * @returns the updated Vector3.
  3251. */
  3252. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  3253. /**
  3254. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  3255. * @param other defines the second operand
  3256. * @returns the current updated Vector4
  3257. */
  3258. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3259. /**
  3260. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  3261. * @param other defines the second operand
  3262. * @returns the current updated Vector4
  3263. */
  3264. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  3265. /**
  3266. * Gets a new Vector4 from current Vector4 floored values
  3267. * @returns a new Vector4
  3268. */
  3269. floor(): Vector4;
  3270. /**
  3271. * Gets a new Vector4 from current Vector3 floored values
  3272. * @returns a new Vector4
  3273. */
  3274. fract(): Vector4;
  3275. /**
  3276. * Returns the Vector4 length (float).
  3277. * @returns the length
  3278. */
  3279. length(): number;
  3280. /**
  3281. * Returns the Vector4 squared length (float).
  3282. * @returns the length squared
  3283. */
  3284. lengthSquared(): number;
  3285. /**
  3286. * Normalizes in place the Vector4.
  3287. * @returns the updated Vector4.
  3288. */
  3289. normalize(): Vector4;
  3290. /**
  3291. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  3292. * @returns this converted to a new vector3
  3293. */
  3294. toVector3(): Vector3;
  3295. /**
  3296. * Returns a new Vector4 copied from the current one.
  3297. * @returns the new cloned vector
  3298. */
  3299. clone(): Vector4;
  3300. /**
  3301. * Updates the current Vector4 with the given one coordinates.
  3302. * @param source the source vector to copy from
  3303. * @returns the updated Vector4.
  3304. */
  3305. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  3306. /**
  3307. * Updates the current Vector4 coordinates with the given floats.
  3308. * @param x float to copy from
  3309. * @param y float to copy from
  3310. * @param z float to copy from
  3311. * @param w float to copy from
  3312. * @returns the updated Vector4.
  3313. */
  3314. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  3315. /**
  3316. * Updates the current Vector4 coordinates with the given floats.
  3317. * @param x float to set from
  3318. * @param y float to set from
  3319. * @param z float to set from
  3320. * @param w float to set from
  3321. * @returns the updated Vector4.
  3322. */
  3323. set(x: number, y: number, z: number, w: number): Vector4;
  3324. /**
  3325. * Copies the given float to the current Vector3 coordinates
  3326. * @param v defines the x, y, z and w coordinates of the operand
  3327. * @returns the current updated Vector3
  3328. */
  3329. setAll(v: number): Vector4;
  3330. /**
  3331. * Returns a new Vector4 set from the starting index of the given array.
  3332. * @param array the array to pull values from
  3333. * @param offset the offset into the array to start at
  3334. * @returns the new vector
  3335. */
  3336. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  3337. /**
  3338. * Updates the given vector "result" from the starting index of the given array.
  3339. * @param array the array to pull values from
  3340. * @param offset the offset into the array to start at
  3341. * @param result the vector to store the result in
  3342. */
  3343. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  3344. /**
  3345. * Updates the given vector "result" from the starting index of the given Float32Array.
  3346. * @param array the array to pull values from
  3347. * @param offset the offset into the array to start at
  3348. * @param result the vector to store the result in
  3349. */
  3350. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  3351. /**
  3352. * Updates the given vector "result" coordinates from the given floats.
  3353. * @param x float to set from
  3354. * @param y float to set from
  3355. * @param z float to set from
  3356. * @param w float to set from
  3357. * @param result the vector to the floats in
  3358. */
  3359. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  3360. /**
  3361. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  3362. * @returns the new vector
  3363. */
  3364. static Zero(): Vector4;
  3365. /**
  3366. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  3367. * @returns the new vector
  3368. */
  3369. static One(): Vector4;
  3370. /**
  3371. * Returns a new normalized Vector4 from the given one.
  3372. * @param vector the vector to normalize
  3373. * @returns the vector
  3374. */
  3375. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  3376. /**
  3377. * Updates the given vector "result" from the normalization of the given one.
  3378. * @param vector the vector to normalize
  3379. * @param result the vector to store the result in
  3380. */
  3381. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  3382. /**
  3383. * Returns a vector with the minimum values from the left and right vectors
  3384. * @param left left vector to minimize
  3385. * @param right right vector to minimize
  3386. * @returns a new vector with the minimum of the left and right vector values
  3387. */
  3388. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3389. /**
  3390. * Returns a vector with the maximum values from the left and right vectors
  3391. * @param left left vector to maximize
  3392. * @param right right vector to maximize
  3393. * @returns a new vector with the maximum of the left and right vector values
  3394. */
  3395. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  3396. /**
  3397. * Returns the distance (float) between the vectors "value1" and "value2".
  3398. * @param value1 value to calulate the distance between
  3399. * @param value2 value to calulate the distance between
  3400. * @return the distance between the two vectors
  3401. */
  3402. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3403. /**
  3404. * Returns the squared distance (float) between the vectors "value1" and "value2".
  3405. * @param value1 value to calulate the distance between
  3406. * @param value2 value to calulate the distance between
  3407. * @return the distance between the two vectors squared
  3408. */
  3409. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  3410. /**
  3411. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  3412. * @param value1 value to calulate the center between
  3413. * @param value2 value to calulate the center between
  3414. * @return the center between the two vectors
  3415. */
  3416. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  3417. /**
  3418. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  3419. * This methods computes transformed normalized direction vectors only.
  3420. * @param vector the vector to transform
  3421. * @param transformation the transformation matrix to apply
  3422. * @returns the new vector
  3423. */
  3424. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  3425. /**
  3426. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  3427. * This methods computes transformed normalized direction vectors only.
  3428. * @param vector the vector to transform
  3429. * @param transformation the transformation matrix to apply
  3430. * @param result the vector to store the result in
  3431. */
  3432. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3433. /**
  3434. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  3435. * This methods computes transformed normalized direction vectors only.
  3436. * @param x value to transform
  3437. * @param y value to transform
  3438. * @param z value to transform
  3439. * @param w value to transform
  3440. * @param transformation the transformation matrix to apply
  3441. * @param result the vector to store the results in
  3442. */
  3443. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  3444. /**
  3445. * Creates a new Vector4 from a Vector3
  3446. * @param source defines the source data
  3447. * @param w defines the 4th component (default is 0)
  3448. * @returns a new Vector4
  3449. */
  3450. static FromVector3(source: Vector3, w?: number): Vector4;
  3451. }
  3452. /**
  3453. * Class used to store quaternion data
  3454. * @see https://en.wikipedia.org/wiki/Quaternion
  3455. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  3456. */
  3457. export class Quaternion {
  3458. /** defines the first component (0 by default) */
  3459. x: number;
  3460. /** defines the second component (0 by default) */
  3461. y: number;
  3462. /** defines the third component (0 by default) */
  3463. z: number;
  3464. /** defines the fourth component (1.0 by default) */
  3465. w: number;
  3466. /**
  3467. * Creates a new Quaternion from the given floats
  3468. * @param x defines the first component (0 by default)
  3469. * @param y defines the second component (0 by default)
  3470. * @param z defines the third component (0 by default)
  3471. * @param w defines the fourth component (1.0 by default)
  3472. */
  3473. constructor(
  3474. /** defines the first component (0 by default) */
  3475. x?: number,
  3476. /** defines the second component (0 by default) */
  3477. y?: number,
  3478. /** defines the third component (0 by default) */
  3479. z?: number,
  3480. /** defines the fourth component (1.0 by default) */
  3481. w?: number);
  3482. /**
  3483. * Gets a string representation for the current quaternion
  3484. * @returns a string with the Quaternion coordinates
  3485. */
  3486. toString(): string;
  3487. /**
  3488. * Gets the class name of the quaternion
  3489. * @returns the string "Quaternion"
  3490. */
  3491. getClassName(): string;
  3492. /**
  3493. * Gets a hash code for this quaternion
  3494. * @returns the quaternion hash code
  3495. */
  3496. getHashCode(): number;
  3497. /**
  3498. * Copy the quaternion to an array
  3499. * @returns a new array populated with 4 elements from the quaternion coordinates
  3500. */
  3501. asArray(): number[];
  3502. /**
  3503. * Check if two quaternions are equals
  3504. * @param otherQuaternion defines the second operand
  3505. * @return true if the current quaternion and the given one coordinates are strictly equals
  3506. */
  3507. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  3508. /**
  3509. * Clone the current quaternion
  3510. * @returns a new quaternion copied from the current one
  3511. */
  3512. clone(): Quaternion;
  3513. /**
  3514. * Copy a quaternion to the current one
  3515. * @param other defines the other quaternion
  3516. * @returns the updated current quaternion
  3517. */
  3518. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  3519. /**
  3520. * Updates the current quaternion with the given float coordinates
  3521. * @param x defines the x coordinate
  3522. * @param y defines the y coordinate
  3523. * @param z defines the z coordinate
  3524. * @param w defines the w coordinate
  3525. * @returns the updated current quaternion
  3526. */
  3527. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  3528. /**
  3529. * Updates the current quaternion from the given float coordinates
  3530. * @param x defines the x coordinate
  3531. * @param y defines the y coordinate
  3532. * @param z defines the z coordinate
  3533. * @param w defines the w coordinate
  3534. * @returns the updated current quaternion
  3535. */
  3536. set(x: number, y: number, z: number, w: number): Quaternion;
  3537. /**
  3538. * Adds two quaternions
  3539. * @param other defines the second operand
  3540. * @returns a new quaternion as the addition result of the given one and the current quaternion
  3541. */
  3542. add(other: DeepImmutable<Quaternion>): Quaternion;
  3543. /**
  3544. * Add a quaternion to the current one
  3545. * @param other defines the quaternion to add
  3546. * @returns the current quaternion
  3547. */
  3548. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  3549. /**
  3550. * Subtract two quaternions
  3551. * @param other defines the second operand
  3552. * @returns a new quaternion as the subtraction result of the given one from the current one
  3553. */
  3554. subtract(other: Quaternion): Quaternion;
  3555. /**
  3556. * Multiplies the current quaternion by a scale factor
  3557. * @param value defines the scale factor
  3558. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  3559. */
  3560. scale(value: number): Quaternion;
  3561. /**
  3562. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  3563. * @param scale defines the scale factor
  3564. * @param result defines the Quaternion object where to store the result
  3565. * @returns the unmodified current quaternion
  3566. */
  3567. scaleToRef(scale: number, result: Quaternion): Quaternion;
  3568. /**
  3569. * Multiplies in place the current quaternion by a scale factor
  3570. * @param value defines the scale factor
  3571. * @returns the current modified quaternion
  3572. */
  3573. scaleInPlace(value: number): Quaternion;
  3574. /**
  3575. * Scale the current quaternion values by a factor and add the result to a given quaternion
  3576. * @param scale defines the scale factor
  3577. * @param result defines the Quaternion object where to store the result
  3578. * @returns the unmodified current quaternion
  3579. */
  3580. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  3581. /**
  3582. * Multiplies two quaternions
  3583. * @param q1 defines the second operand
  3584. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  3585. */
  3586. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  3587. /**
  3588. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  3589. * @param q1 defines the second operand
  3590. * @param result defines the target quaternion
  3591. * @returns the current quaternion
  3592. */
  3593. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  3594. /**
  3595. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  3596. * @param q1 defines the second operand
  3597. * @returns the currentupdated quaternion
  3598. */
  3599. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  3600. /**
  3601. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  3602. * @param ref defines the target quaternion
  3603. * @returns the current quaternion
  3604. */
  3605. conjugateToRef(ref: Quaternion): Quaternion;
  3606. /**
  3607. * Conjugates in place (1-q) the current quaternion
  3608. * @returns the current updated quaternion
  3609. */
  3610. conjugateInPlace(): Quaternion;
  3611. /**
  3612. * Conjugates in place (1-q) the current quaternion
  3613. * @returns a new quaternion
  3614. */
  3615. conjugate(): Quaternion;
  3616. /**
  3617. * Gets length of current quaternion
  3618. * @returns the quaternion length (float)
  3619. */
  3620. length(): number;
  3621. /**
  3622. * Normalize in place the current quaternion
  3623. * @returns the current updated quaternion
  3624. */
  3625. normalize(): Quaternion;
  3626. /**
  3627. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  3628. * @param order is a reserved parameter and is ignore for now
  3629. * @returns a new Vector3 containing the Euler angles
  3630. */
  3631. toEulerAngles(order?: string): Vector3;
  3632. /**
  3633. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  3634. * @param result defines the vector which will be filled with the Euler angles
  3635. * @param order is a reserved parameter and is ignore for now
  3636. * @returns the current unchanged quaternion
  3637. */
  3638. toEulerAnglesToRef(result: Vector3): Quaternion;
  3639. /**
  3640. * Updates the given rotation matrix with the current quaternion values
  3641. * @param result defines the target matrix
  3642. * @returns the current unchanged quaternion
  3643. */
  3644. toRotationMatrix(result: Matrix): Quaternion;
  3645. /**
  3646. * Updates the current quaternion from the given rotation matrix values
  3647. * @param matrix defines the source matrix
  3648. * @returns the current updated quaternion
  3649. */
  3650. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3651. /**
  3652. * Creates a new quaternion from a rotation matrix
  3653. * @param matrix defines the source matrix
  3654. * @returns a new quaternion created from the given rotation matrix values
  3655. */
  3656. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  3657. /**
  3658. * Updates the given quaternion with the given rotation matrix values
  3659. * @param matrix defines the source matrix
  3660. * @param result defines the target quaternion
  3661. */
  3662. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  3663. /**
  3664. * Returns the dot product (float) between the quaternions "left" and "right"
  3665. * @param left defines the left operand
  3666. * @param right defines the right operand
  3667. * @returns the dot product
  3668. */
  3669. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  3670. /**
  3671. * Checks if the two quaternions are close to each other
  3672. * @param quat0 defines the first quaternion to check
  3673. * @param quat1 defines the second quaternion to check
  3674. * @returns true if the two quaternions are close to each other
  3675. */
  3676. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  3677. /**
  3678. * Creates an empty quaternion
  3679. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  3680. */
  3681. static Zero(): Quaternion;
  3682. /**
  3683. * Inverse a given quaternion
  3684. * @param q defines the source quaternion
  3685. * @returns a new quaternion as the inverted current quaternion
  3686. */
  3687. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  3688. /**
  3689. * Inverse a given quaternion
  3690. * @param q defines the source quaternion
  3691. * @param result the quaternion the result will be stored in
  3692. * @returns the result quaternion
  3693. */
  3694. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  3695. /**
  3696. * Creates an identity quaternion
  3697. * @returns the identity quaternion
  3698. */
  3699. static Identity(): Quaternion;
  3700. /**
  3701. * Gets a boolean indicating if the given quaternion is identity
  3702. * @param quaternion defines the quaternion to check
  3703. * @returns true if the quaternion is identity
  3704. */
  3705. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  3706. /**
  3707. * Creates a quaternion from a rotation around an axis
  3708. * @param axis defines the axis to use
  3709. * @param angle defines the angle to use
  3710. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  3711. */
  3712. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  3713. /**
  3714. * Creates a rotation around an axis and stores it into the given quaternion
  3715. * @param axis defines the axis to use
  3716. * @param angle defines the angle to use
  3717. * @param result defines the target quaternion
  3718. * @returns the target quaternion
  3719. */
  3720. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  3721. /**
  3722. * Creates a new quaternion from data stored into an array
  3723. * @param array defines the data source
  3724. * @param offset defines the offset in the source array where the data starts
  3725. * @returns a new quaternion
  3726. */
  3727. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  3728. /**
  3729. * Create a quaternion from Euler rotation angles
  3730. * @param x Pitch
  3731. * @param y Yaw
  3732. * @param z Roll
  3733. * @returns the new Quaternion
  3734. */
  3735. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  3736. /**
  3737. * Updates a quaternion from Euler rotation angles
  3738. * @param x Pitch
  3739. * @param y Yaw
  3740. * @param z Roll
  3741. * @param result the quaternion to store the result
  3742. * @returns the updated quaternion
  3743. */
  3744. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  3745. /**
  3746. * Create a quaternion from Euler rotation vector
  3747. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3748. * @returns the new Quaternion
  3749. */
  3750. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  3751. /**
  3752. * Updates a quaternion from Euler rotation vector
  3753. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  3754. * @param result the quaternion to store the result
  3755. * @returns the updated quaternion
  3756. */
  3757. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  3758. /**
  3759. * Creates a new quaternion from the given Euler float angles (y, x, z)
  3760. * @param yaw defines the rotation around Y axis
  3761. * @param pitch defines the rotation around X axis
  3762. * @param roll defines the rotation around Z axis
  3763. * @returns the new quaternion
  3764. */
  3765. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  3766. /**
  3767. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  3768. * @param yaw defines the rotation around Y axis
  3769. * @param pitch defines the rotation around X axis
  3770. * @param roll defines the rotation around Z axis
  3771. * @param result defines the target quaternion
  3772. */
  3773. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  3774. /**
  3775. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  3776. * @param alpha defines the rotation around first axis
  3777. * @param beta defines the rotation around second axis
  3778. * @param gamma defines the rotation around third axis
  3779. * @returns the new quaternion
  3780. */
  3781. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  3782. /**
  3783. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  3784. * @param alpha defines the rotation around first axis
  3785. * @param beta defines the rotation around second axis
  3786. * @param gamma defines the rotation around third axis
  3787. * @param result defines the target quaternion
  3788. */
  3789. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  3790. /**
  3791. * 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)
  3792. * @param axis1 defines the first axis
  3793. * @param axis2 defines the second axis
  3794. * @param axis3 defines the third axis
  3795. * @returns the new quaternion
  3796. */
  3797. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  3798. /**
  3799. * 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
  3800. * @param axis1 defines the first axis
  3801. * @param axis2 defines the second axis
  3802. * @param axis3 defines the third axis
  3803. * @param ref defines the target quaternion
  3804. */
  3805. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  3806. /**
  3807. * Interpolates between two quaternions
  3808. * @param left defines first quaternion
  3809. * @param right defines second quaternion
  3810. * @param amount defines the gradient to use
  3811. * @returns the new interpolated quaternion
  3812. */
  3813. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3814. /**
  3815. * Interpolates between two quaternions and stores it into a target quaternion
  3816. * @param left defines first quaternion
  3817. * @param right defines second quaternion
  3818. * @param amount defines the gradient to use
  3819. * @param result defines the target quaternion
  3820. */
  3821. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  3822. /**
  3823. * Interpolate between two quaternions using Hermite interpolation
  3824. * @param value1 defines first quaternion
  3825. * @param tangent1 defines the incoming tangent
  3826. * @param value2 defines second quaternion
  3827. * @param tangent2 defines the outgoing tangent
  3828. * @param amount defines the target quaternion
  3829. * @returns the new interpolated quaternion
  3830. */
  3831. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  3832. }
  3833. /**
  3834. * Class used to store matrix data (4x4)
  3835. */
  3836. export class Matrix {
  3837. private static _updateFlagSeed;
  3838. private static _identityReadOnly;
  3839. private _isIdentity;
  3840. private _isIdentityDirty;
  3841. private _isIdentity3x2;
  3842. private _isIdentity3x2Dirty;
  3843. /**
  3844. * Gets the update flag of the matrix which is an unique number for the matrix.
  3845. * It will be incremented every time the matrix data change.
  3846. * You can use it to speed the comparison between two versions of the same matrix.
  3847. */
  3848. updateFlag: number;
  3849. private readonly _m;
  3850. /**
  3851. * Gets the internal data of the matrix
  3852. */
  3853. readonly m: DeepImmutable<Float32Array>;
  3854. /** @hidden */
  3855. _markAsUpdated(): void;
  3856. /** @hidden */
  3857. private _updateIdentityStatus;
  3858. /**
  3859. * Creates an empty matrix (filled with zeros)
  3860. */
  3861. constructor();
  3862. /**
  3863. * Check if the current matrix is identity
  3864. * @returns true is the matrix is the identity matrix
  3865. */
  3866. isIdentity(): boolean;
  3867. /**
  3868. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  3869. * @returns true is the matrix is the identity matrix
  3870. */
  3871. isIdentityAs3x2(): boolean;
  3872. /**
  3873. * Gets the determinant of the matrix
  3874. * @returns the matrix determinant
  3875. */
  3876. determinant(): number;
  3877. /**
  3878. * Returns the matrix as a Float32Array
  3879. * @returns the matrix underlying array
  3880. */
  3881. toArray(): DeepImmutable<Float32Array>;
  3882. /**
  3883. * Returns the matrix as a Float32Array
  3884. * @returns the matrix underlying array.
  3885. */
  3886. asArray(): DeepImmutable<Float32Array>;
  3887. /**
  3888. * Inverts the current matrix in place
  3889. * @returns the current inverted matrix
  3890. */
  3891. invert(): Matrix;
  3892. /**
  3893. * Sets all the matrix elements to zero
  3894. * @returns the current matrix
  3895. */
  3896. reset(): Matrix;
  3897. /**
  3898. * Adds the current matrix with a second one
  3899. * @param other defines the matrix to add
  3900. * @returns a new matrix as the addition of the current matrix and the given one
  3901. */
  3902. add(other: DeepImmutable<Matrix>): Matrix;
  3903. /**
  3904. * Sets the given matrix "result" to the addition of the current matrix and the given one
  3905. * @param other defines the matrix to add
  3906. * @param result defines the target matrix
  3907. * @returns the current matrix
  3908. */
  3909. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  3910. /**
  3911. * Adds in place the given matrix to the current matrix
  3912. * @param other defines the second operand
  3913. * @returns the current updated matrix
  3914. */
  3915. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  3916. /**
  3917. * Sets the given matrix to the current inverted Matrix
  3918. * @param other defines the target matrix
  3919. * @returns the unmodified current matrix
  3920. */
  3921. invertToRef(other: Matrix): Matrix;
  3922. /**
  3923. * add a value at the specified position in the current Matrix
  3924. * @param index the index of the value within the matrix. between 0 and 15.
  3925. * @param value the value to be added
  3926. * @returns the current updated matrix
  3927. */
  3928. addAtIndex(index: number, value: number): Matrix;
  3929. /**
  3930. * mutiply the specified position in the current Matrix by a value
  3931. * @param index the index of the value within the matrix. between 0 and 15.
  3932. * @param value the value to be added
  3933. * @returns the current updated matrix
  3934. */
  3935. multiplyAtIndex(index: number, value: number): Matrix;
  3936. /**
  3937. * Inserts the translation vector (using 3 floats) in the current matrix
  3938. * @param x defines the 1st component of the translation
  3939. * @param y defines the 2nd component of the translation
  3940. * @param z defines the 3rd component of the translation
  3941. * @returns the current updated matrix
  3942. */
  3943. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3944. /**
  3945. * Adds the translation vector (using 3 floats) in the current matrix
  3946. * @param x defines the 1st component of the translation
  3947. * @param y defines the 2nd component of the translation
  3948. * @param z defines the 3rd component of the translation
  3949. * @returns the current updated matrix
  3950. */
  3951. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  3952. /**
  3953. * Inserts the translation vector in the current matrix
  3954. * @param vector3 defines the translation to insert
  3955. * @returns the current updated matrix
  3956. */
  3957. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  3958. /**
  3959. * Gets the translation value of the current matrix
  3960. * @returns a new Vector3 as the extracted translation from the matrix
  3961. */
  3962. getTranslation(): Vector3;
  3963. /**
  3964. * Fill a Vector3 with the extracted translation from the matrix
  3965. * @param result defines the Vector3 where to store the translation
  3966. * @returns the current matrix
  3967. */
  3968. getTranslationToRef(result: Vector3): Matrix;
  3969. /**
  3970. * Remove rotation and scaling part from the matrix
  3971. * @returns the updated matrix
  3972. */
  3973. removeRotationAndScaling(): Matrix;
  3974. /**
  3975. * Multiply two matrices
  3976. * @param other defines the second operand
  3977. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  3978. */
  3979. multiply(other: DeepImmutable<Matrix>): Matrix;
  3980. /**
  3981. * Copy the current matrix from the given one
  3982. * @param other defines the source matrix
  3983. * @returns the current updated matrix
  3984. */
  3985. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  3986. /**
  3987. * Populates the given array from the starting index with the current matrix values
  3988. * @param array defines the target array
  3989. * @param offset defines the offset in the target array where to start storing values
  3990. * @returns the current matrix
  3991. */
  3992. copyToArray(array: Float32Array, offset?: number): Matrix;
  3993. /**
  3994. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  3995. * @param other defines the second operand
  3996. * @param result defines the matrix where to store the multiplication
  3997. * @returns the current matrix
  3998. */
  3999. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  4000. /**
  4001. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  4002. * @param other defines the second operand
  4003. * @param result defines the array where to store the multiplication
  4004. * @param offset defines the offset in the target array where to start storing values
  4005. * @returns the current matrix
  4006. */
  4007. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  4008. /**
  4009. * Check equality between this matrix and a second one
  4010. * @param value defines the second matrix to compare
  4011. * @returns true is the current matrix and the given one values are strictly equal
  4012. */
  4013. equals(value: DeepImmutable<Matrix>): boolean;
  4014. /**
  4015. * Clone the current matrix
  4016. * @returns a new matrix from the current matrix
  4017. */
  4018. clone(): Matrix;
  4019. /**
  4020. * Returns the name of the current matrix class
  4021. * @returns the string "Matrix"
  4022. */
  4023. getClassName(): string;
  4024. /**
  4025. * Gets the hash code of the current matrix
  4026. * @returns the hash code
  4027. */
  4028. getHashCode(): number;
  4029. /**
  4030. * Decomposes the current Matrix into a translation, rotation and scaling components
  4031. * @param scale defines the scale vector3 given as a reference to update
  4032. * @param rotation defines the rotation quaternion given as a reference to update
  4033. * @param translation defines the translation vector3 given as a reference to update
  4034. * @returns true if operation was successful
  4035. */
  4036. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  4037. /**
  4038. * Gets specific row of the matrix
  4039. * @param index defines the number of the row to get
  4040. * @returns the index-th row of the current matrix as a new Vector4
  4041. */
  4042. getRow(index: number): Nullable<Vector4>;
  4043. /**
  4044. * Sets the index-th row of the current matrix to the vector4 values
  4045. * @param index defines the number of the row to set
  4046. * @param row defines the target vector4
  4047. * @returns the updated current matrix
  4048. */
  4049. setRow(index: number, row: Vector4): Matrix;
  4050. /**
  4051. * Compute the transpose of the matrix
  4052. * @returns the new transposed matrix
  4053. */
  4054. transpose(): Matrix;
  4055. /**
  4056. * Compute the transpose of the matrix and store it in a given matrix
  4057. * @param result defines the target matrix
  4058. * @returns the current matrix
  4059. */
  4060. transposeToRef(result: Matrix): Matrix;
  4061. /**
  4062. * Sets the index-th row of the current matrix with the given 4 x float values
  4063. * @param index defines the row index
  4064. * @param x defines the x component to set
  4065. * @param y defines the y component to set
  4066. * @param z defines the z component to set
  4067. * @param w defines the w component to set
  4068. * @returns the updated current matrix
  4069. */
  4070. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  4071. /**
  4072. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  4073. * @param scale defines the scale factor
  4074. * @returns a new matrix
  4075. */
  4076. scale(scale: number): Matrix;
  4077. /**
  4078. * Scale the current matrix values by a factor to a given result matrix
  4079. * @param scale defines the scale factor
  4080. * @param result defines the matrix to store the result
  4081. * @returns the current matrix
  4082. */
  4083. scaleToRef(scale: number, result: Matrix): Matrix;
  4084. /**
  4085. * Scale the current matrix values by a factor and add the result to a given matrix
  4086. * @param scale defines the scale factor
  4087. * @param result defines the Matrix to store the result
  4088. * @returns the current matrix
  4089. */
  4090. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  4091. /**
  4092. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  4093. * @param ref matrix to store the result
  4094. */
  4095. toNormalMatrix(ref: Matrix): void;
  4096. /**
  4097. * Gets only rotation part of the current matrix
  4098. * @returns a new matrix sets to the extracted rotation matrix from the current one
  4099. */
  4100. getRotationMatrix(): Matrix;
  4101. /**
  4102. * Extracts the rotation matrix from the current one and sets it as the given "result"
  4103. * @param result defines the target matrix to store data to
  4104. * @returns the current matrix
  4105. */
  4106. getRotationMatrixToRef(result: Matrix): Matrix;
  4107. /**
  4108. * Toggles model matrix from being right handed to left handed in place and vice versa
  4109. */
  4110. toggleModelMatrixHandInPlace(): void;
  4111. /**
  4112. * Toggles projection matrix from being right handed to left handed in place and vice versa
  4113. */
  4114. toggleProjectionMatrixHandInPlace(): void;
  4115. /**
  4116. * Creates a matrix from an array
  4117. * @param array defines the source array
  4118. * @param offset defines an offset in the source array
  4119. * @returns a new Matrix set from the starting index of the given array
  4120. */
  4121. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  4122. /**
  4123. * Copy the content of an array into a given matrix
  4124. * @param array defines the source array
  4125. * @param offset defines an offset in the source array
  4126. * @param result defines the target matrix
  4127. */
  4128. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  4129. /**
  4130. * Stores an array into a matrix after having multiplied each component by a given factor
  4131. * @param array defines the source array
  4132. * @param offset defines the offset in the source array
  4133. * @param scale defines the scaling factor
  4134. * @param result defines the target matrix
  4135. */
  4136. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  4137. /**
  4138. * Gets an identity matrix that must not be updated
  4139. */
  4140. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  4141. /**
  4142. * Stores a list of values (16) inside a given matrix
  4143. * @param initialM11 defines 1st value of 1st row
  4144. * @param initialM12 defines 2nd value of 1st row
  4145. * @param initialM13 defines 3rd value of 1st row
  4146. * @param initialM14 defines 4th value of 1st row
  4147. * @param initialM21 defines 1st value of 2nd row
  4148. * @param initialM22 defines 2nd value of 2nd row
  4149. * @param initialM23 defines 3rd value of 2nd row
  4150. * @param initialM24 defines 4th value of 2nd row
  4151. * @param initialM31 defines 1st value of 3rd row
  4152. * @param initialM32 defines 2nd value of 3rd row
  4153. * @param initialM33 defines 3rd value of 3rd row
  4154. * @param initialM34 defines 4th value of 3rd row
  4155. * @param initialM41 defines 1st value of 4th row
  4156. * @param initialM42 defines 2nd value of 4th row
  4157. * @param initialM43 defines 3rd value of 4th row
  4158. * @param initialM44 defines 4th value of 4th row
  4159. * @param result defines the target matrix
  4160. */
  4161. 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;
  4162. /**
  4163. * Creates new matrix from a list of values (16)
  4164. * @param initialM11 defines 1st value of 1st row
  4165. * @param initialM12 defines 2nd value of 1st row
  4166. * @param initialM13 defines 3rd value of 1st row
  4167. * @param initialM14 defines 4th value of 1st row
  4168. * @param initialM21 defines 1st value of 2nd row
  4169. * @param initialM22 defines 2nd value of 2nd row
  4170. * @param initialM23 defines 3rd value of 2nd row
  4171. * @param initialM24 defines 4th value of 2nd row
  4172. * @param initialM31 defines 1st value of 3rd row
  4173. * @param initialM32 defines 2nd value of 3rd row
  4174. * @param initialM33 defines 3rd value of 3rd row
  4175. * @param initialM34 defines 4th value of 3rd row
  4176. * @param initialM41 defines 1st value of 4th row
  4177. * @param initialM42 defines 2nd value of 4th row
  4178. * @param initialM43 defines 3rd value of 4th row
  4179. * @param initialM44 defines 4th value of 4th row
  4180. * @returns the new matrix
  4181. */
  4182. 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;
  4183. /**
  4184. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4185. * @param scale defines the scale vector3
  4186. * @param rotation defines the rotation quaternion
  4187. * @param translation defines the translation vector3
  4188. * @returns a new matrix
  4189. */
  4190. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  4191. /**
  4192. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  4193. * @param scale defines the scale vector3
  4194. * @param rotation defines the rotation quaternion
  4195. * @param translation defines the translation vector3
  4196. * @param result defines the target matrix
  4197. */
  4198. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  4199. /**
  4200. * Creates a new identity matrix
  4201. * @returns a new identity matrix
  4202. */
  4203. static Identity(): Matrix;
  4204. /**
  4205. * Creates a new identity matrix and stores the result in a given matrix
  4206. * @param result defines the target matrix
  4207. */
  4208. static IdentityToRef(result: Matrix): void;
  4209. /**
  4210. * Creates a new zero matrix
  4211. * @returns a new zero matrix
  4212. */
  4213. static Zero(): Matrix;
  4214. /**
  4215. * Creates a new rotation matrix for "angle" radians around the X axis
  4216. * @param angle defines the angle (in radians) to use
  4217. * @return the new matrix
  4218. */
  4219. static RotationX(angle: number): Matrix;
  4220. /**
  4221. * Creates a new matrix as the invert of a given matrix
  4222. * @param source defines the source matrix
  4223. * @returns the new matrix
  4224. */
  4225. static Invert(source: DeepImmutable<Matrix>): Matrix;
  4226. /**
  4227. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  4228. * @param angle defines the angle (in radians) to use
  4229. * @param result defines the target matrix
  4230. */
  4231. static RotationXToRef(angle: number, result: Matrix): void;
  4232. /**
  4233. * Creates a new rotation matrix for "angle" radians around the Y axis
  4234. * @param angle defines the angle (in radians) to use
  4235. * @return the new matrix
  4236. */
  4237. static RotationY(angle: number): Matrix;
  4238. /**
  4239. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  4240. * @param angle defines the angle (in radians) to use
  4241. * @param result defines the target matrix
  4242. */
  4243. static RotationYToRef(angle: number, result: Matrix): void;
  4244. /**
  4245. * Creates a new rotation matrix for "angle" radians around the Z axis
  4246. * @param angle defines the angle (in radians) to use
  4247. * @return the new matrix
  4248. */
  4249. static RotationZ(angle: number): Matrix;
  4250. /**
  4251. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  4252. * @param angle defines the angle (in radians) to use
  4253. * @param result defines the target matrix
  4254. */
  4255. static RotationZToRef(angle: number, result: Matrix): void;
  4256. /**
  4257. * Creates a new rotation matrix for "angle" radians around the given axis
  4258. * @param axis defines the axis to use
  4259. * @param angle defines the angle (in radians) to use
  4260. * @return the new matrix
  4261. */
  4262. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  4263. /**
  4264. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  4265. * @param axis defines the axis to use
  4266. * @param angle defines the angle (in radians) to use
  4267. * @param result defines the target matrix
  4268. */
  4269. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  4270. /**
  4271. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  4272. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  4273. * @param from defines the vector to align
  4274. * @param to defines the vector to align to
  4275. * @param result defines the target matrix
  4276. */
  4277. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  4278. /**
  4279. * Creates a rotation matrix
  4280. * @param yaw defines the yaw angle in radians (Y axis)
  4281. * @param pitch defines the pitch angle in radians (X axis)
  4282. * @param roll defines the roll angle in radians (X axis)
  4283. * @returns the new rotation matrix
  4284. */
  4285. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  4286. /**
  4287. * Creates a rotation matrix and stores it in a given matrix
  4288. * @param yaw defines the yaw angle in radians (Y axis)
  4289. * @param pitch defines the pitch angle in radians (X axis)
  4290. * @param roll defines the roll angle in radians (X axis)
  4291. * @param result defines the target matrix
  4292. */
  4293. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  4294. /**
  4295. * Creates a scaling matrix
  4296. * @param x defines the scale factor on X axis
  4297. * @param y defines the scale factor on Y axis
  4298. * @param z defines the scale factor on Z axis
  4299. * @returns the new matrix
  4300. */
  4301. static Scaling(x: number, y: number, z: number): Matrix;
  4302. /**
  4303. * Creates a scaling matrix and stores it in a given matrix
  4304. * @param x defines the scale factor on X axis
  4305. * @param y defines the scale factor on Y axis
  4306. * @param z defines the scale factor on Z axis
  4307. * @param result defines the target matrix
  4308. */
  4309. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  4310. /**
  4311. * Creates a translation matrix
  4312. * @param x defines the translation on X axis
  4313. * @param y defines the translation on Y axis
  4314. * @param z defines the translationon Z axis
  4315. * @returns the new matrix
  4316. */
  4317. static Translation(x: number, y: number, z: number): Matrix;
  4318. /**
  4319. * Creates a translation matrix and stores it in a given matrix
  4320. * @param x defines the translation on X axis
  4321. * @param y defines the translation on Y axis
  4322. * @param z defines the translationon Z axis
  4323. * @param result defines the target matrix
  4324. */
  4325. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  4326. /**
  4327. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4328. * @param startValue defines the start value
  4329. * @param endValue defines the end value
  4330. * @param gradient defines the gradient factor
  4331. * @returns the new matrix
  4332. */
  4333. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4334. /**
  4335. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  4336. * @param startValue defines the start value
  4337. * @param endValue defines the end value
  4338. * @param gradient defines the gradient factor
  4339. * @param result defines the Matrix object where to store data
  4340. */
  4341. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4342. /**
  4343. * Builds a new matrix whose values are computed by:
  4344. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4345. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4346. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4347. * @param startValue defines the first matrix
  4348. * @param endValue defines the second matrix
  4349. * @param gradient defines the gradient between the two matrices
  4350. * @returns the new matrix
  4351. */
  4352. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  4353. /**
  4354. * Update a matrix to values which are computed by:
  4355. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  4356. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  4357. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  4358. * @param startValue defines the first matrix
  4359. * @param endValue defines the second matrix
  4360. * @param gradient defines the gradient between the two matrices
  4361. * @param result defines the target matrix
  4362. */
  4363. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  4364. /**
  4365. * 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"
  4366. * This function works in left handed mode
  4367. * @param eye defines the final position of the entity
  4368. * @param target defines where the entity should look at
  4369. * @param up defines the up vector for the entity
  4370. * @returns the new matrix
  4371. */
  4372. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4373. /**
  4374. * 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".
  4375. * This function works in left handed mode
  4376. * @param eye defines the final position of the entity
  4377. * @param target defines where the entity should look at
  4378. * @param up defines the up vector for the entity
  4379. * @param result defines the target matrix
  4380. */
  4381. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4382. /**
  4383. * 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"
  4384. * This function works in right handed mode
  4385. * @param eye defines the final position of the entity
  4386. * @param target defines where the entity should look at
  4387. * @param up defines the up vector for the entity
  4388. * @returns the new matrix
  4389. */
  4390. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  4391. /**
  4392. * 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".
  4393. * This function works in right handed mode
  4394. * @param eye defines the final position of the entity
  4395. * @param target defines where the entity should look at
  4396. * @param up defines the up vector for the entity
  4397. * @param result defines the target matrix
  4398. */
  4399. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  4400. /**
  4401. * Create a left-handed orthographic projection matrix
  4402. * @param width defines the viewport width
  4403. * @param height defines the viewport height
  4404. * @param znear defines the near clip plane
  4405. * @param zfar defines the far clip plane
  4406. * @returns a new matrix as a left-handed orthographic projection matrix
  4407. */
  4408. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4409. /**
  4410. * Store a left-handed orthographic projection to a given matrix
  4411. * @param width defines the viewport width
  4412. * @param height defines the viewport height
  4413. * @param znear defines the near clip plane
  4414. * @param zfar defines the far clip plane
  4415. * @param result defines the target matrix
  4416. */
  4417. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  4418. /**
  4419. * Create a left-handed orthographic projection matrix
  4420. * @param left defines the viewport left coordinate
  4421. * @param right defines the viewport right coordinate
  4422. * @param bottom defines the viewport bottom coordinate
  4423. * @param top defines the viewport top coordinate
  4424. * @param znear defines the near clip plane
  4425. * @param zfar defines the far clip plane
  4426. * @returns a new matrix as a left-handed orthographic projection matrix
  4427. */
  4428. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4429. /**
  4430. * Stores a left-handed orthographic projection into a given matrix
  4431. * @param left defines the viewport left coordinate
  4432. * @param right defines the viewport right coordinate
  4433. * @param bottom defines the viewport bottom coordinate
  4434. * @param top defines the viewport top coordinate
  4435. * @param znear defines the near clip plane
  4436. * @param zfar defines the far clip plane
  4437. * @param result defines the target matrix
  4438. */
  4439. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4440. /**
  4441. * Creates a right-handed orthographic projection matrix
  4442. * @param left defines the viewport left coordinate
  4443. * @param right defines the viewport right coordinate
  4444. * @param bottom defines the viewport bottom coordinate
  4445. * @param top defines the viewport top coordinate
  4446. * @param znear defines the near clip plane
  4447. * @param zfar defines the far clip plane
  4448. * @returns a new matrix as a right-handed orthographic projection matrix
  4449. */
  4450. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  4451. /**
  4452. * Stores a right-handed orthographic projection into a given matrix
  4453. * @param left defines the viewport left coordinate
  4454. * @param right defines the viewport right coordinate
  4455. * @param bottom defines the viewport bottom coordinate
  4456. * @param top defines the viewport top coordinate
  4457. * @param znear defines the near clip plane
  4458. * @param zfar defines the far clip plane
  4459. * @param result defines the target matrix
  4460. */
  4461. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  4462. /**
  4463. * Creates a left-handed perspective projection matrix
  4464. * @param width defines the viewport width
  4465. * @param height defines the viewport height
  4466. * @param znear defines the near clip plane
  4467. * @param zfar defines the far clip plane
  4468. * @returns a new matrix as a left-handed perspective projection matrix
  4469. */
  4470. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  4471. /**
  4472. * Creates a left-handed perspective projection matrix
  4473. * @param fov defines the horizontal field of view
  4474. * @param aspect defines the aspect ratio
  4475. * @param znear defines the near clip plane
  4476. * @param zfar defines the far clip plane
  4477. * @returns a new matrix as a left-handed perspective projection matrix
  4478. */
  4479. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4480. /**
  4481. * Stores a left-handed perspective projection into a given matrix
  4482. * @param fov defines the horizontal field of view
  4483. * @param aspect defines the aspect ratio
  4484. * @param znear defines the near clip plane
  4485. * @param zfar defines the far clip plane
  4486. * @param result defines the target matrix
  4487. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4488. */
  4489. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4490. /**
  4491. * Creates a right-handed perspective projection matrix
  4492. * @param fov defines the horizontal field of view
  4493. * @param aspect defines the aspect ratio
  4494. * @param znear defines the near clip plane
  4495. * @param zfar defines the far clip plane
  4496. * @returns a new matrix as a right-handed perspective projection matrix
  4497. */
  4498. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  4499. /**
  4500. * Stores a right-handed perspective projection into a given matrix
  4501. * @param fov defines the horizontal field of view
  4502. * @param aspect defines the aspect ratio
  4503. * @param znear defines the near clip plane
  4504. * @param zfar defines the far clip plane
  4505. * @param result defines the target matrix
  4506. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  4507. */
  4508. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  4509. /**
  4510. * Stores a perspective projection for WebVR info a given matrix
  4511. * @param fov defines the field of view
  4512. * @param znear defines the near clip plane
  4513. * @param zfar defines the far clip plane
  4514. * @param result defines the target matrix
  4515. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  4516. */
  4517. static PerspectiveFovWebVRToRef(fov: {
  4518. upDegrees: number;
  4519. downDegrees: number;
  4520. leftDegrees: number;
  4521. rightDegrees: number;
  4522. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  4523. /**
  4524. * Computes a complete transformation matrix
  4525. * @param viewport defines the viewport to use
  4526. * @param world defines the world matrix
  4527. * @param view defines the view matrix
  4528. * @param projection defines the projection matrix
  4529. * @param zmin defines the near clip plane
  4530. * @param zmax defines the far clip plane
  4531. * @returns the transformation matrix
  4532. */
  4533. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  4534. /**
  4535. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  4536. * @param matrix defines the matrix to use
  4537. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  4538. */
  4539. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  4540. /**
  4541. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  4542. * @param matrix defines the matrix to use
  4543. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  4544. */
  4545. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  4546. /**
  4547. * Compute the transpose of a given matrix
  4548. * @param matrix defines the matrix to transpose
  4549. * @returns the new matrix
  4550. */
  4551. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  4552. /**
  4553. * Compute the transpose of a matrix and store it in a target matrix
  4554. * @param matrix defines the matrix to transpose
  4555. * @param result defines the target matrix
  4556. */
  4557. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  4558. /**
  4559. * Computes a reflection matrix from a plane
  4560. * @param plane defines the reflection plane
  4561. * @returns a new matrix
  4562. */
  4563. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  4564. /**
  4565. * Computes a reflection matrix from a plane
  4566. * @param plane defines the reflection plane
  4567. * @param result defines the target matrix
  4568. */
  4569. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  4570. /**
  4571. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  4572. * @param xaxis defines the value of the 1st axis
  4573. * @param yaxis defines the value of the 2nd axis
  4574. * @param zaxis defines the value of the 3rd axis
  4575. * @param result defines the target matrix
  4576. */
  4577. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  4578. /**
  4579. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  4580. * @param quat defines the quaternion to use
  4581. * @param result defines the target matrix
  4582. */
  4583. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  4584. }
  4585. /**
  4586. * @hidden
  4587. */
  4588. export class TmpVectors {
  4589. static Vector2: Vector2[];
  4590. static Vector3: Vector3[];
  4591. static Vector4: Vector4[];
  4592. static Quaternion: Quaternion[];
  4593. static Matrix: Matrix[];
  4594. }
  4595. }
  4596. declare module "babylonjs/Maths/math.path" {
  4597. import { DeepImmutable, Nullable } from "babylonjs/types";
  4598. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  4599. /**
  4600. * Defines potential orientation for back face culling
  4601. */
  4602. export enum Orientation {
  4603. /**
  4604. * Clockwise
  4605. */
  4606. CW = 0,
  4607. /** Counter clockwise */
  4608. CCW = 1
  4609. }
  4610. /** Class used to represent a Bezier curve */
  4611. export class BezierCurve {
  4612. /**
  4613. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  4614. * @param t defines the time
  4615. * @param x1 defines the left coordinate on X axis
  4616. * @param y1 defines the left coordinate on Y axis
  4617. * @param x2 defines the right coordinate on X axis
  4618. * @param y2 defines the right coordinate on Y axis
  4619. * @returns the interpolated value
  4620. */
  4621. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  4622. }
  4623. /**
  4624. * Defines angle representation
  4625. */
  4626. export class Angle {
  4627. private _radians;
  4628. /**
  4629. * Creates an Angle object of "radians" radians (float).
  4630. * @param radians the angle in radians
  4631. */
  4632. constructor(radians: number);
  4633. /**
  4634. * Get value in degrees
  4635. * @returns the Angle value in degrees (float)
  4636. */
  4637. degrees(): number;
  4638. /**
  4639. * Get value in radians
  4640. * @returns the Angle value in radians (float)
  4641. */
  4642. radians(): number;
  4643. /**
  4644. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  4645. * @param a defines first vector
  4646. * @param b defines second vector
  4647. * @returns a new Angle
  4648. */
  4649. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  4650. /**
  4651. * Gets a new Angle object from the given float in radians
  4652. * @param radians defines the angle value in radians
  4653. * @returns a new Angle
  4654. */
  4655. static FromRadians(radians: number): Angle;
  4656. /**
  4657. * Gets a new Angle object from the given float in degrees
  4658. * @param degrees defines the angle value in degrees
  4659. * @returns a new Angle
  4660. */
  4661. static FromDegrees(degrees: number): Angle;
  4662. }
  4663. /**
  4664. * This represents an arc in a 2d space.
  4665. */
  4666. export class Arc2 {
  4667. /** Defines the start point of the arc */
  4668. startPoint: Vector2;
  4669. /** Defines the mid point of the arc */
  4670. midPoint: Vector2;
  4671. /** Defines the end point of the arc */
  4672. endPoint: Vector2;
  4673. /**
  4674. * Defines the center point of the arc.
  4675. */
  4676. centerPoint: Vector2;
  4677. /**
  4678. * Defines the radius of the arc.
  4679. */
  4680. radius: number;
  4681. /**
  4682. * Defines the angle of the arc (from mid point to end point).
  4683. */
  4684. angle: Angle;
  4685. /**
  4686. * Defines the start angle of the arc (from start point to middle point).
  4687. */
  4688. startAngle: Angle;
  4689. /**
  4690. * Defines the orientation of the arc (clock wise/counter clock wise).
  4691. */
  4692. orientation: Orientation;
  4693. /**
  4694. * Creates an Arc object from the three given points : start, middle and end.
  4695. * @param startPoint Defines the start point of the arc
  4696. * @param midPoint Defines the midlle point of the arc
  4697. * @param endPoint Defines the end point of the arc
  4698. */
  4699. constructor(
  4700. /** Defines the start point of the arc */
  4701. startPoint: Vector2,
  4702. /** Defines the mid point of the arc */
  4703. midPoint: Vector2,
  4704. /** Defines the end point of the arc */
  4705. endPoint: Vector2);
  4706. }
  4707. /**
  4708. * Represents a 2D path made up of multiple 2D points
  4709. */
  4710. export class Path2 {
  4711. private _points;
  4712. private _length;
  4713. /**
  4714. * If the path start and end point are the same
  4715. */
  4716. closed: boolean;
  4717. /**
  4718. * Creates a Path2 object from the starting 2D coordinates x and y.
  4719. * @param x the starting points x value
  4720. * @param y the starting points y value
  4721. */
  4722. constructor(x: number, y: number);
  4723. /**
  4724. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  4725. * @param x the added points x value
  4726. * @param y the added points y value
  4727. * @returns the updated Path2.
  4728. */
  4729. addLineTo(x: number, y: number): Path2;
  4730. /**
  4731. * 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.
  4732. * @param midX middle point x value
  4733. * @param midY middle point y value
  4734. * @param endX end point x value
  4735. * @param endY end point y value
  4736. * @param numberOfSegments (default: 36)
  4737. * @returns the updated Path2.
  4738. */
  4739. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  4740. /**
  4741. * Closes the Path2.
  4742. * @returns the Path2.
  4743. */
  4744. close(): Path2;
  4745. /**
  4746. * Gets the sum of the distance between each sequential point in the path
  4747. * @returns the Path2 total length (float).
  4748. */
  4749. length(): number;
  4750. /**
  4751. * Gets the points which construct the path
  4752. * @returns the Path2 internal array of points.
  4753. */
  4754. getPoints(): Vector2[];
  4755. /**
  4756. * Retreives the point at the distance aways from the starting point
  4757. * @param normalizedLengthPosition the length along the path to retreive the point from
  4758. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  4759. */
  4760. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  4761. /**
  4762. * Creates a new path starting from an x and y position
  4763. * @param x starting x value
  4764. * @param y starting y value
  4765. * @returns a new Path2 starting at the coordinates (x, y).
  4766. */
  4767. static StartingAt(x: number, y: number): Path2;
  4768. }
  4769. /**
  4770. * Represents a 3D path made up of multiple 3D points
  4771. */
  4772. export class Path3D {
  4773. /**
  4774. * an array of Vector3, the curve axis of the Path3D
  4775. */
  4776. path: Vector3[];
  4777. private _curve;
  4778. private _distances;
  4779. private _tangents;
  4780. private _normals;
  4781. private _binormals;
  4782. private _raw;
  4783. /**
  4784. * new Path3D(path, normal, raw)
  4785. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  4786. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  4787. * @param path an array of Vector3, the curve axis of the Path3D
  4788. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  4789. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  4790. */
  4791. constructor(
  4792. /**
  4793. * an array of Vector3, the curve axis of the Path3D
  4794. */
  4795. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  4796. /**
  4797. * Returns the Path3D array of successive Vector3 designing its curve.
  4798. * @returns the Path3D array of successive Vector3 designing its curve.
  4799. */
  4800. getCurve(): Vector3[];
  4801. /**
  4802. * Returns an array populated with tangent vectors on each Path3D curve point.
  4803. * @returns an array populated with tangent vectors on each Path3D curve point.
  4804. */
  4805. getTangents(): Vector3[];
  4806. /**
  4807. * Returns an array populated with normal vectors on each Path3D curve point.
  4808. * @returns an array populated with normal vectors on each Path3D curve point.
  4809. */
  4810. getNormals(): Vector3[];
  4811. /**
  4812. * Returns an array populated with binormal vectors on each Path3D curve point.
  4813. * @returns an array populated with binormal vectors on each Path3D curve point.
  4814. */
  4815. getBinormals(): Vector3[];
  4816. /**
  4817. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  4818. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  4819. */
  4820. getDistances(): number[];
  4821. /**
  4822. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  4823. * @param path path which all values are copied into the curves points
  4824. * @param firstNormal which should be projected onto the curve
  4825. * @returns the same object updated.
  4826. */
  4827. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  4828. private _compute;
  4829. private _getFirstNonNullVector;
  4830. private _getLastNonNullVector;
  4831. private _normalVector;
  4832. }
  4833. /**
  4834. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4835. * A Curve3 is designed from a series of successive Vector3.
  4836. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  4837. */
  4838. export class Curve3 {
  4839. private _points;
  4840. private _length;
  4841. /**
  4842. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  4843. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  4844. * @param v1 (Vector3) the control point
  4845. * @param v2 (Vector3) the end point of the Quadratic Bezier
  4846. * @param nbPoints (integer) the wanted number of points in the curve
  4847. * @returns the created Curve3
  4848. */
  4849. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4850. /**
  4851. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  4852. * @param v0 (Vector3) the origin point of the Cubic Bezier
  4853. * @param v1 (Vector3) the first control point
  4854. * @param v2 (Vector3) the second control point
  4855. * @param v3 (Vector3) the end point of the Cubic Bezier
  4856. * @param nbPoints (integer) the wanted number of points in the curve
  4857. * @returns the created Curve3
  4858. */
  4859. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4860. /**
  4861. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  4862. * @param p1 (Vector3) the origin point of the Hermite Spline
  4863. * @param t1 (Vector3) the tangent vector at the origin point
  4864. * @param p2 (Vector3) the end point of the Hermite Spline
  4865. * @param t2 (Vector3) the tangent vector at the end point
  4866. * @param nbPoints (integer) the wanted number of points in the curve
  4867. * @returns the created Curve3
  4868. */
  4869. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  4870. /**
  4871. * Returns a Curve3 object along a CatmullRom Spline curve :
  4872. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  4873. * @param nbPoints (integer) the wanted number of points between each curve control points
  4874. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  4875. * @returns the created Curve3
  4876. */
  4877. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  4878. /**
  4879. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  4880. * A Curve3 is designed from a series of successive Vector3.
  4881. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  4882. * @param points points which make up the curve
  4883. */
  4884. constructor(points: Vector3[]);
  4885. /**
  4886. * @returns the Curve3 stored array of successive Vector3
  4887. */
  4888. getPoints(): Vector3[];
  4889. /**
  4890. * @returns the computed length (float) of the curve.
  4891. */
  4892. length(): number;
  4893. /**
  4894. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  4895. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  4896. * curveA and curveB keep unchanged.
  4897. * @param curve the curve to continue from this curve
  4898. * @returns the newly constructed curve
  4899. */
  4900. continue(curve: DeepImmutable<Curve3>): Curve3;
  4901. private _computeLength;
  4902. }
  4903. }
  4904. declare module "babylonjs/Animations/easing" {
  4905. /**
  4906. * This represents the main contract an easing function should follow.
  4907. * Easing functions are used throughout the animation system.
  4908. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4909. */
  4910. export interface IEasingFunction {
  4911. /**
  4912. * Given an input gradient between 0 and 1, this returns the corrseponding value
  4913. * of the easing function.
  4914. * The link below provides some of the most common examples of easing functions.
  4915. * @see https://easings.net/
  4916. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4917. * @returns the corresponding value on the curve defined by the easing function
  4918. */
  4919. ease(gradient: number): number;
  4920. }
  4921. /**
  4922. * Base class used for every default easing function.
  4923. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4924. */
  4925. export class EasingFunction implements IEasingFunction {
  4926. /**
  4927. * Interpolation follows the mathematical formula associated with the easing function.
  4928. */
  4929. static readonly EASINGMODE_EASEIN: number;
  4930. /**
  4931. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  4932. */
  4933. static readonly EASINGMODE_EASEOUT: number;
  4934. /**
  4935. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  4936. */
  4937. static readonly EASINGMODE_EASEINOUT: number;
  4938. private _easingMode;
  4939. /**
  4940. * Sets the easing mode of the current function.
  4941. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  4942. */
  4943. setEasingMode(easingMode: number): void;
  4944. /**
  4945. * Gets the current easing mode.
  4946. * @returns the easing mode
  4947. */
  4948. getEasingMode(): number;
  4949. /**
  4950. * @hidden
  4951. */
  4952. easeInCore(gradient: number): number;
  4953. /**
  4954. * Given an input gradient between 0 and 1, this returns the corresponding value
  4955. * of the easing function.
  4956. * @param gradient Defines the value between 0 and 1 we want the easing value for
  4957. * @returns the corresponding value on the curve defined by the easing function
  4958. */
  4959. ease(gradient: number): number;
  4960. }
  4961. /**
  4962. * Easing function with a circle shape (see link below).
  4963. * @see https://easings.net/#easeInCirc
  4964. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4965. */
  4966. export class CircleEase extends EasingFunction implements IEasingFunction {
  4967. /** @hidden */
  4968. easeInCore(gradient: number): number;
  4969. }
  4970. /**
  4971. * Easing function with a ease back shape (see link below).
  4972. * @see https://easings.net/#easeInBack
  4973. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4974. */
  4975. export class BackEase extends EasingFunction implements IEasingFunction {
  4976. /** Defines the amplitude of the function */
  4977. amplitude: number;
  4978. /**
  4979. * Instantiates a back ease easing
  4980. * @see https://easings.net/#easeInBack
  4981. * @param amplitude Defines the amplitude of the function
  4982. */
  4983. constructor(
  4984. /** Defines the amplitude of the function */
  4985. amplitude?: number);
  4986. /** @hidden */
  4987. easeInCore(gradient: number): number;
  4988. }
  4989. /**
  4990. * Easing function with a bouncing shape (see link below).
  4991. * @see https://easings.net/#easeInBounce
  4992. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  4993. */
  4994. export class BounceEase extends EasingFunction implements IEasingFunction {
  4995. /** Defines the number of bounces */
  4996. bounces: number;
  4997. /** Defines the amplitude of the bounce */
  4998. bounciness: number;
  4999. /**
  5000. * Instantiates a bounce easing
  5001. * @see https://easings.net/#easeInBounce
  5002. * @param bounces Defines the number of bounces
  5003. * @param bounciness Defines the amplitude of the bounce
  5004. */
  5005. constructor(
  5006. /** Defines the number of bounces */
  5007. bounces?: number,
  5008. /** Defines the amplitude of the bounce */
  5009. bounciness?: number);
  5010. /** @hidden */
  5011. easeInCore(gradient: number): number;
  5012. }
  5013. /**
  5014. * Easing function with a power of 3 shape (see link below).
  5015. * @see https://easings.net/#easeInCubic
  5016. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5017. */
  5018. export class CubicEase extends EasingFunction implements IEasingFunction {
  5019. /** @hidden */
  5020. easeInCore(gradient: number): number;
  5021. }
  5022. /**
  5023. * Easing function with an elastic shape (see link below).
  5024. * @see https://easings.net/#easeInElastic
  5025. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5026. */
  5027. export class ElasticEase extends EasingFunction implements IEasingFunction {
  5028. /** Defines the number of oscillations*/
  5029. oscillations: number;
  5030. /** Defines the amplitude of the oscillations*/
  5031. springiness: number;
  5032. /**
  5033. * Instantiates an elastic easing function
  5034. * @see https://easings.net/#easeInElastic
  5035. * @param oscillations Defines the number of oscillations
  5036. * @param springiness Defines the amplitude of the oscillations
  5037. */
  5038. constructor(
  5039. /** Defines the number of oscillations*/
  5040. oscillations?: number,
  5041. /** Defines the amplitude of the oscillations*/
  5042. springiness?: number);
  5043. /** @hidden */
  5044. easeInCore(gradient: number): number;
  5045. }
  5046. /**
  5047. * Easing function with an exponential shape (see link below).
  5048. * @see https://easings.net/#easeInExpo
  5049. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5050. */
  5051. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  5052. /** Defines the exponent of the function */
  5053. exponent: number;
  5054. /**
  5055. * Instantiates an exponential easing function
  5056. * @see https://easings.net/#easeInExpo
  5057. * @param exponent Defines the exponent of the function
  5058. */
  5059. constructor(
  5060. /** Defines the exponent of the function */
  5061. exponent?: number);
  5062. /** @hidden */
  5063. easeInCore(gradient: number): number;
  5064. }
  5065. /**
  5066. * Easing function with a power shape (see link below).
  5067. * @see https://easings.net/#easeInQuad
  5068. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5069. */
  5070. export class PowerEase extends EasingFunction implements IEasingFunction {
  5071. /** Defines the power of the function */
  5072. power: number;
  5073. /**
  5074. * Instantiates an power base easing function
  5075. * @see https://easings.net/#easeInQuad
  5076. * @param power Defines the power of the function
  5077. */
  5078. constructor(
  5079. /** Defines the power of the function */
  5080. power?: number);
  5081. /** @hidden */
  5082. easeInCore(gradient: number): number;
  5083. }
  5084. /**
  5085. * Easing function with a power of 2 shape (see link below).
  5086. * @see https://easings.net/#easeInQuad
  5087. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5088. */
  5089. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  5090. /** @hidden */
  5091. easeInCore(gradient: number): number;
  5092. }
  5093. /**
  5094. * Easing function with a power of 4 shape (see link below).
  5095. * @see https://easings.net/#easeInQuart
  5096. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5097. */
  5098. export class QuarticEase extends EasingFunction implements IEasingFunction {
  5099. /** @hidden */
  5100. easeInCore(gradient: number): number;
  5101. }
  5102. /**
  5103. * Easing function with a power of 5 shape (see link below).
  5104. * @see https://easings.net/#easeInQuint
  5105. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5106. */
  5107. export class QuinticEase extends EasingFunction implements IEasingFunction {
  5108. /** @hidden */
  5109. easeInCore(gradient: number): number;
  5110. }
  5111. /**
  5112. * Easing function with a sin shape (see link below).
  5113. * @see https://easings.net/#easeInSine
  5114. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5115. */
  5116. export class SineEase extends EasingFunction implements IEasingFunction {
  5117. /** @hidden */
  5118. easeInCore(gradient: number): number;
  5119. }
  5120. /**
  5121. * Easing function with a bezier shape (see link below).
  5122. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5123. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  5124. */
  5125. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  5126. /** Defines the x component of the start tangent in the bezier curve */
  5127. x1: number;
  5128. /** Defines the y component of the start tangent in the bezier curve */
  5129. y1: number;
  5130. /** Defines the x component of the end tangent in the bezier curve */
  5131. x2: number;
  5132. /** Defines the y component of the end tangent in the bezier curve */
  5133. y2: number;
  5134. /**
  5135. * Instantiates a bezier function
  5136. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  5137. * @param x1 Defines the x component of the start tangent in the bezier curve
  5138. * @param y1 Defines the y component of the start tangent in the bezier curve
  5139. * @param x2 Defines the x component of the end tangent in the bezier curve
  5140. * @param y2 Defines the y component of the end tangent in the bezier curve
  5141. */
  5142. constructor(
  5143. /** Defines the x component of the start tangent in the bezier curve */
  5144. x1?: number,
  5145. /** Defines the y component of the start tangent in the bezier curve */
  5146. y1?: number,
  5147. /** Defines the x component of the end tangent in the bezier curve */
  5148. x2?: number,
  5149. /** Defines the y component of the end tangent in the bezier curve */
  5150. y2?: number);
  5151. /** @hidden */
  5152. easeInCore(gradient: number): number;
  5153. }
  5154. }
  5155. declare module "babylonjs/Maths/math.color" {
  5156. import { DeepImmutable, FloatArray } from "babylonjs/types";
  5157. /**
  5158. * Class used to hold a RBG color
  5159. */
  5160. export class Color3 {
  5161. /**
  5162. * Defines the red component (between 0 and 1, default is 0)
  5163. */
  5164. r: number;
  5165. /**
  5166. * Defines the green component (between 0 and 1, default is 0)
  5167. */
  5168. g: number;
  5169. /**
  5170. * Defines the blue component (between 0 and 1, default is 0)
  5171. */
  5172. b: number;
  5173. /**
  5174. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  5175. * @param r defines the red component (between 0 and 1, default is 0)
  5176. * @param g defines the green component (between 0 and 1, default is 0)
  5177. * @param b defines the blue component (between 0 and 1, default is 0)
  5178. */
  5179. constructor(
  5180. /**
  5181. * Defines the red component (between 0 and 1, default is 0)
  5182. */
  5183. r?: number,
  5184. /**
  5185. * Defines the green component (between 0 and 1, default is 0)
  5186. */
  5187. g?: number,
  5188. /**
  5189. * Defines the blue component (between 0 and 1, default is 0)
  5190. */
  5191. b?: number);
  5192. /**
  5193. * Creates a string with the Color3 current values
  5194. * @returns the string representation of the Color3 object
  5195. */
  5196. toString(): string;
  5197. /**
  5198. * Returns the string "Color3"
  5199. * @returns "Color3"
  5200. */
  5201. getClassName(): string;
  5202. /**
  5203. * Compute the Color3 hash code
  5204. * @returns an unique number that can be used to hash Color3 objects
  5205. */
  5206. getHashCode(): number;
  5207. /**
  5208. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  5209. * @param array defines the array where to store the r,g,b components
  5210. * @param index defines an optional index in the target array to define where to start storing values
  5211. * @returns the current Color3 object
  5212. */
  5213. toArray(array: FloatArray, index?: number): Color3;
  5214. /**
  5215. * Returns a new Color4 object from the current Color3 and the given alpha
  5216. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  5217. * @returns a new Color4 object
  5218. */
  5219. toColor4(alpha?: number): Color4;
  5220. /**
  5221. * Returns a new array populated with 3 numeric elements : red, green and blue values
  5222. * @returns the new array
  5223. */
  5224. asArray(): number[];
  5225. /**
  5226. * Returns the luminance value
  5227. * @returns a float value
  5228. */
  5229. toLuminance(): number;
  5230. /**
  5231. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  5232. * @param otherColor defines the second operand
  5233. * @returns the new Color3 object
  5234. */
  5235. multiply(otherColor: DeepImmutable<Color3>): Color3;
  5236. /**
  5237. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  5238. * @param otherColor defines the second operand
  5239. * @param result defines the Color3 object where to store the result
  5240. * @returns the current Color3
  5241. */
  5242. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5243. /**
  5244. * Determines equality between Color3 objects
  5245. * @param otherColor defines the second operand
  5246. * @returns true if the rgb values are equal to the given ones
  5247. */
  5248. equals(otherColor: DeepImmutable<Color3>): boolean;
  5249. /**
  5250. * Determines equality between the current Color3 object and a set of r,b,g values
  5251. * @param r defines the red component to check
  5252. * @param g defines the green component to check
  5253. * @param b defines the blue component to check
  5254. * @returns true if the rgb values are equal to the given ones
  5255. */
  5256. equalsFloats(r: number, g: number, b: number): boolean;
  5257. /**
  5258. * Multiplies in place each rgb value by scale
  5259. * @param scale defines the scaling factor
  5260. * @returns the updated Color3
  5261. */
  5262. scale(scale: number): Color3;
  5263. /**
  5264. * Multiplies the rgb values by scale and stores the result into "result"
  5265. * @param scale defines the scaling factor
  5266. * @param result defines the Color3 object where to store the result
  5267. * @returns the unmodified current Color3
  5268. */
  5269. scaleToRef(scale: number, result: Color3): Color3;
  5270. /**
  5271. * Scale the current Color3 values by a factor and add the result to a given Color3
  5272. * @param scale defines the scale factor
  5273. * @param result defines color to store the result into
  5274. * @returns the unmodified current Color3
  5275. */
  5276. scaleAndAddToRef(scale: number, result: Color3): Color3;
  5277. /**
  5278. * Clamps the rgb values by the min and max values and stores the result into "result"
  5279. * @param min defines minimum clamping value (default is 0)
  5280. * @param max defines maximum clamping value (default is 1)
  5281. * @param result defines color to store the result into
  5282. * @returns the original Color3
  5283. */
  5284. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  5285. /**
  5286. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  5287. * @param otherColor defines the second operand
  5288. * @returns the new Color3
  5289. */
  5290. add(otherColor: DeepImmutable<Color3>): Color3;
  5291. /**
  5292. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  5293. * @param otherColor defines the second operand
  5294. * @param result defines Color3 object to store the result into
  5295. * @returns the unmodified current Color3
  5296. */
  5297. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5298. /**
  5299. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  5300. * @param otherColor defines the second operand
  5301. * @returns the new Color3
  5302. */
  5303. subtract(otherColor: DeepImmutable<Color3>): Color3;
  5304. /**
  5305. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  5306. * @param otherColor defines the second operand
  5307. * @param result defines Color3 object to store the result into
  5308. * @returns the unmodified current Color3
  5309. */
  5310. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  5311. /**
  5312. * Copy the current object
  5313. * @returns a new Color3 copied the current one
  5314. */
  5315. clone(): Color3;
  5316. /**
  5317. * Copies the rgb values from the source in the current Color3
  5318. * @param source defines the source Color3 object
  5319. * @returns the updated Color3 object
  5320. */
  5321. copyFrom(source: DeepImmutable<Color3>): Color3;
  5322. /**
  5323. * Updates the Color3 rgb values from the given floats
  5324. * @param r defines the red component to read from
  5325. * @param g defines the green component to read from
  5326. * @param b defines the blue component to read from
  5327. * @returns the current Color3 object
  5328. */
  5329. copyFromFloats(r: number, g: number, b: number): Color3;
  5330. /**
  5331. * Updates the Color3 rgb values from the given floats
  5332. * @param r defines the red component to read from
  5333. * @param g defines the green component to read from
  5334. * @param b defines the blue component to read from
  5335. * @returns the current Color3 object
  5336. */
  5337. set(r: number, g: number, b: number): Color3;
  5338. /**
  5339. * Compute the Color3 hexadecimal code as a string
  5340. * @returns a string containing the hexadecimal representation of the Color3 object
  5341. */
  5342. toHexString(): string;
  5343. /**
  5344. * Computes a new Color3 converted from the current one to linear space
  5345. * @returns a new Color3 object
  5346. */
  5347. toLinearSpace(): Color3;
  5348. /**
  5349. * Converts current color in rgb space to HSV values
  5350. * @returns a new color3 representing the HSV values
  5351. */
  5352. toHSV(): Color3;
  5353. /**
  5354. * Converts current color in rgb space to HSV values
  5355. * @param result defines the Color3 where to store the HSV values
  5356. */
  5357. toHSVToRef(result: Color3): void;
  5358. /**
  5359. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  5360. * @param convertedColor defines the Color3 object where to store the linear space version
  5361. * @returns the unmodified Color3
  5362. */
  5363. toLinearSpaceToRef(convertedColor: Color3): Color3;
  5364. /**
  5365. * Computes a new Color3 converted from the current one to gamma space
  5366. * @returns a new Color3 object
  5367. */
  5368. toGammaSpace(): Color3;
  5369. /**
  5370. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  5371. * @param convertedColor defines the Color3 object where to store the gamma space version
  5372. * @returns the unmodified Color3
  5373. */
  5374. toGammaSpaceToRef(convertedColor: Color3): Color3;
  5375. private static _BlackReadOnly;
  5376. /**
  5377. * Convert Hue, saturation and value to a Color3 (RGB)
  5378. * @param hue defines the hue
  5379. * @param saturation defines the saturation
  5380. * @param value defines the value
  5381. * @param result defines the Color3 where to store the RGB values
  5382. */
  5383. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  5384. /**
  5385. * Creates a new Color3 from the string containing valid hexadecimal values
  5386. * @param hex defines a string containing valid hexadecimal values
  5387. * @returns a new Color3 object
  5388. */
  5389. static FromHexString(hex: string): Color3;
  5390. /**
  5391. * Creates a new Color3 from the starting index of the given array
  5392. * @param array defines the source array
  5393. * @param offset defines an offset in the source array
  5394. * @returns a new Color3 object
  5395. */
  5396. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  5397. /**
  5398. * Creates a new Color3 from integer values (< 256)
  5399. * @param r defines the red component to read from (value between 0 and 255)
  5400. * @param g defines the green component to read from (value between 0 and 255)
  5401. * @param b defines the blue component to read from (value between 0 and 255)
  5402. * @returns a new Color3 object
  5403. */
  5404. static FromInts(r: number, g: number, b: number): Color3;
  5405. /**
  5406. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5407. * @param start defines the start Color3 value
  5408. * @param end defines the end Color3 value
  5409. * @param amount defines the gradient value between start and end
  5410. * @returns a new Color3 object
  5411. */
  5412. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  5413. /**
  5414. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  5415. * @param left defines the start value
  5416. * @param right defines the end value
  5417. * @param amount defines the gradient factor
  5418. * @param result defines the Color3 object where to store the result
  5419. */
  5420. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  5421. /**
  5422. * Returns a Color3 value containing a red color
  5423. * @returns a new Color3 object
  5424. */
  5425. static Red(): Color3;
  5426. /**
  5427. * Returns a Color3 value containing a green color
  5428. * @returns a new Color3 object
  5429. */
  5430. static Green(): Color3;
  5431. /**
  5432. * Returns a Color3 value containing a blue color
  5433. * @returns a new Color3 object
  5434. */
  5435. static Blue(): Color3;
  5436. /**
  5437. * Returns a Color3 value containing a black color
  5438. * @returns a new Color3 object
  5439. */
  5440. static Black(): Color3;
  5441. /**
  5442. * Gets a Color3 value containing a black color that must not be updated
  5443. */
  5444. static readonly BlackReadOnly: DeepImmutable<Color3>;
  5445. /**
  5446. * Returns a Color3 value containing a white color
  5447. * @returns a new Color3 object
  5448. */
  5449. static White(): Color3;
  5450. /**
  5451. * Returns a Color3 value containing a purple color
  5452. * @returns a new Color3 object
  5453. */
  5454. static Purple(): Color3;
  5455. /**
  5456. * Returns a Color3 value containing a magenta color
  5457. * @returns a new Color3 object
  5458. */
  5459. static Magenta(): Color3;
  5460. /**
  5461. * Returns a Color3 value containing a yellow color
  5462. * @returns a new Color3 object
  5463. */
  5464. static Yellow(): Color3;
  5465. /**
  5466. * Returns a Color3 value containing a gray color
  5467. * @returns a new Color3 object
  5468. */
  5469. static Gray(): Color3;
  5470. /**
  5471. * Returns a Color3 value containing a teal color
  5472. * @returns a new Color3 object
  5473. */
  5474. static Teal(): Color3;
  5475. /**
  5476. * Returns a Color3 value containing a random color
  5477. * @returns a new Color3 object
  5478. */
  5479. static Random(): Color3;
  5480. }
  5481. /**
  5482. * Class used to hold a RBGA color
  5483. */
  5484. export class Color4 {
  5485. /**
  5486. * Defines the red component (between 0 and 1, default is 0)
  5487. */
  5488. r: number;
  5489. /**
  5490. * Defines the green component (between 0 and 1, default is 0)
  5491. */
  5492. g: number;
  5493. /**
  5494. * Defines the blue component (between 0 and 1, default is 0)
  5495. */
  5496. b: number;
  5497. /**
  5498. * Defines the alpha component (between 0 and 1, default is 1)
  5499. */
  5500. a: number;
  5501. /**
  5502. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  5503. * @param r defines the red component (between 0 and 1, default is 0)
  5504. * @param g defines the green component (between 0 and 1, default is 0)
  5505. * @param b defines the blue component (between 0 and 1, default is 0)
  5506. * @param a defines the alpha component (between 0 and 1, default is 1)
  5507. */
  5508. constructor(
  5509. /**
  5510. * Defines the red component (between 0 and 1, default is 0)
  5511. */
  5512. r?: number,
  5513. /**
  5514. * Defines the green component (between 0 and 1, default is 0)
  5515. */
  5516. g?: number,
  5517. /**
  5518. * Defines the blue component (between 0 and 1, default is 0)
  5519. */
  5520. b?: number,
  5521. /**
  5522. * Defines the alpha component (between 0 and 1, default is 1)
  5523. */
  5524. a?: number);
  5525. /**
  5526. * Adds in place the given Color4 values to the current Color4 object
  5527. * @param right defines the second operand
  5528. * @returns the current updated Color4 object
  5529. */
  5530. addInPlace(right: DeepImmutable<Color4>): Color4;
  5531. /**
  5532. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  5533. * @returns the new array
  5534. */
  5535. asArray(): number[];
  5536. /**
  5537. * Stores from the starting index in the given array the Color4 successive values
  5538. * @param array defines the array where to store the r,g,b components
  5539. * @param index defines an optional index in the target array to define where to start storing values
  5540. * @returns the current Color4 object
  5541. */
  5542. toArray(array: number[], index?: number): Color4;
  5543. /**
  5544. * Determines equality between Color4 objects
  5545. * @param otherColor defines the second operand
  5546. * @returns true if the rgba values are equal to the given ones
  5547. */
  5548. equals(otherColor: DeepImmutable<Color4>): boolean;
  5549. /**
  5550. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  5551. * @param right defines the second operand
  5552. * @returns a new Color4 object
  5553. */
  5554. add(right: DeepImmutable<Color4>): Color4;
  5555. /**
  5556. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  5557. * @param right defines the second operand
  5558. * @returns a new Color4 object
  5559. */
  5560. subtract(right: DeepImmutable<Color4>): Color4;
  5561. /**
  5562. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  5563. * @param right defines the second operand
  5564. * @param result defines the Color4 object where to store the result
  5565. * @returns the current Color4 object
  5566. */
  5567. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  5568. /**
  5569. * Creates a new Color4 with the current Color4 values multiplied by scale
  5570. * @param scale defines the scaling factor to apply
  5571. * @returns a new Color4 object
  5572. */
  5573. scale(scale: number): Color4;
  5574. /**
  5575. * Multiplies the current Color4 values by scale and stores the result in "result"
  5576. * @param scale defines the scaling factor to apply
  5577. * @param result defines the Color4 object where to store the result
  5578. * @returns the current unmodified Color4
  5579. */
  5580. scaleToRef(scale: number, result: Color4): Color4;
  5581. /**
  5582. * Scale the current Color4 values by a factor and add the result to a given Color4
  5583. * @param scale defines the scale factor
  5584. * @param result defines the Color4 object where to store the result
  5585. * @returns the unmodified current Color4
  5586. */
  5587. scaleAndAddToRef(scale: number, result: Color4): Color4;
  5588. /**
  5589. * Clamps the rgb values by the min and max values and stores the result into "result"
  5590. * @param min defines minimum clamping value (default is 0)
  5591. * @param max defines maximum clamping value (default is 1)
  5592. * @param result defines color to store the result into.
  5593. * @returns the cuurent Color4
  5594. */
  5595. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  5596. /**
  5597. * Multipy an Color4 value by another and return a new Color4 object
  5598. * @param color defines the Color4 value to multiply by
  5599. * @returns a new Color4 object
  5600. */
  5601. multiply(color: Color4): Color4;
  5602. /**
  5603. * Multipy a Color4 value by another and push the result in a reference value
  5604. * @param color defines the Color4 value to multiply by
  5605. * @param result defines the Color4 to fill the result in
  5606. * @returns the result Color4
  5607. */
  5608. multiplyToRef(color: Color4, result: Color4): Color4;
  5609. /**
  5610. * Creates a string with the Color4 current values
  5611. * @returns the string representation of the Color4 object
  5612. */
  5613. toString(): string;
  5614. /**
  5615. * Returns the string "Color4"
  5616. * @returns "Color4"
  5617. */
  5618. getClassName(): string;
  5619. /**
  5620. * Compute the Color4 hash code
  5621. * @returns an unique number that can be used to hash Color4 objects
  5622. */
  5623. getHashCode(): number;
  5624. /**
  5625. * Creates a new Color4 copied from the current one
  5626. * @returns a new Color4 object
  5627. */
  5628. clone(): Color4;
  5629. /**
  5630. * Copies the given Color4 values into the current one
  5631. * @param source defines the source Color4 object
  5632. * @returns the current updated Color4 object
  5633. */
  5634. copyFrom(source: Color4): Color4;
  5635. /**
  5636. * Copies the given float values into the current one
  5637. * @param r defines the red component to read from
  5638. * @param g defines the green component to read from
  5639. * @param b defines the blue component to read from
  5640. * @param a defines the alpha component to read from
  5641. * @returns the current updated Color4 object
  5642. */
  5643. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  5644. /**
  5645. * Copies the given float values into the current one
  5646. * @param r defines the red component to read from
  5647. * @param g defines the green component to read from
  5648. * @param b defines the blue component to read from
  5649. * @param a defines the alpha component to read from
  5650. * @returns the current updated Color4 object
  5651. */
  5652. set(r: number, g: number, b: number, a: number): Color4;
  5653. /**
  5654. * Compute the Color4 hexadecimal code as a string
  5655. * @returns a string containing the hexadecimal representation of the Color4 object
  5656. */
  5657. toHexString(): string;
  5658. /**
  5659. * Computes a new Color4 converted from the current one to linear space
  5660. * @returns a new Color4 object
  5661. */
  5662. toLinearSpace(): Color4;
  5663. /**
  5664. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  5665. * @param convertedColor defines the Color4 object where to store the linear space version
  5666. * @returns the unmodified Color4
  5667. */
  5668. toLinearSpaceToRef(convertedColor: Color4): Color4;
  5669. /**
  5670. * Computes a new Color4 converted from the current one to gamma space
  5671. * @returns a new Color4 object
  5672. */
  5673. toGammaSpace(): Color4;
  5674. /**
  5675. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  5676. * @param convertedColor defines the Color4 object where to store the gamma space version
  5677. * @returns the unmodified Color4
  5678. */
  5679. toGammaSpaceToRef(convertedColor: Color4): Color4;
  5680. /**
  5681. * Creates a new Color4 from the string containing valid hexadecimal values
  5682. * @param hex defines a string containing valid hexadecimal values
  5683. * @returns a new Color4 object
  5684. */
  5685. static FromHexString(hex: string): Color4;
  5686. /**
  5687. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5688. * @param left defines the start value
  5689. * @param right defines the end value
  5690. * @param amount defines the gradient factor
  5691. * @returns a new Color4 object
  5692. */
  5693. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  5694. /**
  5695. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  5696. * @param left defines the start value
  5697. * @param right defines the end value
  5698. * @param amount defines the gradient factor
  5699. * @param result defines the Color4 object where to store data
  5700. */
  5701. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  5702. /**
  5703. * Creates a new Color4 from a Color3 and an alpha value
  5704. * @param color3 defines the source Color3 to read from
  5705. * @param alpha defines the alpha component (1.0 by default)
  5706. * @returns a new Color4 object
  5707. */
  5708. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  5709. /**
  5710. * Creates a new Color4 from the starting index element of the given array
  5711. * @param array defines the source array to read from
  5712. * @param offset defines the offset in the source array
  5713. * @returns a new Color4 object
  5714. */
  5715. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  5716. /**
  5717. * Creates a new Color3 from integer values (< 256)
  5718. * @param r defines the red component to read from (value between 0 and 255)
  5719. * @param g defines the green component to read from (value between 0 and 255)
  5720. * @param b defines the blue component to read from (value between 0 and 255)
  5721. * @param a defines the alpha component to read from (value between 0 and 255)
  5722. * @returns a new Color3 object
  5723. */
  5724. static FromInts(r: number, g: number, b: number, a: number): Color4;
  5725. /**
  5726. * Check the content of a given array and convert it to an array containing RGBA data
  5727. * If the original array was already containing count * 4 values then it is returned directly
  5728. * @param colors defines the array to check
  5729. * @param count defines the number of RGBA data to expect
  5730. * @returns an array containing count * 4 values (RGBA)
  5731. */
  5732. static CheckColors4(colors: number[], count: number): number[];
  5733. }
  5734. /**
  5735. * @hidden
  5736. */
  5737. export class TmpColors {
  5738. static Color3: Color3[];
  5739. static Color4: Color4[];
  5740. }
  5741. }
  5742. declare module "babylonjs/Animations/animationKey" {
  5743. /**
  5744. * Defines an interface which represents an animation key frame
  5745. */
  5746. export interface IAnimationKey {
  5747. /**
  5748. * Frame of the key frame
  5749. */
  5750. frame: number;
  5751. /**
  5752. * Value at the specifies key frame
  5753. */
  5754. value: any;
  5755. /**
  5756. * The input tangent for the cubic hermite spline
  5757. */
  5758. inTangent?: any;
  5759. /**
  5760. * The output tangent for the cubic hermite spline
  5761. */
  5762. outTangent?: any;
  5763. /**
  5764. * The animation interpolation type
  5765. */
  5766. interpolation?: AnimationKeyInterpolation;
  5767. }
  5768. /**
  5769. * Enum for the animation key frame interpolation type
  5770. */
  5771. export enum AnimationKeyInterpolation {
  5772. /**
  5773. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  5774. */
  5775. STEP = 1
  5776. }
  5777. }
  5778. declare module "babylonjs/Animations/animationRange" {
  5779. /**
  5780. * Represents the range of an animation
  5781. */
  5782. export class AnimationRange {
  5783. /**The name of the animation range**/
  5784. name: string;
  5785. /**The starting frame of the animation */
  5786. from: number;
  5787. /**The ending frame of the animation*/
  5788. to: number;
  5789. /**
  5790. * Initializes the range of an animation
  5791. * @param name The name of the animation range
  5792. * @param from The starting frame of the animation
  5793. * @param to The ending frame of the animation
  5794. */
  5795. constructor(
  5796. /**The name of the animation range**/
  5797. name: string,
  5798. /**The starting frame of the animation */
  5799. from: number,
  5800. /**The ending frame of the animation*/
  5801. to: number);
  5802. /**
  5803. * Makes a copy of the animation range
  5804. * @returns A copy of the animation range
  5805. */
  5806. clone(): AnimationRange;
  5807. }
  5808. }
  5809. declare module "babylonjs/Animations/animationEvent" {
  5810. /**
  5811. * Composed of a frame, and an action function
  5812. */
  5813. export class AnimationEvent {
  5814. /** The frame for which the event is triggered **/
  5815. frame: number;
  5816. /** The event to perform when triggered **/
  5817. action: (currentFrame: number) => void;
  5818. /** Specifies if the event should be triggered only once**/
  5819. onlyOnce?: boolean | undefined;
  5820. /**
  5821. * Specifies if the animation event is done
  5822. */
  5823. isDone: boolean;
  5824. /**
  5825. * Initializes the animation event
  5826. * @param frame The frame for which the event is triggered
  5827. * @param action The event to perform when triggered
  5828. * @param onlyOnce Specifies if the event should be triggered only once
  5829. */
  5830. constructor(
  5831. /** The frame for which the event is triggered **/
  5832. frame: number,
  5833. /** The event to perform when triggered **/
  5834. action: (currentFrame: number) => void,
  5835. /** Specifies if the event should be triggered only once**/
  5836. onlyOnce?: boolean | undefined);
  5837. /** @hidden */
  5838. _clone(): AnimationEvent;
  5839. }
  5840. }
  5841. declare module "babylonjs/Behaviors/behavior" {
  5842. import { Nullable } from "babylonjs/types";
  5843. /**
  5844. * Interface used to define a behavior
  5845. */
  5846. export interface Behavior<T> {
  5847. /** gets or sets behavior's name */
  5848. name: string;
  5849. /**
  5850. * Function called when the behavior needs to be initialized (after attaching it to a target)
  5851. */
  5852. init(): void;
  5853. /**
  5854. * Called when the behavior is attached to a target
  5855. * @param target defines the target where the behavior is attached to
  5856. */
  5857. attach(target: T): void;
  5858. /**
  5859. * Called when the behavior is detached from its target
  5860. */
  5861. detach(): void;
  5862. }
  5863. /**
  5864. * Interface implemented by classes supporting behaviors
  5865. */
  5866. export interface IBehaviorAware<T> {
  5867. /**
  5868. * Attach a behavior
  5869. * @param behavior defines the behavior to attach
  5870. * @returns the current host
  5871. */
  5872. addBehavior(behavior: Behavior<T>): T;
  5873. /**
  5874. * Remove a behavior from the current object
  5875. * @param behavior defines the behavior to detach
  5876. * @returns the current host
  5877. */
  5878. removeBehavior(behavior: Behavior<T>): T;
  5879. /**
  5880. * Gets a behavior using its name to search
  5881. * @param name defines the name to search
  5882. * @returns the behavior or null if not found
  5883. */
  5884. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  5885. }
  5886. }
  5887. declare module "babylonjs/Misc/smartArray" {
  5888. /**
  5889. * Defines an array and its length.
  5890. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  5891. */
  5892. export interface ISmartArrayLike<T> {
  5893. /**
  5894. * The data of the array.
  5895. */
  5896. data: Array<T>;
  5897. /**
  5898. * The active length of the array.
  5899. */
  5900. length: number;
  5901. }
  5902. /**
  5903. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5904. */
  5905. export class SmartArray<T> implements ISmartArrayLike<T> {
  5906. /**
  5907. * The full set of data from the array.
  5908. */
  5909. data: Array<T>;
  5910. /**
  5911. * The active length of the array.
  5912. */
  5913. length: number;
  5914. protected _id: number;
  5915. /**
  5916. * Instantiates a Smart Array.
  5917. * @param capacity defines the default capacity of the array.
  5918. */
  5919. constructor(capacity: number);
  5920. /**
  5921. * Pushes a value at the end of the active data.
  5922. * @param value defines the object to push in the array.
  5923. */
  5924. push(value: T): void;
  5925. /**
  5926. * Iterates over the active data and apply the lambda to them.
  5927. * @param func defines the action to apply on each value.
  5928. */
  5929. forEach(func: (content: T) => void): void;
  5930. /**
  5931. * Sorts the full sets of data.
  5932. * @param compareFn defines the comparison function to apply.
  5933. */
  5934. sort(compareFn: (a: T, b: T) => number): void;
  5935. /**
  5936. * Resets the active data to an empty array.
  5937. */
  5938. reset(): void;
  5939. /**
  5940. * Releases all the data from the array as well as the array.
  5941. */
  5942. dispose(): void;
  5943. /**
  5944. * Concats the active data with a given array.
  5945. * @param array defines the data to concatenate with.
  5946. */
  5947. concat(array: any): void;
  5948. /**
  5949. * Returns the position of a value in the active data.
  5950. * @param value defines the value to find the index for
  5951. * @returns the index if found in the active data otherwise -1
  5952. */
  5953. indexOf(value: T): number;
  5954. /**
  5955. * Returns whether an element is part of the active data.
  5956. * @param value defines the value to look for
  5957. * @returns true if found in the active data otherwise false
  5958. */
  5959. contains(value: T): boolean;
  5960. private static _GlobalId;
  5961. }
  5962. /**
  5963. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  5964. * The data in this array can only be present once
  5965. */
  5966. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  5967. private _duplicateId;
  5968. /**
  5969. * Pushes a value at the end of the active data.
  5970. * THIS DOES NOT PREVENT DUPPLICATE DATA
  5971. * @param value defines the object to push in the array.
  5972. */
  5973. push(value: T): void;
  5974. /**
  5975. * Pushes a value at the end of the active data.
  5976. * If the data is already present, it won t be added again
  5977. * @param value defines the object to push in the array.
  5978. * @returns true if added false if it was already present
  5979. */
  5980. pushNoDuplicate(value: T): boolean;
  5981. /**
  5982. * Resets the active data to an empty array.
  5983. */
  5984. reset(): void;
  5985. /**
  5986. * Concats the active data with a given array.
  5987. * This ensures no dupplicate will be present in the result.
  5988. * @param array defines the data to concatenate with.
  5989. */
  5990. concatWithNoDuplicate(array: any): void;
  5991. }
  5992. }
  5993. declare module "babylonjs/Cameras/cameraInputsManager" {
  5994. import { Nullable } from "babylonjs/types";
  5995. import { Camera } from "babylonjs/Cameras/camera";
  5996. /**
  5997. * @ignore
  5998. * This is a list of all the different input types that are available in the application.
  5999. * Fo instance: ArcRotateCameraGamepadInput...
  6000. */
  6001. export var CameraInputTypes: {};
  6002. /**
  6003. * This is the contract to implement in order to create a new input class.
  6004. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  6005. */
  6006. export interface ICameraInput<TCamera extends Camera> {
  6007. /**
  6008. * Defines the camera the input is attached to.
  6009. */
  6010. camera: Nullable<TCamera>;
  6011. /**
  6012. * Gets the class name of the current intput.
  6013. * @returns the class name
  6014. */
  6015. getClassName(): string;
  6016. /**
  6017. * Get the friendly name associated with the input class.
  6018. * @returns the input friendly name
  6019. */
  6020. getSimpleName(): string;
  6021. /**
  6022. * Attach the input controls to a specific dom element to get the input from.
  6023. * @param element Defines the element the controls should be listened from
  6024. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6025. */
  6026. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  6027. /**
  6028. * Detach the current controls from the specified dom element.
  6029. * @param element Defines the element to stop listening the inputs from
  6030. */
  6031. detachControl(element: Nullable<HTMLElement>): void;
  6032. /**
  6033. * Update the current camera state depending on the inputs that have been used this frame.
  6034. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6035. */
  6036. checkInputs?: () => void;
  6037. }
  6038. /**
  6039. * Represents a map of input types to input instance or input index to input instance.
  6040. */
  6041. export interface CameraInputsMap<TCamera extends Camera> {
  6042. /**
  6043. * Accessor to the input by input type.
  6044. */
  6045. [name: string]: ICameraInput<TCamera>;
  6046. /**
  6047. * Accessor to the input by input index.
  6048. */
  6049. [idx: number]: ICameraInput<TCamera>;
  6050. }
  6051. /**
  6052. * This represents the input manager used within a camera.
  6053. * It helps dealing with all the different kind of input attached to a camera.
  6054. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6055. */
  6056. export class CameraInputsManager<TCamera extends Camera> {
  6057. /**
  6058. * Defines the list of inputs attahed to the camera.
  6059. */
  6060. attached: CameraInputsMap<TCamera>;
  6061. /**
  6062. * Defines the dom element the camera is collecting inputs from.
  6063. * This is null if the controls have not been attached.
  6064. */
  6065. attachedElement: Nullable<HTMLElement>;
  6066. /**
  6067. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6068. */
  6069. noPreventDefault: boolean;
  6070. /**
  6071. * Defined the camera the input manager belongs to.
  6072. */
  6073. camera: TCamera;
  6074. /**
  6075. * Update the current camera state depending on the inputs that have been used this frame.
  6076. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  6077. */
  6078. checkInputs: () => void;
  6079. /**
  6080. * Instantiate a new Camera Input Manager.
  6081. * @param camera Defines the camera the input manager blongs to
  6082. */
  6083. constructor(camera: TCamera);
  6084. /**
  6085. * Add an input method to a camera
  6086. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  6087. * @param input camera input method
  6088. */
  6089. add(input: ICameraInput<TCamera>): void;
  6090. /**
  6091. * Remove a specific input method from a camera
  6092. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  6093. * @param inputToRemove camera input method
  6094. */
  6095. remove(inputToRemove: ICameraInput<TCamera>): void;
  6096. /**
  6097. * Remove a specific input type from a camera
  6098. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  6099. * @param inputType the type of the input to remove
  6100. */
  6101. removeByType(inputType: string): void;
  6102. private _addCheckInputs;
  6103. /**
  6104. * Attach the input controls to the currently attached dom element to listen the events from.
  6105. * @param input Defines the input to attach
  6106. */
  6107. attachInput(input: ICameraInput<TCamera>): void;
  6108. /**
  6109. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  6110. * @param element Defines the dom element to collect the events from
  6111. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  6112. */
  6113. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  6114. /**
  6115. * Detach the current manager inputs controls from a specific dom element.
  6116. * @param element Defines the dom element to collect the events from
  6117. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  6118. */
  6119. detachElement(element: HTMLElement, disconnect?: boolean): void;
  6120. /**
  6121. * Rebuild the dynamic inputCheck function from the current list of
  6122. * defined inputs in the manager.
  6123. */
  6124. rebuildInputCheck(): void;
  6125. /**
  6126. * Remove all attached input methods from a camera
  6127. */
  6128. clear(): void;
  6129. /**
  6130. * Serialize the current input manager attached to a camera.
  6131. * This ensures than once parsed,
  6132. * the input associated to the camera will be identical to the current ones
  6133. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  6134. */
  6135. serialize(serializedCamera: any): void;
  6136. /**
  6137. * Parses an input manager serialized JSON to restore the previous list of inputs
  6138. * and states associated to a camera.
  6139. * @param parsedCamera Defines the JSON to parse
  6140. */
  6141. parse(parsedCamera: any): void;
  6142. }
  6143. }
  6144. declare module "babylonjs/Meshes/buffer" {
  6145. import { Nullable, DataArray } from "babylonjs/types";
  6146. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  6147. /**
  6148. * Class used to store data that will be store in GPU memory
  6149. */
  6150. export class Buffer {
  6151. private _engine;
  6152. private _buffer;
  6153. /** @hidden */
  6154. _data: Nullable<DataArray>;
  6155. private _updatable;
  6156. private _instanced;
  6157. private _divisor;
  6158. /**
  6159. * Gets the byte stride.
  6160. */
  6161. readonly byteStride: number;
  6162. /**
  6163. * Constructor
  6164. * @param engine the engine
  6165. * @param data the data to use for this buffer
  6166. * @param updatable whether the data is updatable
  6167. * @param stride the stride (optional)
  6168. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6169. * @param instanced whether the buffer is instanced (optional)
  6170. * @param useBytes set to true if the stride in in bytes (optional)
  6171. * @param divisor sets an optional divisor for instances (1 by default)
  6172. */
  6173. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  6174. /**
  6175. * Create a new VertexBuffer based on the current buffer
  6176. * @param kind defines the vertex buffer kind (position, normal, etc.)
  6177. * @param offset defines offset in the buffer (0 by default)
  6178. * @param size defines the size in floats of attributes (position is 3 for instance)
  6179. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  6180. * @param instanced defines if the vertex buffer contains indexed data
  6181. * @param useBytes defines if the offset and stride are in bytes *
  6182. * @param divisor sets an optional divisor for instances (1 by default)
  6183. * @returns the new vertex buffer
  6184. */
  6185. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  6186. /**
  6187. * Gets a boolean indicating if the Buffer is updatable?
  6188. * @returns true if the buffer is updatable
  6189. */
  6190. isUpdatable(): boolean;
  6191. /**
  6192. * Gets current buffer's data
  6193. * @returns a DataArray or null
  6194. */
  6195. getData(): Nullable<DataArray>;
  6196. /**
  6197. * Gets underlying native buffer
  6198. * @returns underlying native buffer
  6199. */
  6200. getBuffer(): Nullable<DataBuffer>;
  6201. /**
  6202. * Gets the stride in float32 units (i.e. byte stride / 4).
  6203. * May not be an integer if the byte stride is not divisible by 4.
  6204. * DEPRECATED. Use byteStride instead.
  6205. * @returns the stride in float32 units
  6206. */
  6207. getStrideSize(): number;
  6208. /**
  6209. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6210. * @param data defines the data to store
  6211. */
  6212. create(data?: Nullable<DataArray>): void;
  6213. /** @hidden */
  6214. _rebuild(): void;
  6215. /**
  6216. * Update current buffer data
  6217. * @param data defines the data to store
  6218. */
  6219. update(data: DataArray): void;
  6220. /**
  6221. * Updates the data directly.
  6222. * @param data the new data
  6223. * @param offset the new offset
  6224. * @param vertexCount the vertex count (optional)
  6225. * @param useBytes set to true if the offset is in bytes
  6226. */
  6227. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  6228. /**
  6229. * Release all resources
  6230. */
  6231. dispose(): void;
  6232. }
  6233. /**
  6234. * Specialized buffer used to store vertex data
  6235. */
  6236. export class VertexBuffer {
  6237. /** @hidden */
  6238. _buffer: Buffer;
  6239. private _kind;
  6240. private _size;
  6241. private _ownsBuffer;
  6242. private _instanced;
  6243. private _instanceDivisor;
  6244. /**
  6245. * The byte type.
  6246. */
  6247. static readonly BYTE: number;
  6248. /**
  6249. * The unsigned byte type.
  6250. */
  6251. static readonly UNSIGNED_BYTE: number;
  6252. /**
  6253. * The short type.
  6254. */
  6255. static readonly SHORT: number;
  6256. /**
  6257. * The unsigned short type.
  6258. */
  6259. static readonly UNSIGNED_SHORT: number;
  6260. /**
  6261. * The integer type.
  6262. */
  6263. static readonly INT: number;
  6264. /**
  6265. * The unsigned integer type.
  6266. */
  6267. static readonly UNSIGNED_INT: number;
  6268. /**
  6269. * The float type.
  6270. */
  6271. static readonly FLOAT: number;
  6272. /**
  6273. * Gets or sets the instance divisor when in instanced mode
  6274. */
  6275. instanceDivisor: number;
  6276. /**
  6277. * Gets the byte stride.
  6278. */
  6279. readonly byteStride: number;
  6280. /**
  6281. * Gets the byte offset.
  6282. */
  6283. readonly byteOffset: number;
  6284. /**
  6285. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  6286. */
  6287. readonly normalized: boolean;
  6288. /**
  6289. * Gets the data type of each component in the array.
  6290. */
  6291. readonly type: number;
  6292. /**
  6293. * Constructor
  6294. * @param engine the engine
  6295. * @param data the data to use for this vertex buffer
  6296. * @param kind the vertex buffer kind
  6297. * @param updatable whether the data is updatable
  6298. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  6299. * @param stride the stride (optional)
  6300. * @param instanced whether the buffer is instanced (optional)
  6301. * @param offset the offset of the data (optional)
  6302. * @param size the number of components (optional)
  6303. * @param type the type of the component (optional)
  6304. * @param normalized whether the data contains normalized data (optional)
  6305. * @param useBytes set to true if stride and offset are in bytes (optional)
  6306. * @param divisor defines the instance divisor to use (1 by default)
  6307. */
  6308. 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, divisor?: number);
  6309. /** @hidden */
  6310. _rebuild(): void;
  6311. /**
  6312. * Returns the kind of the VertexBuffer (string)
  6313. * @returns a string
  6314. */
  6315. getKind(): string;
  6316. /**
  6317. * Gets a boolean indicating if the VertexBuffer is updatable?
  6318. * @returns true if the buffer is updatable
  6319. */
  6320. isUpdatable(): boolean;
  6321. /**
  6322. * Gets current buffer's data
  6323. * @returns a DataArray or null
  6324. */
  6325. getData(): Nullable<DataArray>;
  6326. /**
  6327. * Gets underlying native buffer
  6328. * @returns underlying native buffer
  6329. */
  6330. getBuffer(): Nullable<DataBuffer>;
  6331. /**
  6332. * Gets the stride in float32 units (i.e. byte stride / 4).
  6333. * May not be an integer if the byte stride is not divisible by 4.
  6334. * DEPRECATED. Use byteStride instead.
  6335. * @returns the stride in float32 units
  6336. */
  6337. getStrideSize(): number;
  6338. /**
  6339. * Returns the offset as a multiple of the type byte length.
  6340. * DEPRECATED. Use byteOffset instead.
  6341. * @returns the offset in bytes
  6342. */
  6343. getOffset(): number;
  6344. /**
  6345. * Returns the number of components per vertex attribute (integer)
  6346. * @returns the size in float
  6347. */
  6348. getSize(): number;
  6349. /**
  6350. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  6351. * @returns true if this buffer is instanced
  6352. */
  6353. getIsInstanced(): boolean;
  6354. /**
  6355. * Returns the instancing divisor, zero for non-instanced (integer).
  6356. * @returns a number
  6357. */
  6358. getInstanceDivisor(): number;
  6359. /**
  6360. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  6361. * @param data defines the data to store
  6362. */
  6363. create(data?: DataArray): void;
  6364. /**
  6365. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  6366. * This function will create a new buffer if the current one is not updatable
  6367. * @param data defines the data to store
  6368. */
  6369. update(data: DataArray): void;
  6370. /**
  6371. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  6372. * Returns the directly updated WebGLBuffer.
  6373. * @param data the new data
  6374. * @param offset the new offset
  6375. * @param useBytes set to true if the offset is in bytes
  6376. */
  6377. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  6378. /**
  6379. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  6380. */
  6381. dispose(): void;
  6382. /**
  6383. * Enumerates each value of this vertex buffer as numbers.
  6384. * @param count the number of values to enumerate
  6385. * @param callback the callback function called for each value
  6386. */
  6387. forEach(count: number, callback: (value: number, index: number) => void): void;
  6388. /**
  6389. * Positions
  6390. */
  6391. static readonly PositionKind: string;
  6392. /**
  6393. * Normals
  6394. */
  6395. static readonly NormalKind: string;
  6396. /**
  6397. * Tangents
  6398. */
  6399. static readonly TangentKind: string;
  6400. /**
  6401. * Texture coordinates
  6402. */
  6403. static readonly UVKind: string;
  6404. /**
  6405. * Texture coordinates 2
  6406. */
  6407. static readonly UV2Kind: string;
  6408. /**
  6409. * Texture coordinates 3
  6410. */
  6411. static readonly UV3Kind: string;
  6412. /**
  6413. * Texture coordinates 4
  6414. */
  6415. static readonly UV4Kind: string;
  6416. /**
  6417. * Texture coordinates 5
  6418. */
  6419. static readonly UV5Kind: string;
  6420. /**
  6421. * Texture coordinates 6
  6422. */
  6423. static readonly UV6Kind: string;
  6424. /**
  6425. * Colors
  6426. */
  6427. static readonly ColorKind: string;
  6428. /**
  6429. * Matrix indices (for bones)
  6430. */
  6431. static readonly MatricesIndicesKind: string;
  6432. /**
  6433. * Matrix weights (for bones)
  6434. */
  6435. static readonly MatricesWeightsKind: string;
  6436. /**
  6437. * Additional matrix indices (for bones)
  6438. */
  6439. static readonly MatricesIndicesExtraKind: string;
  6440. /**
  6441. * Additional matrix weights (for bones)
  6442. */
  6443. static readonly MatricesWeightsExtraKind: string;
  6444. /**
  6445. * Deduces the stride given a kind.
  6446. * @param kind The kind string to deduce
  6447. * @returns The deduced stride
  6448. */
  6449. static DeduceStride(kind: string): number;
  6450. /**
  6451. * Gets the byte length of the given type.
  6452. * @param type the type
  6453. * @returns the number of bytes
  6454. */
  6455. static GetTypeByteLength(type: number): number;
  6456. /**
  6457. * Enumerates each value of the given parameters as numbers.
  6458. * @param data the data to enumerate
  6459. * @param byteOffset the byte offset of the data
  6460. * @param byteStride the byte stride of the data
  6461. * @param componentCount the number of components per element
  6462. * @param componentType the type of the component
  6463. * @param count the number of values to enumerate
  6464. * @param normalized whether the data is normalized
  6465. * @param callback the callback function called for each value
  6466. */
  6467. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  6468. private static _GetFloatValue;
  6469. }
  6470. }
  6471. declare module "babylonjs/Collisions/intersectionInfo" {
  6472. import { Nullable } from "babylonjs/types";
  6473. /**
  6474. * @hidden
  6475. */
  6476. export class IntersectionInfo {
  6477. bu: Nullable<number>;
  6478. bv: Nullable<number>;
  6479. distance: number;
  6480. faceId: number;
  6481. subMeshId: number;
  6482. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  6483. }
  6484. }
  6485. declare module "babylonjs/Maths/math.plane" {
  6486. import { DeepImmutable } from "babylonjs/types";
  6487. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  6488. /**
  6489. * Represens a plane by the equation ax + by + cz + d = 0
  6490. */
  6491. export class Plane {
  6492. private static _TmpMatrix;
  6493. /**
  6494. * Normal of the plane (a,b,c)
  6495. */
  6496. normal: Vector3;
  6497. /**
  6498. * d component of the plane
  6499. */
  6500. d: number;
  6501. /**
  6502. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  6503. * @param a a component of the plane
  6504. * @param b b component of the plane
  6505. * @param c c component of the plane
  6506. * @param d d component of the plane
  6507. */
  6508. constructor(a: number, b: number, c: number, d: number);
  6509. /**
  6510. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  6511. */
  6512. asArray(): number[];
  6513. /**
  6514. * @returns a new plane copied from the current Plane.
  6515. */
  6516. clone(): Plane;
  6517. /**
  6518. * @returns the string "Plane".
  6519. */
  6520. getClassName(): string;
  6521. /**
  6522. * @returns the Plane hash code.
  6523. */
  6524. getHashCode(): number;
  6525. /**
  6526. * Normalize the current Plane in place.
  6527. * @returns the updated Plane.
  6528. */
  6529. normalize(): Plane;
  6530. /**
  6531. * Applies a transformation the plane and returns the result
  6532. * @param transformation the transformation matrix to be applied to the plane
  6533. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  6534. */
  6535. transform(transformation: DeepImmutable<Matrix>): Plane;
  6536. /**
  6537. * Calcualtte the dot product between the point and the plane normal
  6538. * @param point point to calculate the dot product with
  6539. * @returns the dot product (float) of the point coordinates and the plane normal.
  6540. */
  6541. dotCoordinate(point: DeepImmutable<Vector3>): number;
  6542. /**
  6543. * Updates the current Plane from the plane defined by the three given points.
  6544. * @param point1 one of the points used to contruct the plane
  6545. * @param point2 one of the points used to contruct the plane
  6546. * @param point3 one of the points used to contruct the plane
  6547. * @returns the updated Plane.
  6548. */
  6549. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6550. /**
  6551. * Checks if the plane is facing a given direction
  6552. * @param direction the direction to check if the plane is facing
  6553. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  6554. * @returns True is the vector "direction" is the same side than the plane normal.
  6555. */
  6556. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  6557. /**
  6558. * Calculates the distance to a point
  6559. * @param point point to calculate distance to
  6560. * @returns the signed distance (float) from the given point to the Plane.
  6561. */
  6562. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  6563. /**
  6564. * Creates a plane from an array
  6565. * @param array the array to create a plane from
  6566. * @returns a new Plane from the given array.
  6567. */
  6568. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  6569. /**
  6570. * Creates a plane from three points
  6571. * @param point1 point used to create the plane
  6572. * @param point2 point used to create the plane
  6573. * @param point3 point used to create the plane
  6574. * @returns a new Plane defined by the three given points.
  6575. */
  6576. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  6577. /**
  6578. * Creates a plane from an origin point and a normal
  6579. * @param origin origin of the plane to be constructed
  6580. * @param normal normal of the plane to be constructed
  6581. * @returns a new Plane the normal vector to this plane at the given origin point.
  6582. * Note : the vector "normal" is updated because normalized.
  6583. */
  6584. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  6585. /**
  6586. * Calculates the distance from a plane and a point
  6587. * @param origin origin of the plane to be constructed
  6588. * @param normal normal of the plane to be constructed
  6589. * @param point point to calculate distance to
  6590. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  6591. */
  6592. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  6593. }
  6594. }
  6595. declare module "babylonjs/Culling/boundingSphere" {
  6596. import { DeepImmutable } from "babylonjs/types";
  6597. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6598. import { Plane } from "babylonjs/Maths/math.plane";
  6599. /**
  6600. * Class used to store bounding sphere information
  6601. */
  6602. export class BoundingSphere {
  6603. /**
  6604. * Gets the center of the bounding sphere in local space
  6605. */
  6606. readonly center: Vector3;
  6607. /**
  6608. * Radius of the bounding sphere in local space
  6609. */
  6610. radius: number;
  6611. /**
  6612. * Gets the center of the bounding sphere in world space
  6613. */
  6614. readonly centerWorld: Vector3;
  6615. /**
  6616. * Radius of the bounding sphere in world space
  6617. */
  6618. radiusWorld: number;
  6619. /**
  6620. * Gets the minimum vector in local space
  6621. */
  6622. readonly minimum: Vector3;
  6623. /**
  6624. * Gets the maximum vector in local space
  6625. */
  6626. readonly maximum: Vector3;
  6627. private _worldMatrix;
  6628. private static readonly TmpVector3;
  6629. /**
  6630. * Creates a new bounding sphere
  6631. * @param min defines the minimum vector (in local space)
  6632. * @param max defines the maximum vector (in local space)
  6633. * @param worldMatrix defines the new world matrix
  6634. */
  6635. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6636. /**
  6637. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  6638. * @param min defines the new minimum vector (in local space)
  6639. * @param max defines the new maximum vector (in local space)
  6640. * @param worldMatrix defines the new world matrix
  6641. */
  6642. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6643. /**
  6644. * Scale the current bounding sphere by applying a scale factor
  6645. * @param factor defines the scale factor to apply
  6646. * @returns the current bounding box
  6647. */
  6648. scale(factor: number): BoundingSphere;
  6649. /**
  6650. * Gets the world matrix of the bounding box
  6651. * @returns a matrix
  6652. */
  6653. getWorldMatrix(): DeepImmutable<Matrix>;
  6654. /** @hidden */
  6655. _update(worldMatrix: DeepImmutable<Matrix>): void;
  6656. /**
  6657. * Tests if the bounding sphere is intersecting the frustum planes
  6658. * @param frustumPlanes defines the frustum planes to test
  6659. * @returns true if there is an intersection
  6660. */
  6661. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6662. /**
  6663. * Tests if the bounding sphere center is in between the frustum planes.
  6664. * Used for optimistic fast inclusion.
  6665. * @param frustumPlanes defines the frustum planes to test
  6666. * @returns true if the sphere center is in between the frustum planes
  6667. */
  6668. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6669. /**
  6670. * Tests if a point is inside the bounding sphere
  6671. * @param point defines the point to test
  6672. * @returns true if the point is inside the bounding sphere
  6673. */
  6674. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6675. /**
  6676. * Checks if two sphere intersct
  6677. * @param sphere0 sphere 0
  6678. * @param sphere1 sphere 1
  6679. * @returns true if the speres intersect
  6680. */
  6681. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  6682. }
  6683. }
  6684. declare module "babylonjs/Culling/boundingBox" {
  6685. import { DeepImmutable } from "babylonjs/types";
  6686. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6687. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6688. import { ICullable } from "babylonjs/Culling/boundingInfo";
  6689. import { Plane } from "babylonjs/Maths/math.plane";
  6690. /**
  6691. * Class used to store bounding box information
  6692. */
  6693. export class BoundingBox implements ICullable {
  6694. /**
  6695. * Gets the 8 vectors representing the bounding box in local space
  6696. */
  6697. readonly vectors: Vector3[];
  6698. /**
  6699. * Gets the center of the bounding box in local space
  6700. */
  6701. readonly center: Vector3;
  6702. /**
  6703. * Gets the center of the bounding box in world space
  6704. */
  6705. readonly centerWorld: Vector3;
  6706. /**
  6707. * Gets the extend size in local space
  6708. */
  6709. readonly extendSize: Vector3;
  6710. /**
  6711. * Gets the extend size in world space
  6712. */
  6713. readonly extendSizeWorld: Vector3;
  6714. /**
  6715. * Gets the OBB (object bounding box) directions
  6716. */
  6717. readonly directions: Vector3[];
  6718. /**
  6719. * Gets the 8 vectors representing the bounding box in world space
  6720. */
  6721. readonly vectorsWorld: Vector3[];
  6722. /**
  6723. * Gets the minimum vector in world space
  6724. */
  6725. readonly minimumWorld: Vector3;
  6726. /**
  6727. * Gets the maximum vector in world space
  6728. */
  6729. readonly maximumWorld: Vector3;
  6730. /**
  6731. * Gets the minimum vector in local space
  6732. */
  6733. readonly minimum: Vector3;
  6734. /**
  6735. * Gets the maximum vector in local space
  6736. */
  6737. readonly maximum: Vector3;
  6738. private _worldMatrix;
  6739. private static readonly TmpVector3;
  6740. /**
  6741. * @hidden
  6742. */
  6743. _tag: number;
  6744. /**
  6745. * Creates a new bounding box
  6746. * @param min defines the minimum vector (in local space)
  6747. * @param max defines the maximum vector (in local space)
  6748. * @param worldMatrix defines the new world matrix
  6749. */
  6750. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6751. /**
  6752. * Recreates the entire bounding box from scratch as if we call the constructor in place
  6753. * @param min defines the new minimum vector (in local space)
  6754. * @param max defines the new maximum vector (in local space)
  6755. * @param worldMatrix defines the new world matrix
  6756. */
  6757. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6758. /**
  6759. * Scale the current bounding box by applying a scale factor
  6760. * @param factor defines the scale factor to apply
  6761. * @returns the current bounding box
  6762. */
  6763. scale(factor: number): BoundingBox;
  6764. /**
  6765. * Gets the world matrix of the bounding box
  6766. * @returns a matrix
  6767. */
  6768. getWorldMatrix(): DeepImmutable<Matrix>;
  6769. /** @hidden */
  6770. _update(world: DeepImmutable<Matrix>): void;
  6771. /**
  6772. * Tests if the bounding box is intersecting the frustum planes
  6773. * @param frustumPlanes defines the frustum planes to test
  6774. * @returns true if there is an intersection
  6775. */
  6776. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6777. /**
  6778. * Tests if the bounding box is entirely inside the frustum planes
  6779. * @param frustumPlanes defines the frustum planes to test
  6780. * @returns true if there is an inclusion
  6781. */
  6782. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6783. /**
  6784. * Tests if a point is inside the bounding box
  6785. * @param point defines the point to test
  6786. * @returns true if the point is inside the bounding box
  6787. */
  6788. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  6789. /**
  6790. * Tests if the bounding box intersects with a bounding sphere
  6791. * @param sphere defines the sphere to test
  6792. * @returns true if there is an intersection
  6793. */
  6794. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  6795. /**
  6796. * Tests if the bounding box intersects with a box defined by a min and max vectors
  6797. * @param min defines the min vector to use
  6798. * @param max defines the max vector to use
  6799. * @returns true if there is an intersection
  6800. */
  6801. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  6802. /**
  6803. * Tests if two bounding boxes are intersections
  6804. * @param box0 defines the first box to test
  6805. * @param box1 defines the second box to test
  6806. * @returns true if there is an intersection
  6807. */
  6808. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  6809. /**
  6810. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  6811. * @param minPoint defines the minimum vector of the bounding box
  6812. * @param maxPoint defines the maximum vector of the bounding box
  6813. * @param sphereCenter defines the sphere center
  6814. * @param sphereRadius defines the sphere radius
  6815. * @returns true if there is an intersection
  6816. */
  6817. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  6818. /**
  6819. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  6820. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6821. * @param frustumPlanes defines the frustum planes to test
  6822. * @return true if there is an inclusion
  6823. */
  6824. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6825. /**
  6826. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  6827. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  6828. * @param frustumPlanes defines the frustum planes to test
  6829. * @return true if there is an intersection
  6830. */
  6831. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  6832. }
  6833. }
  6834. declare module "babylonjs/Collisions/collider" {
  6835. import { Nullable, IndicesArray } from "babylonjs/types";
  6836. import { Vector3 } from "babylonjs/Maths/math.vector";
  6837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  6838. import { Plane } from "babylonjs/Maths/math.plane";
  6839. /** @hidden */
  6840. export class Collider {
  6841. /** Define if a collision was found */
  6842. collisionFound: boolean;
  6843. /**
  6844. * Define last intersection point in local space
  6845. */
  6846. intersectionPoint: Vector3;
  6847. /**
  6848. * Define last collided mesh
  6849. */
  6850. collidedMesh: Nullable<AbstractMesh>;
  6851. private _collisionPoint;
  6852. private _planeIntersectionPoint;
  6853. private _tempVector;
  6854. private _tempVector2;
  6855. private _tempVector3;
  6856. private _tempVector4;
  6857. private _edge;
  6858. private _baseToVertex;
  6859. private _destinationPoint;
  6860. private _slidePlaneNormal;
  6861. private _displacementVector;
  6862. /** @hidden */
  6863. _radius: Vector3;
  6864. /** @hidden */
  6865. _retry: number;
  6866. private _velocity;
  6867. private _basePoint;
  6868. private _epsilon;
  6869. /** @hidden */
  6870. _velocityWorldLength: number;
  6871. /** @hidden */
  6872. _basePointWorld: Vector3;
  6873. private _velocityWorld;
  6874. private _normalizedVelocity;
  6875. /** @hidden */
  6876. _initialVelocity: Vector3;
  6877. /** @hidden */
  6878. _initialPosition: Vector3;
  6879. private _nearestDistance;
  6880. private _collisionMask;
  6881. collisionMask: number;
  6882. /**
  6883. * Gets the plane normal used to compute the sliding response (in local space)
  6884. */
  6885. readonly slidePlaneNormal: Vector3;
  6886. /** @hidden */
  6887. _initialize(source: Vector3, dir: Vector3, e: number): void;
  6888. /** @hidden */
  6889. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  6890. /** @hidden */
  6891. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  6892. /** @hidden */
  6893. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6894. /** @hidden */
  6895. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  6896. /** @hidden */
  6897. _getResponse(pos: Vector3, vel: Vector3): void;
  6898. }
  6899. }
  6900. declare module "babylonjs/Culling/boundingInfo" {
  6901. import { DeepImmutable } from "babylonjs/types";
  6902. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  6903. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  6904. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  6905. import { Plane } from "babylonjs/Maths/math.plane";
  6906. import { Collider } from "babylonjs/Collisions/collider";
  6907. /**
  6908. * Interface for cullable objects
  6909. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  6910. */
  6911. export interface ICullable {
  6912. /**
  6913. * Checks if the object or part of the object is in the frustum
  6914. * @param frustumPlanes Camera near/planes
  6915. * @returns true if the object is in frustum otherwise false
  6916. */
  6917. isInFrustum(frustumPlanes: Plane[]): boolean;
  6918. /**
  6919. * Checks if a cullable object (mesh...) is in the camera frustum
  6920. * Unlike isInFrustum this cheks the full bounding box
  6921. * @param frustumPlanes Camera near/planes
  6922. * @returns true if the object is in frustum otherwise false
  6923. */
  6924. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  6925. }
  6926. /**
  6927. * Info for a bounding data of a mesh
  6928. */
  6929. export class BoundingInfo implements ICullable {
  6930. /**
  6931. * Bounding box for the mesh
  6932. */
  6933. readonly boundingBox: BoundingBox;
  6934. /**
  6935. * Bounding sphere for the mesh
  6936. */
  6937. readonly boundingSphere: BoundingSphere;
  6938. private _isLocked;
  6939. private static readonly TmpVector3;
  6940. /**
  6941. * Constructs bounding info
  6942. * @param minimum min vector of the bounding box/sphere
  6943. * @param maximum max vector of the bounding box/sphere
  6944. * @param worldMatrix defines the new world matrix
  6945. */
  6946. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  6947. /**
  6948. * Recreates the entire bounding info from scratch as if we call the constructor in place
  6949. * @param min defines the new minimum vector (in local space)
  6950. * @param max defines the new maximum vector (in local space)
  6951. * @param worldMatrix defines the new world matrix
  6952. */
  6953. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  6954. /**
  6955. * min vector of the bounding box/sphere
  6956. */
  6957. readonly minimum: Vector3;
  6958. /**
  6959. * max vector of the bounding box/sphere
  6960. */
  6961. readonly maximum: Vector3;
  6962. /**
  6963. * If the info is locked and won't be updated to avoid perf overhead
  6964. */
  6965. isLocked: boolean;
  6966. /**
  6967. * Updates the bounding sphere and box
  6968. * @param world world matrix to be used to update
  6969. */
  6970. update(world: DeepImmutable<Matrix>): void;
  6971. /**
  6972. * Recreate the bounding info to be centered around a specific point given a specific extend.
  6973. * @param center New center of the bounding info
  6974. * @param extend New extend of the bounding info
  6975. * @returns the current bounding info
  6976. */
  6977. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  6978. /**
  6979. * Scale the current bounding info by applying a scale factor
  6980. * @param factor defines the scale factor to apply
  6981. * @returns the current bounding info
  6982. */
  6983. scale(factor: number): BoundingInfo;
  6984. /**
  6985. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  6986. * @param frustumPlanes defines the frustum to test
  6987. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  6988. * @returns true if the bounding info is in the frustum planes
  6989. */
  6990. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  6991. /**
  6992. * Gets the world distance between the min and max points of the bounding box
  6993. */
  6994. readonly diagonalLength: number;
  6995. /**
  6996. * Checks if a cullable object (mesh...) is in the camera frustum
  6997. * Unlike isInFrustum this cheks the full bounding box
  6998. * @param frustumPlanes Camera near/planes
  6999. * @returns true if the object is in frustum otherwise false
  7000. */
  7001. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  7002. /** @hidden */
  7003. _checkCollision(collider: Collider): boolean;
  7004. /**
  7005. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  7006. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7007. * @param point the point to check intersection with
  7008. * @returns if the point intersects
  7009. */
  7010. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  7011. /**
  7012. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  7013. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  7014. * @param boundingInfo the bounding info to check intersection with
  7015. * @param precise if the intersection should be done using OBB
  7016. * @returns if the bounding info intersects
  7017. */
  7018. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  7019. }
  7020. }
  7021. declare module "babylonjs/Maths/math.functions" {
  7022. import { FloatArray, Nullable, IndicesArray } from "babylonjs/types";
  7023. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  7024. /**
  7025. * Extracts minimum and maximum values from a list of indexed positions
  7026. * @param positions defines the positions to use
  7027. * @param indices defines the indices to the positions
  7028. * @param indexStart defines the start index
  7029. * @param indexCount defines the end index
  7030. * @param bias defines bias value to add to the result
  7031. * @return minimum and maximum values
  7032. */
  7033. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  7034. minimum: Vector3;
  7035. maximum: Vector3;
  7036. };
  7037. /**
  7038. * Extracts minimum and maximum values from a list of positions
  7039. * @param positions defines the positions to use
  7040. * @param start defines the start index in the positions array
  7041. * @param count defines the number of positions to handle
  7042. * @param bias defines bias value to add to the result
  7043. * @param stride defines the stride size to use (distance between two positions in the positions array)
  7044. * @return minimum and maximum values
  7045. */
  7046. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  7047. minimum: Vector3;
  7048. maximum: Vector3;
  7049. };
  7050. }
  7051. declare module "babylonjs/Meshes/WebGL/webGLDataBuffer" {
  7052. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7053. /** @hidden */
  7054. export class WebGLDataBuffer extends DataBuffer {
  7055. private _buffer;
  7056. constructor(resource: WebGLBuffer);
  7057. readonly underlyingResource: any;
  7058. }
  7059. }
  7060. declare module "babylonjs/Engines/WebGL/webGLPipelineContext" {
  7061. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7062. import { Nullable } from "babylonjs/types";
  7063. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  7064. /** @hidden */
  7065. export class WebGLPipelineContext implements IPipelineContext {
  7066. engine: ThinEngine;
  7067. program: Nullable<WebGLProgram>;
  7068. context?: WebGLRenderingContext;
  7069. vertexShader?: WebGLShader;
  7070. fragmentShader?: WebGLShader;
  7071. isParallelCompiled: boolean;
  7072. onCompiled?: () => void;
  7073. transformFeedback?: WebGLTransformFeedback | null;
  7074. readonly isAsync: boolean;
  7075. readonly isReady: boolean;
  7076. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  7077. }
  7078. }
  7079. declare module "babylonjs/Engines/Extensions/engine.uniformBuffer" {
  7080. import { FloatArray, Nullable } from "babylonjs/types";
  7081. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7082. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  7083. module "babylonjs/Engines/thinEngine" {
  7084. interface ThinEngine {
  7085. /**
  7086. * Create an uniform buffer
  7087. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7088. * @param elements defines the content of the uniform buffer
  7089. * @returns the webGL uniform buffer
  7090. */
  7091. createUniformBuffer(elements: FloatArray): DataBuffer;
  7092. /**
  7093. * Create a dynamic uniform buffer
  7094. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7095. * @param elements defines the content of the uniform buffer
  7096. * @returns the webGL uniform buffer
  7097. */
  7098. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  7099. /**
  7100. * Update an existing uniform buffer
  7101. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  7102. * @param uniformBuffer defines the target uniform buffer
  7103. * @param elements defines the content to update
  7104. * @param offset defines the offset in the uniform buffer where update should start
  7105. * @param count defines the size of the data to update
  7106. */
  7107. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  7108. /**
  7109. * Bind an uniform buffer to the current webGL context
  7110. * @param buffer defines the buffer to bind
  7111. */
  7112. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  7113. /**
  7114. * Bind a buffer to the current webGL context at a given location
  7115. * @param buffer defines the buffer to bind
  7116. * @param location defines the index where to bind the buffer
  7117. */
  7118. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  7119. /**
  7120. * Bind a specific block at a given index in a specific shader program
  7121. * @param pipelineContext defines the pipeline context to use
  7122. * @param blockName defines the block name
  7123. * @param index defines the index where to bind the block
  7124. */
  7125. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  7126. }
  7127. }
  7128. }
  7129. declare module "babylonjs/Materials/uniformBuffer" {
  7130. import { Nullable, FloatArray } from "babylonjs/types";
  7131. import { Matrix, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  7132. import { Engine } from "babylonjs/Engines/engine";
  7133. import { Effect } from "babylonjs/Materials/effect";
  7134. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7135. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  7136. import { Color3 } from "babylonjs/Maths/math.color";
  7137. import "babylonjs/Engines/Extensions/engine.uniformBuffer";
  7138. /**
  7139. * Uniform buffer objects.
  7140. *
  7141. * Handles blocks of uniform on the GPU.
  7142. *
  7143. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7144. *
  7145. * For more information, please refer to :
  7146. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7147. */
  7148. export class UniformBuffer {
  7149. private _engine;
  7150. private _buffer;
  7151. private _data;
  7152. private _bufferData;
  7153. private _dynamic?;
  7154. private _uniformLocations;
  7155. private _uniformSizes;
  7156. private _uniformLocationPointer;
  7157. private _needSync;
  7158. private _noUBO;
  7159. private _currentEffect;
  7160. /** @hidden */
  7161. _alreadyBound: boolean;
  7162. private static _MAX_UNIFORM_SIZE;
  7163. private static _tempBuffer;
  7164. /**
  7165. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  7166. * This is dynamic to allow compat with webgl 1 and 2.
  7167. * You will need to pass the name of the uniform as well as the value.
  7168. */
  7169. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  7170. /**
  7171. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  7172. * This is dynamic to allow compat with webgl 1 and 2.
  7173. * You will need to pass the name of the uniform as well as the value.
  7174. */
  7175. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  7176. /**
  7177. * Lambda to Update a single float in a uniform buffer.
  7178. * This is dynamic to allow compat with webgl 1 and 2.
  7179. * You will need to pass the name of the uniform as well as the value.
  7180. */
  7181. updateFloat: (name: string, x: number) => void;
  7182. /**
  7183. * Lambda to Update a vec2 of float in a uniform buffer.
  7184. * This is dynamic to allow compat with webgl 1 and 2.
  7185. * You will need to pass the name of the uniform as well as the value.
  7186. */
  7187. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  7188. /**
  7189. * Lambda to Update a vec3 of float in a uniform buffer.
  7190. * This is dynamic to allow compat with webgl 1 and 2.
  7191. * You will need to pass the name of the uniform as well as the value.
  7192. */
  7193. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  7194. /**
  7195. * Lambda to Update a vec4 of float in a uniform buffer.
  7196. * This is dynamic to allow compat with webgl 1 and 2.
  7197. * You will need to pass the name of the uniform as well as the value.
  7198. */
  7199. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  7200. /**
  7201. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  7202. * This is dynamic to allow compat with webgl 1 and 2.
  7203. * You will need to pass the name of the uniform as well as the value.
  7204. */
  7205. updateMatrix: (name: string, mat: Matrix) => void;
  7206. /**
  7207. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  7208. * This is dynamic to allow compat with webgl 1 and 2.
  7209. * You will need to pass the name of the uniform as well as the value.
  7210. */
  7211. updateVector3: (name: string, vector: Vector3) => void;
  7212. /**
  7213. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  7214. * This is dynamic to allow compat with webgl 1 and 2.
  7215. * You will need to pass the name of the uniform as well as the value.
  7216. */
  7217. updateVector4: (name: string, vector: Vector4) => void;
  7218. /**
  7219. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  7220. * This is dynamic to allow compat with webgl 1 and 2.
  7221. * You will need to pass the name of the uniform as well as the value.
  7222. */
  7223. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  7224. /**
  7225. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  7226. * This is dynamic to allow compat with webgl 1 and 2.
  7227. * You will need to pass the name of the uniform as well as the value.
  7228. */
  7229. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  7230. /**
  7231. * Instantiates a new Uniform buffer objects.
  7232. *
  7233. * Handles blocks of uniform on the GPU.
  7234. *
  7235. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  7236. *
  7237. * For more information, please refer to :
  7238. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  7239. * @param engine Define the engine the buffer is associated with
  7240. * @param data Define the data contained in the buffer
  7241. * @param dynamic Define if the buffer is updatable
  7242. */
  7243. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  7244. /**
  7245. * Indicates if the buffer is using the WebGL2 UBO implementation,
  7246. * or just falling back on setUniformXXX calls.
  7247. */
  7248. readonly useUbo: boolean;
  7249. /**
  7250. * Indicates if the WebGL underlying uniform buffer is in sync
  7251. * with the javascript cache data.
  7252. */
  7253. readonly isSync: boolean;
  7254. /**
  7255. * Indicates if the WebGL underlying uniform buffer is dynamic.
  7256. * Also, a dynamic UniformBuffer will disable cache verification and always
  7257. * update the underlying WebGL uniform buffer to the GPU.
  7258. * @returns if Dynamic, otherwise false
  7259. */
  7260. isDynamic(): boolean;
  7261. /**
  7262. * The data cache on JS side.
  7263. * @returns the underlying data as a float array
  7264. */
  7265. getData(): Float32Array;
  7266. /**
  7267. * The underlying WebGL Uniform buffer.
  7268. * @returns the webgl buffer
  7269. */
  7270. getBuffer(): Nullable<DataBuffer>;
  7271. /**
  7272. * std140 layout specifies how to align data within an UBO structure.
  7273. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  7274. * for specs.
  7275. */
  7276. private _fillAlignment;
  7277. /**
  7278. * Adds an uniform in the buffer.
  7279. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  7280. * for the layout to be correct !
  7281. * @param name Name of the uniform, as used in the uniform block in the shader.
  7282. * @param size Data size, or data directly.
  7283. */
  7284. addUniform(name: string, size: number | number[]): void;
  7285. /**
  7286. * Adds a Matrix 4x4 to the uniform buffer.
  7287. * @param name Name of the uniform, as used in the uniform block in the shader.
  7288. * @param mat A 4x4 matrix.
  7289. */
  7290. addMatrix(name: string, mat: Matrix): void;
  7291. /**
  7292. * Adds a vec2 to the uniform buffer.
  7293. * @param name Name of the uniform, as used in the uniform block in the shader.
  7294. * @param x Define the x component value of the vec2
  7295. * @param y Define the y component value of the vec2
  7296. */
  7297. addFloat2(name: string, x: number, y: number): void;
  7298. /**
  7299. * Adds a vec3 to the uniform buffer.
  7300. * @param name Name of the uniform, as used in the uniform block in the shader.
  7301. * @param x Define the x component value of the vec3
  7302. * @param y Define the y component value of the vec3
  7303. * @param z Define the z component value of the vec3
  7304. */
  7305. addFloat3(name: string, x: number, y: number, z: number): void;
  7306. /**
  7307. * Adds a vec3 to the uniform buffer.
  7308. * @param name Name of the uniform, as used in the uniform block in the shader.
  7309. * @param color Define the vec3 from a Color
  7310. */
  7311. addColor3(name: string, color: Color3): void;
  7312. /**
  7313. * Adds a vec4 to the uniform buffer.
  7314. * @param name Name of the uniform, as used in the uniform block in the shader.
  7315. * @param color Define the rgb components from a Color
  7316. * @param alpha Define the a component of the vec4
  7317. */
  7318. addColor4(name: string, color: Color3, alpha: number): void;
  7319. /**
  7320. * Adds a vec3 to the uniform buffer.
  7321. * @param name Name of the uniform, as used in the uniform block in the shader.
  7322. * @param vector Define the vec3 components from a Vector
  7323. */
  7324. addVector3(name: string, vector: Vector3): void;
  7325. /**
  7326. * Adds a Matrix 3x3 to the uniform buffer.
  7327. * @param name Name of the uniform, as used in the uniform block in the shader.
  7328. */
  7329. addMatrix3x3(name: string): void;
  7330. /**
  7331. * Adds a Matrix 2x2 to the uniform buffer.
  7332. * @param name Name of the uniform, as used in the uniform block in the shader.
  7333. */
  7334. addMatrix2x2(name: string): void;
  7335. /**
  7336. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  7337. */
  7338. create(): void;
  7339. /** @hidden */
  7340. _rebuild(): void;
  7341. /**
  7342. * Updates the WebGL Uniform Buffer on the GPU.
  7343. * If the `dynamic` flag is set to true, no cache comparison is done.
  7344. * Otherwise, the buffer will be updated only if the cache differs.
  7345. */
  7346. update(): void;
  7347. /**
  7348. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  7349. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7350. * @param data Define the flattened data
  7351. * @param size Define the size of the data.
  7352. */
  7353. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  7354. private _valueCache;
  7355. private _cacheMatrix;
  7356. private _updateMatrix3x3ForUniform;
  7357. private _updateMatrix3x3ForEffect;
  7358. private _updateMatrix2x2ForEffect;
  7359. private _updateMatrix2x2ForUniform;
  7360. private _updateFloatForEffect;
  7361. private _updateFloatForUniform;
  7362. private _updateFloat2ForEffect;
  7363. private _updateFloat2ForUniform;
  7364. private _updateFloat3ForEffect;
  7365. private _updateFloat3ForUniform;
  7366. private _updateFloat4ForEffect;
  7367. private _updateFloat4ForUniform;
  7368. private _updateMatrixForEffect;
  7369. private _updateMatrixForUniform;
  7370. private _updateVector3ForEffect;
  7371. private _updateVector3ForUniform;
  7372. private _updateVector4ForEffect;
  7373. private _updateVector4ForUniform;
  7374. private _updateColor3ForEffect;
  7375. private _updateColor3ForUniform;
  7376. private _updateColor4ForEffect;
  7377. private _updateColor4ForUniform;
  7378. /**
  7379. * Sets a sampler uniform on the effect.
  7380. * @param name Define the name of the sampler.
  7381. * @param texture Define the texture to set in the sampler
  7382. */
  7383. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  7384. /**
  7385. * Directly updates the value of the uniform in the cache AND on the GPU.
  7386. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  7387. * @param data Define the flattened data
  7388. */
  7389. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  7390. /**
  7391. * Binds this uniform buffer to an effect.
  7392. * @param effect Define the effect to bind the buffer to
  7393. * @param name Name of the uniform block in the shader.
  7394. */
  7395. bindToEffect(effect: Effect, name: string): void;
  7396. /**
  7397. * Disposes the uniform buffer.
  7398. */
  7399. dispose(): void;
  7400. }
  7401. }
  7402. declare module "babylonjs/Misc/iInspectable" {
  7403. /**
  7404. * Enum that determines the text-wrapping mode to use.
  7405. */
  7406. export enum InspectableType {
  7407. /**
  7408. * Checkbox for booleans
  7409. */
  7410. Checkbox = 0,
  7411. /**
  7412. * Sliders for numbers
  7413. */
  7414. Slider = 1,
  7415. /**
  7416. * Vector3
  7417. */
  7418. Vector3 = 2,
  7419. /**
  7420. * Quaternions
  7421. */
  7422. Quaternion = 3,
  7423. /**
  7424. * Color3
  7425. */
  7426. Color3 = 4,
  7427. /**
  7428. * String
  7429. */
  7430. String = 5
  7431. }
  7432. /**
  7433. * Interface used to define custom inspectable properties.
  7434. * This interface is used by the inspector to display custom property grids
  7435. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  7436. */
  7437. export interface IInspectable {
  7438. /**
  7439. * Gets the label to display
  7440. */
  7441. label: string;
  7442. /**
  7443. * Gets the name of the property to edit
  7444. */
  7445. propertyName: string;
  7446. /**
  7447. * Gets the type of the editor to use
  7448. */
  7449. type: InspectableType;
  7450. /**
  7451. * Gets the minimum value of the property when using in "slider" mode
  7452. */
  7453. min?: number;
  7454. /**
  7455. * Gets the maximum value of the property when using in "slider" mode
  7456. */
  7457. max?: number;
  7458. /**
  7459. * Gets the setp to use when using in "slider" mode
  7460. */
  7461. step?: number;
  7462. }
  7463. }
  7464. declare module "babylonjs/Misc/timingTools" {
  7465. /**
  7466. * Class used to provide helper for timing
  7467. */
  7468. export class TimingTools {
  7469. /**
  7470. * Polyfill for setImmediate
  7471. * @param action defines the action to execute after the current execution block
  7472. */
  7473. static SetImmediate(action: () => void): void;
  7474. }
  7475. }
  7476. declare module "babylonjs/Misc/instantiationTools" {
  7477. /**
  7478. * Class used to enable instatition of objects by class name
  7479. */
  7480. export class InstantiationTools {
  7481. /**
  7482. * Use this object to register external classes like custom textures or material
  7483. * to allow the laoders to instantiate them
  7484. */
  7485. static RegisteredExternalClasses: {
  7486. [key: string]: Object;
  7487. };
  7488. /**
  7489. * Tries to instantiate a new object from a given class name
  7490. * @param className defines the class name to instantiate
  7491. * @returns the new object or null if the system was not able to do the instantiation
  7492. */
  7493. static Instantiate(className: string): any;
  7494. }
  7495. }
  7496. declare module "babylonjs/Engines/depthTextureCreationOptions" {
  7497. /**
  7498. * Define options used to create a depth texture
  7499. */
  7500. export class DepthTextureCreationOptions {
  7501. /** Specifies whether or not a stencil should be allocated in the texture */
  7502. generateStencil?: boolean;
  7503. /** Specifies whether or not bilinear filtering is enable on the texture */
  7504. bilinearFiltering?: boolean;
  7505. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  7506. comparisonFunction?: number;
  7507. /** Specifies if the created texture is a cube texture */
  7508. isCube?: boolean;
  7509. }
  7510. }
  7511. declare module "babylonjs/Engines/Extensions/engine.cubeTexture" {
  7512. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  7513. import { Nullable } from "babylonjs/types";
  7514. import { Scene } from "babylonjs/scene";
  7515. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  7516. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  7517. module "babylonjs/Engines/thinEngine" {
  7518. interface ThinEngine {
  7519. /**
  7520. * Creates a depth stencil cube texture.
  7521. * This is only available in WebGL 2.
  7522. * @param size The size of face edge in the cube texture.
  7523. * @param options The options defining the cube texture.
  7524. * @returns The cube texture
  7525. */
  7526. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  7527. /**
  7528. * Creates a cube texture
  7529. * @param rootUrl defines the url where the files to load is located
  7530. * @param scene defines the current scene
  7531. * @param files defines the list of files to load (1 per face)
  7532. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7533. * @param onLoad defines an optional callback raised when the texture is loaded
  7534. * @param onError defines an optional callback raised if there is an issue to load the texture
  7535. * @param format defines the format of the data
  7536. * @param forcedExtension defines the extension to use to pick the right loader
  7537. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7538. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7539. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7540. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  7541. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  7542. * @returns the cube texture as an InternalTexture
  7543. */
  7544. 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;
  7545. /**
  7546. * Creates a cube texture
  7547. * @param rootUrl defines the url where the files to load is located
  7548. * @param scene defines the current scene
  7549. * @param files defines the list of files to load (1 per face)
  7550. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7551. * @param onLoad defines an optional callback raised when the texture is loaded
  7552. * @param onError defines an optional callback raised if there is an issue to load the texture
  7553. * @param format defines the format of the data
  7554. * @param forcedExtension defines the extension to use to pick the right loader
  7555. * @returns the cube texture as an InternalTexture
  7556. */
  7557. 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;
  7558. /**
  7559. * Creates a cube texture
  7560. * @param rootUrl defines the url where the files to load is located
  7561. * @param scene defines the current scene
  7562. * @param files defines the list of files to load (1 per face)
  7563. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  7564. * @param onLoad defines an optional callback raised when the texture is loaded
  7565. * @param onError defines an optional callback raised if there is an issue to load the texture
  7566. * @param format defines the format of the data
  7567. * @param forcedExtension defines the extension to use to pick the right loader
  7568. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  7569. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7570. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7571. * @returns the cube texture as an InternalTexture
  7572. */
  7573. 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;
  7574. /** @hidden */
  7575. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  7576. /** @hidden */
  7577. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  7578. /** @hidden */
  7579. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7580. /** @hidden */
  7581. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  7582. /**
  7583. * @hidden
  7584. */
  7585. _setCubeMapTextureParams(loadMipmap: boolean): void;
  7586. }
  7587. }
  7588. }
  7589. declare module "babylonjs/Materials/Textures/cubeTexture" {
  7590. import { Nullable } from "babylonjs/types";
  7591. import { Scene } from "babylonjs/scene";
  7592. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  7593. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  7594. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  7595. /**
  7596. * Class for creating a cube texture
  7597. */
  7598. export class CubeTexture extends BaseTexture {
  7599. private _delayedOnLoad;
  7600. /**
  7601. * The url of the texture
  7602. */
  7603. url: string;
  7604. /**
  7605. * Gets or sets the center of the bounding box associated with the cube texture.
  7606. * It must define where the camera used to render the texture was set
  7607. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7608. */
  7609. boundingBoxPosition: Vector3;
  7610. private _boundingBoxSize;
  7611. /**
  7612. * Gets or sets the size of the bounding box associated with the cube texture
  7613. * When defined, the cubemap will switch to local mode
  7614. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  7615. * @example https://www.babylonjs-playground.com/#RNASML
  7616. */
  7617. /**
  7618. * Returns the bounding box size
  7619. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  7620. */
  7621. boundingBoxSize: Vector3;
  7622. protected _rotationY: number;
  7623. /**
  7624. * Sets texture matrix rotation angle around Y axis in radians.
  7625. */
  7626. /**
  7627. * Gets texture matrix rotation angle around Y axis radians.
  7628. */
  7629. rotationY: number;
  7630. /**
  7631. * Are mip maps generated for this texture or not.
  7632. */
  7633. readonly noMipmap: boolean;
  7634. private _noMipmap;
  7635. private _files;
  7636. protected _forcedExtension: Nullable<string>;
  7637. private _extensions;
  7638. private _textureMatrix;
  7639. private _format;
  7640. private _createPolynomials;
  7641. /** @hidden */
  7642. _prefiltered: boolean;
  7643. /**
  7644. * Creates a cube texture from an array of image urls
  7645. * @param files defines an array of image urls
  7646. * @param scene defines the hosting scene
  7647. * @param noMipmap specifies if mip maps are not used
  7648. * @returns a cube texture
  7649. */
  7650. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  7651. /**
  7652. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  7653. * @param url defines the url of the prefiltered texture
  7654. * @param scene defines the scene the texture is attached to
  7655. * @param forcedExtension defines the extension of the file if different from the url
  7656. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7657. * @return the prefiltered texture
  7658. */
  7659. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  7660. /**
  7661. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  7662. * as prefiltered data.
  7663. * @param rootUrl defines the url of the texture or the root name of the six images
  7664. * @param scene defines the scene the texture is attached to
  7665. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  7666. * @param noMipmap defines if mipmaps should be created or not
  7667. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  7668. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  7669. * @param onError defines a callback triggered in case of error during load
  7670. * @param format defines the internal format to use for the texture once loaded
  7671. * @param prefiltered defines whether or not the texture is created from prefiltered data
  7672. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  7673. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  7674. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  7675. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  7676. * @return the cube texture
  7677. */
  7678. 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);
  7679. /**
  7680. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  7681. */
  7682. readonly isPrefiltered: boolean;
  7683. /**
  7684. * Get the current class name of the texture useful for serialization or dynamic coding.
  7685. * @returns "CubeTexture"
  7686. */
  7687. getClassName(): string;
  7688. /**
  7689. * Update the url (and optional buffer) of this texture if url was null during construction.
  7690. * @param url the url of the texture
  7691. * @param forcedExtension defines the extension to use
  7692. * @param onLoad callback called when the texture is loaded (defaults to null)
  7693. */
  7694. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  7695. /**
  7696. * Delays loading of the cube texture
  7697. * @param forcedExtension defines the extension to use
  7698. */
  7699. delayLoad(forcedExtension?: string): void;
  7700. /**
  7701. * Returns the reflection texture matrix
  7702. * @returns the reflection texture matrix
  7703. */
  7704. getReflectionTextureMatrix(): Matrix;
  7705. /**
  7706. * Sets the reflection texture matrix
  7707. * @param value Reflection texture matrix
  7708. */
  7709. setReflectionTextureMatrix(value: Matrix): void;
  7710. /**
  7711. * Parses text to create a cube texture
  7712. * @param parsedTexture define the serialized text to read from
  7713. * @param scene defines the hosting scene
  7714. * @param rootUrl defines the root url of the cube texture
  7715. * @returns a cube texture
  7716. */
  7717. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  7718. /**
  7719. * Makes a clone, or deep copy, of the cube texture
  7720. * @returns a new cube texture
  7721. */
  7722. clone(): CubeTexture;
  7723. }
  7724. }
  7725. declare module "babylonjs/Materials/materialDefines" {
  7726. /**
  7727. * Manages the defines for the Material
  7728. */
  7729. export class MaterialDefines {
  7730. /** @hidden */
  7731. protected _keys: string[];
  7732. private _isDirty;
  7733. /** @hidden */
  7734. _renderId: number;
  7735. /** @hidden */
  7736. _areLightsDirty: boolean;
  7737. /** @hidden */
  7738. _areLightsDisposed: boolean;
  7739. /** @hidden */
  7740. _areAttributesDirty: boolean;
  7741. /** @hidden */
  7742. _areTexturesDirty: boolean;
  7743. /** @hidden */
  7744. _areFresnelDirty: boolean;
  7745. /** @hidden */
  7746. _areMiscDirty: boolean;
  7747. /** @hidden */
  7748. _areImageProcessingDirty: boolean;
  7749. /** @hidden */
  7750. _normals: boolean;
  7751. /** @hidden */
  7752. _uvs: boolean;
  7753. /** @hidden */
  7754. _needNormals: boolean;
  7755. /** @hidden */
  7756. _needUVs: boolean;
  7757. [id: string]: any;
  7758. /**
  7759. * Specifies if the material needs to be re-calculated
  7760. */
  7761. readonly isDirty: boolean;
  7762. /**
  7763. * Marks the material to indicate that it has been re-calculated
  7764. */
  7765. markAsProcessed(): void;
  7766. /**
  7767. * Marks the material to indicate that it needs to be re-calculated
  7768. */
  7769. markAsUnprocessed(): void;
  7770. /**
  7771. * Marks the material to indicate all of its defines need to be re-calculated
  7772. */
  7773. markAllAsDirty(): void;
  7774. /**
  7775. * Marks the material to indicate that image processing needs to be re-calculated
  7776. */
  7777. markAsImageProcessingDirty(): void;
  7778. /**
  7779. * Marks the material to indicate the lights need to be re-calculated
  7780. * @param disposed Defines whether the light is dirty due to dispose or not
  7781. */
  7782. markAsLightDirty(disposed?: boolean): void;
  7783. /**
  7784. * Marks the attribute state as changed
  7785. */
  7786. markAsAttributesDirty(): void;
  7787. /**
  7788. * Marks the texture state as changed
  7789. */
  7790. markAsTexturesDirty(): void;
  7791. /**
  7792. * Marks the fresnel state as changed
  7793. */
  7794. markAsFresnelDirty(): void;
  7795. /**
  7796. * Marks the misc state as changed
  7797. */
  7798. markAsMiscDirty(): void;
  7799. /**
  7800. * Rebuilds the material defines
  7801. */
  7802. rebuild(): void;
  7803. /**
  7804. * Specifies if two material defines are equal
  7805. * @param other - A material define instance to compare to
  7806. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  7807. */
  7808. isEqual(other: MaterialDefines): boolean;
  7809. /**
  7810. * Clones this instance's defines to another instance
  7811. * @param other - material defines to clone values to
  7812. */
  7813. cloneTo(other: MaterialDefines): void;
  7814. /**
  7815. * Resets the material define values
  7816. */
  7817. reset(): void;
  7818. /**
  7819. * Converts the material define values to a string
  7820. * @returns - String of material define information
  7821. */
  7822. toString(): string;
  7823. }
  7824. }
  7825. declare module "babylonjs/Materials/colorCurves" {
  7826. import { Effect } from "babylonjs/Materials/effect";
  7827. /**
  7828. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  7829. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  7830. * 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;
  7831. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  7832. */
  7833. export class ColorCurves {
  7834. private _dirty;
  7835. private _tempColor;
  7836. private _globalCurve;
  7837. private _highlightsCurve;
  7838. private _midtonesCurve;
  7839. private _shadowsCurve;
  7840. private _positiveCurve;
  7841. private _negativeCurve;
  7842. private _globalHue;
  7843. private _globalDensity;
  7844. private _globalSaturation;
  7845. private _globalExposure;
  7846. /**
  7847. * Gets the global Hue value.
  7848. * 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).
  7849. */
  7850. /**
  7851. * Sets the global Hue value.
  7852. * 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).
  7853. */
  7854. globalHue: number;
  7855. /**
  7856. * Gets the global Density value.
  7857. * 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.
  7858. * Values less than zero provide a filter of opposite hue.
  7859. */
  7860. /**
  7861. * Sets the global Density value.
  7862. * 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.
  7863. * Values less than zero provide a filter of opposite hue.
  7864. */
  7865. globalDensity: number;
  7866. /**
  7867. * Gets the global Saturation value.
  7868. * 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.
  7869. */
  7870. /**
  7871. * Sets the global Saturation value.
  7872. * 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.
  7873. */
  7874. globalSaturation: number;
  7875. /**
  7876. * Gets the global Exposure value.
  7877. * 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.
  7878. */
  7879. /**
  7880. * Sets the global Exposure value.
  7881. * 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.
  7882. */
  7883. globalExposure: number;
  7884. private _highlightsHue;
  7885. private _highlightsDensity;
  7886. private _highlightsSaturation;
  7887. private _highlightsExposure;
  7888. /**
  7889. * Gets the highlights Hue value.
  7890. * 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).
  7891. */
  7892. /**
  7893. * Sets the highlights Hue value.
  7894. * 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).
  7895. */
  7896. highlightsHue: number;
  7897. /**
  7898. * Gets the highlights Density value.
  7899. * 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.
  7900. * Values less than zero provide a filter of opposite hue.
  7901. */
  7902. /**
  7903. * Sets the highlights Density value.
  7904. * 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.
  7905. * Values less than zero provide a filter of opposite hue.
  7906. */
  7907. highlightsDensity: number;
  7908. /**
  7909. * Gets the highlights Saturation value.
  7910. * 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.
  7911. */
  7912. /**
  7913. * Sets the highlights Saturation value.
  7914. * 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.
  7915. */
  7916. highlightsSaturation: number;
  7917. /**
  7918. * Gets the highlights Exposure value.
  7919. * 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.
  7920. */
  7921. /**
  7922. * Sets the highlights Exposure value.
  7923. * 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.
  7924. */
  7925. highlightsExposure: number;
  7926. private _midtonesHue;
  7927. private _midtonesDensity;
  7928. private _midtonesSaturation;
  7929. private _midtonesExposure;
  7930. /**
  7931. * Gets the midtones Hue value.
  7932. * 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).
  7933. */
  7934. /**
  7935. * Sets the midtones Hue value.
  7936. * 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).
  7937. */
  7938. midtonesHue: number;
  7939. /**
  7940. * Gets the midtones Density value.
  7941. * 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.
  7942. * Values less than zero provide a filter of opposite hue.
  7943. */
  7944. /**
  7945. * Sets the midtones Density value.
  7946. * 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.
  7947. * Values less than zero provide a filter of opposite hue.
  7948. */
  7949. midtonesDensity: number;
  7950. /**
  7951. * Gets the midtones Saturation value.
  7952. * 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.
  7953. */
  7954. /**
  7955. * Sets the midtones Saturation value.
  7956. * 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.
  7957. */
  7958. midtonesSaturation: number;
  7959. /**
  7960. * Gets the midtones Exposure value.
  7961. * 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.
  7962. */
  7963. /**
  7964. * Sets the midtones Exposure value.
  7965. * 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.
  7966. */
  7967. midtonesExposure: number;
  7968. private _shadowsHue;
  7969. private _shadowsDensity;
  7970. private _shadowsSaturation;
  7971. private _shadowsExposure;
  7972. /**
  7973. * Gets the shadows Hue value.
  7974. * 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).
  7975. */
  7976. /**
  7977. * Sets the shadows Hue value.
  7978. * 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).
  7979. */
  7980. shadowsHue: number;
  7981. /**
  7982. * Gets the shadows Density value.
  7983. * 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.
  7984. * Values less than zero provide a filter of opposite hue.
  7985. */
  7986. /**
  7987. * Sets the shadows Density value.
  7988. * 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.
  7989. * Values less than zero provide a filter of opposite hue.
  7990. */
  7991. shadowsDensity: number;
  7992. /**
  7993. * Gets the shadows Saturation value.
  7994. * 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.
  7995. */
  7996. /**
  7997. * Sets the shadows Saturation value.
  7998. * 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.
  7999. */
  8000. shadowsSaturation: number;
  8001. /**
  8002. * Gets the shadows Exposure value.
  8003. * 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.
  8004. */
  8005. /**
  8006. * Sets the shadows Exposure value.
  8007. * 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.
  8008. */
  8009. shadowsExposure: number;
  8010. /**
  8011. * Returns the class name
  8012. * @returns The class name
  8013. */
  8014. getClassName(): string;
  8015. /**
  8016. * Binds the color curves to the shader.
  8017. * @param colorCurves The color curve to bind
  8018. * @param effect The effect to bind to
  8019. * @param positiveUniform The positive uniform shader parameter
  8020. * @param neutralUniform The neutral uniform shader parameter
  8021. * @param negativeUniform The negative uniform shader parameter
  8022. */
  8023. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  8024. /**
  8025. * Prepare the list of uniforms associated with the ColorCurves effects.
  8026. * @param uniformsList The list of uniforms used in the effect
  8027. */
  8028. static PrepareUniforms(uniformsList: string[]): void;
  8029. /**
  8030. * Returns color grading data based on a hue, density, saturation and exposure value.
  8031. * @param filterHue The hue of the color filter.
  8032. * @param filterDensity The density of the color filter.
  8033. * @param saturation The saturation.
  8034. * @param exposure The exposure.
  8035. * @param result The result data container.
  8036. */
  8037. private getColorGradingDataToRef;
  8038. /**
  8039. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  8040. * @param value The input slider value in range [-100,100].
  8041. * @returns Adjusted value.
  8042. */
  8043. private static applyColorGradingSliderNonlinear;
  8044. /**
  8045. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  8046. * @param hue The hue (H) input.
  8047. * @param saturation The saturation (S) input.
  8048. * @param brightness The brightness (B) input.
  8049. * @result An RGBA color represented as Vector4.
  8050. */
  8051. private static fromHSBToRef;
  8052. /**
  8053. * Returns a value clamped between min and max
  8054. * @param value The value to clamp
  8055. * @param min The minimum of value
  8056. * @param max The maximum of value
  8057. * @returns The clamped value.
  8058. */
  8059. private static clamp;
  8060. /**
  8061. * Clones the current color curve instance.
  8062. * @return The cloned curves
  8063. */
  8064. clone(): ColorCurves;
  8065. /**
  8066. * Serializes the current color curve instance to a json representation.
  8067. * @return a JSON representation
  8068. */
  8069. serialize(): any;
  8070. /**
  8071. * Parses the color curve from a json representation.
  8072. * @param source the JSON source to parse
  8073. * @return The parsed curves
  8074. */
  8075. static Parse(source: any): ColorCurves;
  8076. }
  8077. }
  8078. declare module "babylonjs/Materials/imageProcessingConfiguration" {
  8079. import { Observable } from "babylonjs/Misc/observable";
  8080. import { Nullable } from "babylonjs/types";
  8081. import { Color4 } from "babylonjs/Maths/math.color";
  8082. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8083. import { Effect } from "babylonjs/Materials/effect";
  8084. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8085. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  8086. /**
  8087. * Interface to follow in your material defines to integrate easily the
  8088. * Image proccessing functions.
  8089. * @hidden
  8090. */
  8091. export interface IImageProcessingConfigurationDefines {
  8092. IMAGEPROCESSING: boolean;
  8093. VIGNETTE: boolean;
  8094. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8095. VIGNETTEBLENDMODEOPAQUE: boolean;
  8096. TONEMAPPING: boolean;
  8097. TONEMAPPING_ACES: boolean;
  8098. CONTRAST: boolean;
  8099. EXPOSURE: boolean;
  8100. COLORCURVES: boolean;
  8101. COLORGRADING: boolean;
  8102. COLORGRADING3D: boolean;
  8103. SAMPLER3DGREENDEPTH: boolean;
  8104. SAMPLER3DBGRMAP: boolean;
  8105. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8106. }
  8107. /**
  8108. * @hidden
  8109. */
  8110. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  8111. IMAGEPROCESSING: boolean;
  8112. VIGNETTE: boolean;
  8113. VIGNETTEBLENDMODEMULTIPLY: boolean;
  8114. VIGNETTEBLENDMODEOPAQUE: boolean;
  8115. TONEMAPPING: boolean;
  8116. TONEMAPPING_ACES: boolean;
  8117. CONTRAST: boolean;
  8118. COLORCURVES: boolean;
  8119. COLORGRADING: boolean;
  8120. COLORGRADING3D: boolean;
  8121. SAMPLER3DGREENDEPTH: boolean;
  8122. SAMPLER3DBGRMAP: boolean;
  8123. IMAGEPROCESSINGPOSTPROCESS: boolean;
  8124. EXPOSURE: boolean;
  8125. constructor();
  8126. }
  8127. /**
  8128. * This groups together the common properties used for image processing either in direct forward pass
  8129. * or through post processing effect depending on the use of the image processing pipeline in your scene
  8130. * or not.
  8131. */
  8132. export class ImageProcessingConfiguration {
  8133. /**
  8134. * Default tone mapping applied in BabylonJS.
  8135. */
  8136. static readonly TONEMAPPING_STANDARD: number;
  8137. /**
  8138. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  8139. * to other engines rendering to increase portability.
  8140. */
  8141. static readonly TONEMAPPING_ACES: number;
  8142. /**
  8143. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  8144. */
  8145. colorCurves: Nullable<ColorCurves>;
  8146. private _colorCurvesEnabled;
  8147. /**
  8148. * Gets wether the color curves effect is enabled.
  8149. */
  8150. /**
  8151. * Sets wether the color curves effect is enabled.
  8152. */
  8153. colorCurvesEnabled: boolean;
  8154. private _colorGradingTexture;
  8155. /**
  8156. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8157. */
  8158. /**
  8159. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  8160. */
  8161. colorGradingTexture: Nullable<BaseTexture>;
  8162. private _colorGradingEnabled;
  8163. /**
  8164. * Gets wether the color grading effect is enabled.
  8165. */
  8166. /**
  8167. * Sets wether the color grading effect is enabled.
  8168. */
  8169. colorGradingEnabled: boolean;
  8170. private _colorGradingWithGreenDepth;
  8171. /**
  8172. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  8173. */
  8174. /**
  8175. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  8176. */
  8177. colorGradingWithGreenDepth: boolean;
  8178. private _colorGradingBGR;
  8179. /**
  8180. * Gets wether the color grading texture contains BGR values.
  8181. */
  8182. /**
  8183. * Sets wether the color grading texture contains BGR values.
  8184. */
  8185. colorGradingBGR: boolean;
  8186. /** @hidden */
  8187. _exposure: number;
  8188. /**
  8189. * Gets the Exposure used in the effect.
  8190. */
  8191. /**
  8192. * Sets the Exposure used in the effect.
  8193. */
  8194. exposure: number;
  8195. private _toneMappingEnabled;
  8196. /**
  8197. * Gets wether the tone mapping effect is enabled.
  8198. */
  8199. /**
  8200. * Sets wether the tone mapping effect is enabled.
  8201. */
  8202. toneMappingEnabled: boolean;
  8203. private _toneMappingType;
  8204. /**
  8205. * Gets the type of tone mapping effect.
  8206. */
  8207. /**
  8208. * Sets the type of tone mapping effect used in BabylonJS.
  8209. */
  8210. toneMappingType: number;
  8211. protected _contrast: number;
  8212. /**
  8213. * Gets the contrast used in the effect.
  8214. */
  8215. /**
  8216. * Sets the contrast used in the effect.
  8217. */
  8218. contrast: number;
  8219. /**
  8220. * Vignette stretch size.
  8221. */
  8222. vignetteStretch: number;
  8223. /**
  8224. * Vignette centre X Offset.
  8225. */
  8226. vignetteCentreX: number;
  8227. /**
  8228. * Vignette centre Y Offset.
  8229. */
  8230. vignetteCentreY: number;
  8231. /**
  8232. * Vignette weight or intensity of the vignette effect.
  8233. */
  8234. vignetteWeight: number;
  8235. /**
  8236. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  8237. * if vignetteEnabled is set to true.
  8238. */
  8239. vignetteColor: Color4;
  8240. /**
  8241. * Camera field of view used by the Vignette effect.
  8242. */
  8243. vignetteCameraFov: number;
  8244. private _vignetteBlendMode;
  8245. /**
  8246. * Gets the vignette blend mode allowing different kind of effect.
  8247. */
  8248. /**
  8249. * Sets the vignette blend mode allowing different kind of effect.
  8250. */
  8251. vignetteBlendMode: number;
  8252. private _vignetteEnabled;
  8253. /**
  8254. * Gets wether the vignette effect is enabled.
  8255. */
  8256. /**
  8257. * Sets wether the vignette effect is enabled.
  8258. */
  8259. vignetteEnabled: boolean;
  8260. private _applyByPostProcess;
  8261. /**
  8262. * Gets wether the image processing is applied through a post process or not.
  8263. */
  8264. /**
  8265. * Sets wether the image processing is applied through a post process or not.
  8266. */
  8267. applyByPostProcess: boolean;
  8268. private _isEnabled;
  8269. /**
  8270. * Gets wether the image processing is enabled or not.
  8271. */
  8272. /**
  8273. * Sets wether the image processing is enabled or not.
  8274. */
  8275. isEnabled: boolean;
  8276. /**
  8277. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  8278. */
  8279. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  8280. /**
  8281. * Method called each time the image processing information changes requires to recompile the effect.
  8282. */
  8283. protected _updateParameters(): void;
  8284. /**
  8285. * Gets the current class name.
  8286. * @return "ImageProcessingConfiguration"
  8287. */
  8288. getClassName(): string;
  8289. /**
  8290. * Prepare the list of uniforms associated with the Image Processing effects.
  8291. * @param uniforms The list of uniforms used in the effect
  8292. * @param defines the list of defines currently in use
  8293. */
  8294. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  8295. /**
  8296. * Prepare the list of samplers associated with the Image Processing effects.
  8297. * @param samplersList The list of uniforms used in the effect
  8298. * @param defines the list of defines currently in use
  8299. */
  8300. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  8301. /**
  8302. * Prepare the list of defines associated to the shader.
  8303. * @param defines the list of defines to complete
  8304. * @param forPostProcess Define if we are currently in post process mode or not
  8305. */
  8306. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  8307. /**
  8308. * Returns true if all the image processing information are ready.
  8309. * @returns True if ready, otherwise, false
  8310. */
  8311. isReady(): boolean;
  8312. /**
  8313. * Binds the image processing to the shader.
  8314. * @param effect The effect to bind to
  8315. * @param overrideAspectRatio Override the aspect ratio of the effect
  8316. */
  8317. bind(effect: Effect, overrideAspectRatio?: number): void;
  8318. /**
  8319. * Clones the current image processing instance.
  8320. * @return The cloned image processing
  8321. */
  8322. clone(): ImageProcessingConfiguration;
  8323. /**
  8324. * Serializes the current image processing instance to a json representation.
  8325. * @return a JSON representation
  8326. */
  8327. serialize(): any;
  8328. /**
  8329. * Parses the image processing from a json representation.
  8330. * @param source the JSON source to parse
  8331. * @return The parsed image processing
  8332. */
  8333. static Parse(source: any): ImageProcessingConfiguration;
  8334. private static _VIGNETTEMODE_MULTIPLY;
  8335. private static _VIGNETTEMODE_OPAQUE;
  8336. /**
  8337. * Used to apply the vignette as a mix with the pixel color.
  8338. */
  8339. static readonly VIGNETTEMODE_MULTIPLY: number;
  8340. /**
  8341. * Used to apply the vignette as a replacement of the pixel color.
  8342. */
  8343. static readonly VIGNETTEMODE_OPAQUE: number;
  8344. }
  8345. }
  8346. declare module "babylonjs/Shaders/postprocess.vertex" {
  8347. /** @hidden */
  8348. export var postprocessVertexShader: {
  8349. name: string;
  8350. shader: string;
  8351. };
  8352. }
  8353. declare module "babylonjs/Engines/Extensions/engine.renderTarget" {
  8354. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  8355. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  8356. import { DepthTextureCreationOptions } from "babylonjs/Engines/depthTextureCreationOptions";
  8357. module "babylonjs/Engines/thinEngine" {
  8358. interface ThinEngine {
  8359. /**
  8360. * Creates a new render target texture
  8361. * @param size defines the size of the texture
  8362. * @param options defines the options used to create the texture
  8363. * @returns a new render target texture stored in an InternalTexture
  8364. */
  8365. createRenderTargetTexture(size: number | {
  8366. width: number;
  8367. height: number;
  8368. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  8369. /**
  8370. * Creates a depth stencil texture.
  8371. * This is only available in WebGL 2 or with the depth texture extension available.
  8372. * @param size The size of face edge in the texture.
  8373. * @param options The options defining the texture.
  8374. * @returns The texture
  8375. */
  8376. createDepthStencilTexture(size: number | {
  8377. width: number;
  8378. height: number;
  8379. }, options: DepthTextureCreationOptions): InternalTexture;
  8380. /** @hidden */
  8381. _createDepthStencilTexture(size: number | {
  8382. width: number;
  8383. height: number;
  8384. }, options: DepthTextureCreationOptions): InternalTexture;
  8385. }
  8386. }
  8387. }
  8388. declare module "babylonjs/Maths/math.axis" {
  8389. import { Vector3 } from "babylonjs/Maths/math.vector";
  8390. /** Defines supported spaces */
  8391. export enum Space {
  8392. /** Local (object) space */
  8393. LOCAL = 0,
  8394. /** World space */
  8395. WORLD = 1,
  8396. /** Bone space */
  8397. BONE = 2
  8398. }
  8399. /** Defines the 3 main axes */
  8400. export class Axis {
  8401. /** X axis */
  8402. static X: Vector3;
  8403. /** Y axis */
  8404. static Y: Vector3;
  8405. /** Z axis */
  8406. static Z: Vector3;
  8407. }
  8408. }
  8409. declare module "babylonjs/Cameras/targetCamera" {
  8410. import { Nullable } from "babylonjs/types";
  8411. import { Camera } from "babylonjs/Cameras/camera";
  8412. import { Scene } from "babylonjs/scene";
  8413. import { Quaternion, Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  8414. /**
  8415. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  8416. * This is the base of the follow, arc rotate cameras and Free camera
  8417. * @see http://doc.babylonjs.com/features/cameras
  8418. */
  8419. export class TargetCamera extends Camera {
  8420. private static _RigCamTransformMatrix;
  8421. private static _TargetTransformMatrix;
  8422. private static _TargetFocalPoint;
  8423. /**
  8424. * Define the current direction the camera is moving to
  8425. */
  8426. cameraDirection: Vector3;
  8427. /**
  8428. * Define the current rotation the camera is rotating to
  8429. */
  8430. cameraRotation: Vector2;
  8431. /**
  8432. * When set, the up vector of the camera will be updated by the rotation of the camera
  8433. */
  8434. updateUpVectorFromRotation: boolean;
  8435. private _tmpQuaternion;
  8436. /**
  8437. * Define the current rotation of the camera
  8438. */
  8439. rotation: Vector3;
  8440. /**
  8441. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  8442. */
  8443. rotationQuaternion: Quaternion;
  8444. /**
  8445. * Define the current speed of the camera
  8446. */
  8447. speed: number;
  8448. /**
  8449. * Add cconstraint to the camera to prevent it to move freely in all directions and
  8450. * around all axis.
  8451. */
  8452. noRotationConstraint: boolean;
  8453. /**
  8454. * Define the current target of the camera as an object or a position.
  8455. */
  8456. lockedTarget: any;
  8457. /** @hidden */
  8458. _currentTarget: Vector3;
  8459. /** @hidden */
  8460. _initialFocalDistance: number;
  8461. /** @hidden */
  8462. _viewMatrix: Matrix;
  8463. /** @hidden */
  8464. _camMatrix: Matrix;
  8465. /** @hidden */
  8466. _cameraTransformMatrix: Matrix;
  8467. /** @hidden */
  8468. _cameraRotationMatrix: Matrix;
  8469. /** @hidden */
  8470. _referencePoint: Vector3;
  8471. /** @hidden */
  8472. _transformedReferencePoint: Vector3;
  8473. protected _globalCurrentTarget: Vector3;
  8474. protected _globalCurrentUpVector: Vector3;
  8475. /** @hidden */
  8476. _reset: () => void;
  8477. private _defaultUp;
  8478. /**
  8479. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  8480. * This is the base of the follow, arc rotate cameras and Free camera
  8481. * @see http://doc.babylonjs.com/features/cameras
  8482. * @param name Defines the name of the camera in the scene
  8483. * @param position Defines the start position of the camera in the scene
  8484. * @param scene Defines the scene the camera belongs to
  8485. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  8486. */
  8487. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  8488. /**
  8489. * Gets the position in front of the camera at a given distance.
  8490. * @param distance The distance from the camera we want the position to be
  8491. * @returns the position
  8492. */
  8493. getFrontPosition(distance: number): Vector3;
  8494. /** @hidden */
  8495. _getLockedTargetPosition(): Nullable<Vector3>;
  8496. private _storedPosition;
  8497. private _storedRotation;
  8498. private _storedRotationQuaternion;
  8499. /**
  8500. * Store current camera state of the camera (fov, position, rotation, etc..)
  8501. * @returns the camera
  8502. */
  8503. storeState(): Camera;
  8504. /**
  8505. * Restored camera state. You must call storeState() first
  8506. * @returns whether it was successful or not
  8507. * @hidden
  8508. */
  8509. _restoreStateValues(): boolean;
  8510. /** @hidden */
  8511. _initCache(): void;
  8512. /** @hidden */
  8513. _updateCache(ignoreParentClass?: boolean): void;
  8514. /** @hidden */
  8515. _isSynchronizedViewMatrix(): boolean;
  8516. /** @hidden */
  8517. _computeLocalCameraSpeed(): number;
  8518. /**
  8519. * Defines the target the camera should look at.
  8520. * @param target Defines the new target as a Vector or a mesh
  8521. */
  8522. setTarget(target: Vector3): void;
  8523. /**
  8524. * Return the current target position of the camera. This value is expressed in local space.
  8525. * @returns the target position
  8526. */
  8527. getTarget(): Vector3;
  8528. /** @hidden */
  8529. _decideIfNeedsToMove(): boolean;
  8530. /** @hidden */
  8531. _updatePosition(): void;
  8532. /** @hidden */
  8533. _checkInputs(): void;
  8534. protected _updateCameraRotationMatrix(): void;
  8535. /**
  8536. * 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)
  8537. * @returns the current camera
  8538. */
  8539. private _rotateUpVectorWithCameraRotationMatrix;
  8540. private _cachedRotationZ;
  8541. private _cachedQuaternionRotationZ;
  8542. /** @hidden */
  8543. _getViewMatrix(): Matrix;
  8544. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  8545. /**
  8546. * @hidden
  8547. */
  8548. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  8549. /**
  8550. * @hidden
  8551. */
  8552. _updateRigCameras(): void;
  8553. private _getRigCamPositionAndTarget;
  8554. /**
  8555. * Gets the current object class name.
  8556. * @return the class name
  8557. */
  8558. getClassName(): string;
  8559. }
  8560. }
  8561. declare module "babylonjs/Events/keyboardEvents" {
  8562. /**
  8563. * Gather the list of keyboard event types as constants.
  8564. */
  8565. export class KeyboardEventTypes {
  8566. /**
  8567. * The keydown event is fired when a key becomes active (pressed).
  8568. */
  8569. static readonly KEYDOWN: number;
  8570. /**
  8571. * The keyup event is fired when a key has been released.
  8572. */
  8573. static readonly KEYUP: number;
  8574. }
  8575. /**
  8576. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8577. */
  8578. export class KeyboardInfo {
  8579. /**
  8580. * Defines the type of event (KeyboardEventTypes)
  8581. */
  8582. type: number;
  8583. /**
  8584. * Defines the related dom event
  8585. */
  8586. event: KeyboardEvent;
  8587. /**
  8588. * Instantiates a new keyboard info.
  8589. * This class is used to store keyboard related info for the onKeyboardObservable event.
  8590. * @param type Defines the type of event (KeyboardEventTypes)
  8591. * @param event Defines the related dom event
  8592. */
  8593. constructor(
  8594. /**
  8595. * Defines the type of event (KeyboardEventTypes)
  8596. */
  8597. type: number,
  8598. /**
  8599. * Defines the related dom event
  8600. */
  8601. event: KeyboardEvent);
  8602. }
  8603. /**
  8604. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8605. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  8606. */
  8607. export class KeyboardInfoPre extends KeyboardInfo {
  8608. /**
  8609. * Defines the type of event (KeyboardEventTypes)
  8610. */
  8611. type: number;
  8612. /**
  8613. * Defines the related dom event
  8614. */
  8615. event: KeyboardEvent;
  8616. /**
  8617. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  8618. */
  8619. skipOnPointerObservable: boolean;
  8620. /**
  8621. * Instantiates a new keyboard pre info.
  8622. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  8623. * @param type Defines the type of event (KeyboardEventTypes)
  8624. * @param event Defines the related dom event
  8625. */
  8626. constructor(
  8627. /**
  8628. * Defines the type of event (KeyboardEventTypes)
  8629. */
  8630. type: number,
  8631. /**
  8632. * Defines the related dom event
  8633. */
  8634. event: KeyboardEvent);
  8635. }
  8636. }
  8637. declare module "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput" {
  8638. import { Nullable } from "babylonjs/types";
  8639. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  8640. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  8641. /**
  8642. * Manage the keyboard inputs to control the movement of a free camera.
  8643. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  8644. */
  8645. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  8646. /**
  8647. * Defines the camera the input is attached to.
  8648. */
  8649. camera: FreeCamera;
  8650. /**
  8651. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  8652. */
  8653. keysUp: number[];
  8654. /**
  8655. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  8656. */
  8657. keysDown: number[];
  8658. /**
  8659. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  8660. */
  8661. keysLeft: number[];
  8662. /**
  8663. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  8664. */
  8665. keysRight: number[];
  8666. private _keys;
  8667. private _onCanvasBlurObserver;
  8668. private _onKeyboardObserver;
  8669. private _engine;
  8670. private _scene;
  8671. /**
  8672. * Attach the input controls to a specific dom element to get the input from.
  8673. * @param element Defines the element the controls should be listened from
  8674. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  8675. */
  8676. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  8677. /**
  8678. * Detach the current controls from the specified dom element.
  8679. * @param element Defines the element to stop listening the inputs from
  8680. */
  8681. detachControl(element: Nullable<HTMLElement>): void;
  8682. /**
  8683. * Update the current camera state depending on the inputs that have been used this frame.
  8684. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  8685. */
  8686. checkInputs(): void;
  8687. /**
  8688. * Gets the class name of the current intput.
  8689. * @returns the class name
  8690. */
  8691. getClassName(): string;
  8692. /** @hidden */
  8693. _onLostFocus(): void;
  8694. /**
  8695. * Get the friendly name associated with the input class.
  8696. * @returns the input friendly name
  8697. */
  8698. getSimpleName(): string;
  8699. }
  8700. }
  8701. declare module "babylonjs/Lights/shadowLight" {
  8702. import { Camera } from "babylonjs/Cameras/camera";
  8703. import { Scene } from "babylonjs/scene";
  8704. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  8705. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8706. import { Light } from "babylonjs/Lights/light";
  8707. /**
  8708. * Interface describing all the common properties and methods a shadow light needs to implement.
  8709. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  8710. * as well as binding the different shadow properties to the effects.
  8711. */
  8712. export interface IShadowLight extends Light {
  8713. /**
  8714. * The light id in the scene (used in scene.findLighById for instance)
  8715. */
  8716. id: string;
  8717. /**
  8718. * The position the shdow will be casted from.
  8719. */
  8720. position: Vector3;
  8721. /**
  8722. * In 2d mode (needCube being false), the direction used to cast the shadow.
  8723. */
  8724. direction: Vector3;
  8725. /**
  8726. * The transformed position. Position of the light in world space taking parenting in account.
  8727. */
  8728. transformedPosition: Vector3;
  8729. /**
  8730. * The transformed direction. Direction of the light in world space taking parenting in account.
  8731. */
  8732. transformedDirection: Vector3;
  8733. /**
  8734. * The friendly name of the light in the scene.
  8735. */
  8736. name: string;
  8737. /**
  8738. * Defines the shadow projection clipping minimum z value.
  8739. */
  8740. shadowMinZ: number;
  8741. /**
  8742. * Defines the shadow projection clipping maximum z value.
  8743. */
  8744. shadowMaxZ: number;
  8745. /**
  8746. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8747. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8748. */
  8749. computeTransformedInformation(): boolean;
  8750. /**
  8751. * Gets the scene the light belongs to.
  8752. * @returns The scene
  8753. */
  8754. getScene(): Scene;
  8755. /**
  8756. * Callback defining a custom Projection Matrix Builder.
  8757. * This can be used to override the default projection matrix computation.
  8758. */
  8759. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8760. /**
  8761. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8762. * @param matrix The materix to updated with the projection information
  8763. * @param viewMatrix The transform matrix of the light
  8764. * @param renderList The list of mesh to render in the map
  8765. * @returns The current light
  8766. */
  8767. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8768. /**
  8769. * Gets the current depth scale used in ESM.
  8770. * @returns The scale
  8771. */
  8772. getDepthScale(): number;
  8773. /**
  8774. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8775. * @returns true if a cube texture needs to be use
  8776. */
  8777. needCube(): boolean;
  8778. /**
  8779. * Detects if the projection matrix requires to be recomputed this frame.
  8780. * @returns true if it requires to be recomputed otherwise, false.
  8781. */
  8782. needProjectionMatrixCompute(): boolean;
  8783. /**
  8784. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8785. */
  8786. forceProjectionMatrixCompute(): void;
  8787. /**
  8788. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8789. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8790. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8791. */
  8792. getShadowDirection(faceIndex?: number): Vector3;
  8793. /**
  8794. * Gets the minZ used for shadow according to both the scene and the light.
  8795. * @param activeCamera The camera we are returning the min for
  8796. * @returns the depth min z
  8797. */
  8798. getDepthMinZ(activeCamera: Camera): number;
  8799. /**
  8800. * Gets the maxZ used for shadow according to both the scene and the light.
  8801. * @param activeCamera The camera we are returning the max for
  8802. * @returns the depth max z
  8803. */
  8804. getDepthMaxZ(activeCamera: Camera): number;
  8805. }
  8806. /**
  8807. * Base implementation IShadowLight
  8808. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  8809. */
  8810. export abstract class ShadowLight extends Light implements IShadowLight {
  8811. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  8812. protected _position: Vector3;
  8813. protected _setPosition(value: Vector3): void;
  8814. /**
  8815. * Sets the position the shadow will be casted from. Also use as the light position for both
  8816. * point and spot lights.
  8817. */
  8818. /**
  8819. * Sets the position the shadow will be casted from. Also use as the light position for both
  8820. * point and spot lights.
  8821. */
  8822. position: Vector3;
  8823. protected _direction: Vector3;
  8824. protected _setDirection(value: Vector3): void;
  8825. /**
  8826. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  8827. * Also use as the light direction on spot and directional lights.
  8828. */
  8829. /**
  8830. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  8831. * Also use as the light direction on spot and directional lights.
  8832. */
  8833. direction: Vector3;
  8834. private _shadowMinZ;
  8835. /**
  8836. * Gets the shadow projection clipping minimum z value.
  8837. */
  8838. /**
  8839. * Sets the shadow projection clipping minimum z value.
  8840. */
  8841. shadowMinZ: number;
  8842. private _shadowMaxZ;
  8843. /**
  8844. * Sets the shadow projection clipping maximum z value.
  8845. */
  8846. /**
  8847. * Gets the shadow projection clipping maximum z value.
  8848. */
  8849. shadowMaxZ: number;
  8850. /**
  8851. * Callback defining a custom Projection Matrix Builder.
  8852. * This can be used to override the default projection matrix computation.
  8853. */
  8854. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  8855. /**
  8856. * The transformed position. Position of the light in world space taking parenting in account.
  8857. */
  8858. transformedPosition: Vector3;
  8859. /**
  8860. * The transformed direction. Direction of the light in world space taking parenting in account.
  8861. */
  8862. transformedDirection: Vector3;
  8863. private _needProjectionMatrixCompute;
  8864. /**
  8865. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  8866. * @returns true if the information has been computed, false if it does not need to (no parenting)
  8867. */
  8868. computeTransformedInformation(): boolean;
  8869. /**
  8870. * Return the depth scale used for the shadow map.
  8871. * @returns the depth scale.
  8872. */
  8873. getDepthScale(): number;
  8874. /**
  8875. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  8876. * @param faceIndex The index of the face we are computed the direction to generate shadow
  8877. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  8878. */
  8879. getShadowDirection(faceIndex?: number): Vector3;
  8880. /**
  8881. * Returns the ShadowLight absolute position in the World.
  8882. * @returns the position vector in world space
  8883. */
  8884. getAbsolutePosition(): Vector3;
  8885. /**
  8886. * Sets the ShadowLight direction toward the passed target.
  8887. * @param target The point to target in local space
  8888. * @returns the updated ShadowLight direction
  8889. */
  8890. setDirectionToTarget(target: Vector3): Vector3;
  8891. /**
  8892. * Returns the light rotation in euler definition.
  8893. * @returns the x y z rotation in local space.
  8894. */
  8895. getRotation(): Vector3;
  8896. /**
  8897. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  8898. * @returns true if a cube texture needs to be use
  8899. */
  8900. needCube(): boolean;
  8901. /**
  8902. * Detects if the projection matrix requires to be recomputed this frame.
  8903. * @returns true if it requires to be recomputed otherwise, false.
  8904. */
  8905. needProjectionMatrixCompute(): boolean;
  8906. /**
  8907. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  8908. */
  8909. forceProjectionMatrixCompute(): void;
  8910. /** @hidden */
  8911. _initCache(): void;
  8912. /** @hidden */
  8913. _isSynchronized(): boolean;
  8914. /**
  8915. * Computes the world matrix of the node
  8916. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  8917. * @returns the world matrix
  8918. */
  8919. computeWorldMatrix(force?: boolean): Matrix;
  8920. /**
  8921. * Gets the minZ used for shadow according to both the scene and the light.
  8922. * @param activeCamera The camera we are returning the min for
  8923. * @returns the depth min z
  8924. */
  8925. getDepthMinZ(activeCamera: Camera): number;
  8926. /**
  8927. * Gets the maxZ used for shadow according to both the scene and the light.
  8928. * @param activeCamera The camera we are returning the max for
  8929. * @returns the depth max z
  8930. */
  8931. getDepthMaxZ(activeCamera: Camera): number;
  8932. /**
  8933. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  8934. * @param matrix The materix to updated with the projection information
  8935. * @param viewMatrix The transform matrix of the light
  8936. * @param renderList The list of mesh to render in the map
  8937. * @returns The current light
  8938. */
  8939. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  8940. }
  8941. }
  8942. declare module "babylonjs/Materials/effectFallbacks" {
  8943. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  8944. import { Effect } from "babylonjs/Materials/effect";
  8945. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8946. /**
  8947. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  8948. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  8949. */
  8950. export class EffectFallbacks implements IEffectFallbacks {
  8951. private _defines;
  8952. private _currentRank;
  8953. private _maxRank;
  8954. private _mesh;
  8955. /**
  8956. * Removes the fallback from the bound mesh.
  8957. */
  8958. unBindMesh(): void;
  8959. /**
  8960. * Adds a fallback on the specified property.
  8961. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8962. * @param define The name of the define in the shader
  8963. */
  8964. addFallback(rank: number, define: string): void;
  8965. /**
  8966. * Sets the mesh to use CPU skinning when needing to fallback.
  8967. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  8968. * @param mesh The mesh to use the fallbacks.
  8969. */
  8970. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  8971. /**
  8972. * Checks to see if more fallbacks are still availible.
  8973. */
  8974. readonly hasMoreFallbacks: boolean;
  8975. /**
  8976. * Removes the defines that should be removed when falling back.
  8977. * @param currentDefines defines the current define statements for the shader.
  8978. * @param effect defines the current effect we try to compile
  8979. * @returns The resulting defines with defines of the current rank removed.
  8980. */
  8981. reduce(currentDefines: string, effect: Effect): string;
  8982. }
  8983. }
  8984. declare module "babylonjs/Materials/materialHelper" {
  8985. import { Nullable } from "babylonjs/types";
  8986. import { Scene } from "babylonjs/scene";
  8987. import { Engine } from "babylonjs/Engines/engine";
  8988. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  8989. import { Light } from "babylonjs/Lights/light";
  8990. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  8991. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  8992. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  8993. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  8994. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  8995. /**
  8996. * "Static Class" containing the most commonly used helper while dealing with material for
  8997. * rendering purpose.
  8998. *
  8999. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  9000. *
  9001. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  9002. */
  9003. export class MaterialHelper {
  9004. /**
  9005. * Bind the current view position to an effect.
  9006. * @param effect The effect to be bound
  9007. * @param scene The scene the eyes position is used from
  9008. */
  9009. static BindEyePosition(effect: Effect, scene: Scene): void;
  9010. /**
  9011. * Helps preparing the defines values about the UVs in used in the effect.
  9012. * UVs are shared as much as we can accross channels in the shaders.
  9013. * @param texture The texture we are preparing the UVs for
  9014. * @param defines The defines to update
  9015. * @param key The channel key "diffuse", "specular"... used in the shader
  9016. */
  9017. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  9018. /**
  9019. * Binds a texture matrix value to its corrsponding uniform
  9020. * @param texture The texture to bind the matrix for
  9021. * @param uniformBuffer The uniform buffer receivin the data
  9022. * @param key The channel key "diffuse", "specular"... used in the shader
  9023. */
  9024. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  9025. /**
  9026. * Gets the current status of the fog (should it be enabled?)
  9027. * @param mesh defines the mesh to evaluate for fog support
  9028. * @param scene defines the hosting scene
  9029. * @returns true if fog must be enabled
  9030. */
  9031. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  9032. /**
  9033. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  9034. * @param mesh defines the current mesh
  9035. * @param scene defines the current scene
  9036. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  9037. * @param pointsCloud defines if point cloud rendering has to be turned on
  9038. * @param fogEnabled defines if fog has to be turned on
  9039. * @param alphaTest defines if alpha testing has to be turned on
  9040. * @param defines defines the current list of defines
  9041. */
  9042. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  9043. /**
  9044. * Helper used to prepare the list of defines associated with frame values for shader compilation
  9045. * @param scene defines the current scene
  9046. * @param engine defines the current engine
  9047. * @param defines specifies the list of active defines
  9048. * @param useInstances defines if instances have to be turned on
  9049. * @param useClipPlane defines if clip plane have to be turned on
  9050. */
  9051. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  9052. /**
  9053. * Prepares the defines for bones
  9054. * @param mesh The mesh containing the geometry data we will draw
  9055. * @param defines The defines to update
  9056. */
  9057. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  9058. /**
  9059. * Prepares the defines for morph targets
  9060. * @param mesh The mesh containing the geometry data we will draw
  9061. * @param defines The defines to update
  9062. */
  9063. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  9064. /**
  9065. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  9066. * @param mesh The mesh containing the geometry data we will draw
  9067. * @param defines The defines to update
  9068. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  9069. * @param useBones Precise whether bones should be used or not (override mesh info)
  9070. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  9071. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  9072. * @returns false if defines are considered not dirty and have not been checked
  9073. */
  9074. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  9075. /**
  9076. * Prepares the defines related to multiview
  9077. * @param scene The scene we are intending to draw
  9078. * @param defines The defines to update
  9079. */
  9080. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  9081. /**
  9082. * Prepares the defines related to the light information passed in parameter
  9083. * @param scene The scene we are intending to draw
  9084. * @param mesh The mesh the effect is compiling for
  9085. * @param light The light the effect is compiling for
  9086. * @param lightIndex The index of the light
  9087. * @param defines The defines to update
  9088. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9089. * @param state Defines the current state regarding what is needed (normals, etc...)
  9090. */
  9091. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  9092. needNormals: boolean;
  9093. needRebuild: boolean;
  9094. shadowEnabled: boolean;
  9095. specularEnabled: boolean;
  9096. lightmapMode: boolean;
  9097. }): void;
  9098. /**
  9099. * Prepares the defines related to the light information passed in parameter
  9100. * @param scene The scene we are intending to draw
  9101. * @param mesh The mesh the effect is compiling for
  9102. * @param defines The defines to update
  9103. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  9104. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  9105. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  9106. * @returns true if normals will be required for the rest of the effect
  9107. */
  9108. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  9109. /**
  9110. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  9111. * @param lightIndex defines the light index
  9112. * @param uniformsList The uniform list
  9113. * @param samplersList The sampler list
  9114. * @param projectedLightTexture defines if projected texture must be used
  9115. * @param uniformBuffersList defines an optional list of uniform buffers
  9116. */
  9117. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  9118. /**
  9119. * Prepares the uniforms and samplers list to be used in the effect
  9120. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  9121. * @param samplersList The sampler list
  9122. * @param defines The defines helping in the list generation
  9123. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  9124. */
  9125. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  9126. /**
  9127. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  9128. * @param defines The defines to update while falling back
  9129. * @param fallbacks The authorized effect fallbacks
  9130. * @param maxSimultaneousLights The maximum number of lights allowed
  9131. * @param rank the current rank of the Effect
  9132. * @returns The newly affected rank
  9133. */
  9134. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  9135. private static _TmpMorphInfluencers;
  9136. /**
  9137. * Prepares the list of attributes required for morph targets according to the effect defines.
  9138. * @param attribs The current list of supported attribs
  9139. * @param mesh The mesh to prepare the morph targets attributes for
  9140. * @param influencers The number of influencers
  9141. */
  9142. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  9143. /**
  9144. * Prepares the list of attributes required for morph targets according to the effect defines.
  9145. * @param attribs The current list of supported attribs
  9146. * @param mesh The mesh to prepare the morph targets attributes for
  9147. * @param defines The current Defines of the effect
  9148. */
  9149. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  9150. /**
  9151. * Prepares the list of attributes required for bones according to the effect defines.
  9152. * @param attribs The current list of supported attribs
  9153. * @param mesh The mesh to prepare the bones attributes for
  9154. * @param defines The current Defines of the effect
  9155. * @param fallbacks The current efffect fallback strategy
  9156. */
  9157. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  9158. /**
  9159. * Check and prepare the list of attributes required for instances according to the effect defines.
  9160. * @param attribs The current list of supported attribs
  9161. * @param defines The current MaterialDefines of the effect
  9162. */
  9163. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  9164. /**
  9165. * Add the list of attributes required for instances to the attribs array.
  9166. * @param attribs The current list of supported attribs
  9167. */
  9168. static PushAttributesForInstances(attribs: string[]): void;
  9169. /**
  9170. * Binds the light information to the effect.
  9171. * @param light The light containing the generator
  9172. * @param effect The effect we are binding the data to
  9173. * @param lightIndex The light index in the effect used to render
  9174. */
  9175. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  9176. /**
  9177. * Binds the lights information from the scene to the effect for the given mesh.
  9178. * @param light Light to bind
  9179. * @param lightIndex Light index
  9180. * @param scene The scene where the light belongs to
  9181. * @param effect The effect we are binding the data to
  9182. * @param useSpecular Defines if specular is supported
  9183. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9184. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9185. */
  9186. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9187. /**
  9188. * Binds the lights information from the scene to the effect for the given mesh.
  9189. * @param scene The scene the lights belongs to
  9190. * @param mesh The mesh we are binding the information to render
  9191. * @param effect The effect we are binding the data to
  9192. * @param defines The generated defines for the effect
  9193. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  9194. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  9195. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  9196. */
  9197. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  9198. private static _tempFogColor;
  9199. /**
  9200. * Binds the fog information from the scene to the effect for the given mesh.
  9201. * @param scene The scene the lights belongs to
  9202. * @param mesh The mesh we are binding the information to render
  9203. * @param effect The effect we are binding the data to
  9204. * @param linearSpace Defines if the fog effect is applied in linear space
  9205. */
  9206. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  9207. /**
  9208. * Binds the bones information from the mesh to the effect.
  9209. * @param mesh The mesh we are binding the information to render
  9210. * @param effect The effect we are binding the data to
  9211. */
  9212. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  9213. /**
  9214. * Binds the morph targets information from the mesh to the effect.
  9215. * @param abstractMesh The mesh we are binding the information to render
  9216. * @param effect The effect we are binding the data to
  9217. */
  9218. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  9219. /**
  9220. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  9221. * @param defines The generated defines used in the effect
  9222. * @param effect The effect we are binding the data to
  9223. * @param scene The scene we are willing to render with logarithmic scale for
  9224. */
  9225. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  9226. /**
  9227. * Binds the clip plane information from the scene to the effect.
  9228. * @param scene The scene the clip plane information are extracted from
  9229. * @param effect The effect we are binding the data to
  9230. */
  9231. static BindClipPlane(effect: Effect, scene: Scene): void;
  9232. }
  9233. }
  9234. declare module "babylonjs/Shaders/ShadersInclude/packingFunctions" {
  9235. /** @hidden */
  9236. export var packingFunctions: {
  9237. name: string;
  9238. shader: string;
  9239. };
  9240. }
  9241. declare module "babylonjs/Shaders/shadowMap.fragment" {
  9242. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  9243. /** @hidden */
  9244. export var shadowMapPixelShader: {
  9245. name: string;
  9246. shader: string;
  9247. };
  9248. }
  9249. declare module "babylonjs/Shaders/ShadersInclude/bonesDeclaration" {
  9250. /** @hidden */
  9251. export var bonesDeclaration: {
  9252. name: string;
  9253. shader: string;
  9254. };
  9255. }
  9256. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration" {
  9257. /** @hidden */
  9258. export var morphTargetsVertexGlobalDeclaration: {
  9259. name: string;
  9260. shader: string;
  9261. };
  9262. }
  9263. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration" {
  9264. /** @hidden */
  9265. export var morphTargetsVertexDeclaration: {
  9266. name: string;
  9267. shader: string;
  9268. };
  9269. }
  9270. declare module "babylonjs/Shaders/ShadersInclude/instancesDeclaration" {
  9271. /** @hidden */
  9272. export var instancesDeclaration: {
  9273. name: string;
  9274. shader: string;
  9275. };
  9276. }
  9277. declare module "babylonjs/Shaders/ShadersInclude/helperFunctions" {
  9278. /** @hidden */
  9279. export var helperFunctions: {
  9280. name: string;
  9281. shader: string;
  9282. };
  9283. }
  9284. declare module "babylonjs/Shaders/ShadersInclude/morphTargetsVertex" {
  9285. /** @hidden */
  9286. export var morphTargetsVertex: {
  9287. name: string;
  9288. shader: string;
  9289. };
  9290. }
  9291. declare module "babylonjs/Shaders/ShadersInclude/instancesVertex" {
  9292. /** @hidden */
  9293. export var instancesVertex: {
  9294. name: string;
  9295. shader: string;
  9296. };
  9297. }
  9298. declare module "babylonjs/Shaders/ShadersInclude/bonesVertex" {
  9299. /** @hidden */
  9300. export var bonesVertex: {
  9301. name: string;
  9302. shader: string;
  9303. };
  9304. }
  9305. declare module "babylonjs/Shaders/shadowMap.vertex" {
  9306. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  9307. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  9308. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  9309. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  9310. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  9311. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  9312. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  9313. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  9314. /** @hidden */
  9315. export var shadowMapVertexShader: {
  9316. name: string;
  9317. shader: string;
  9318. };
  9319. }
  9320. declare module "babylonjs/Shaders/depthBoxBlur.fragment" {
  9321. /** @hidden */
  9322. export var depthBoxBlurPixelShader: {
  9323. name: string;
  9324. shader: string;
  9325. };
  9326. }
  9327. declare module "babylonjs/Lights/Shadows/shadowGenerator" {
  9328. import { Nullable } from "babylonjs/types";
  9329. import { Scene } from "babylonjs/scene";
  9330. import { Matrix } from "babylonjs/Maths/math.vector";
  9331. import { SubMesh } from "babylonjs/Meshes/subMesh";
  9332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9333. import { Mesh } from "babylonjs/Meshes/mesh";
  9334. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  9335. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  9336. import { Effect } from "babylonjs/Materials/effect";
  9337. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  9338. import "babylonjs/Shaders/shadowMap.fragment";
  9339. import "babylonjs/Shaders/shadowMap.vertex";
  9340. import "babylonjs/Shaders/depthBoxBlur.fragment";
  9341. import { Observable } from "babylonjs/Misc/observable";
  9342. /**
  9343. * Defines the options associated with the creation of a custom shader for a shadow generator.
  9344. */
  9345. export interface ICustomShaderOptions {
  9346. /**
  9347. * Gets or sets the custom shader name to use
  9348. */
  9349. shaderName: string;
  9350. /**
  9351. * The list of attribute names used in the shader
  9352. */
  9353. attributes?: string[];
  9354. /**
  9355. * The list of unifrom names used in the shader
  9356. */
  9357. uniforms?: string[];
  9358. /**
  9359. * The list of sampler names used in the shader
  9360. */
  9361. samplers?: string[];
  9362. /**
  9363. * The list of defines used in the shader
  9364. */
  9365. defines?: string[];
  9366. }
  9367. /**
  9368. * Interface to implement to create a shadow generator compatible with BJS.
  9369. */
  9370. export interface IShadowGenerator {
  9371. /**
  9372. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9373. * @returns The render target texture if present otherwise, null
  9374. */
  9375. getShadowMap(): Nullable<RenderTargetTexture>;
  9376. /**
  9377. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9378. * @returns The render target texture if the shadow map is present otherwise, null
  9379. */
  9380. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9381. /**
  9382. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9383. * @param subMesh The submesh we want to render in the shadow map
  9384. * @param useInstances Defines wether will draw in the map using instances
  9385. * @returns true if ready otherwise, false
  9386. */
  9387. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9388. /**
  9389. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9390. * @param defines Defines of the material we want to update
  9391. * @param lightIndex Index of the light in the enabled light list of the material
  9392. */
  9393. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  9394. /**
  9395. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9396. * defined in the generator but impacting the effect).
  9397. * It implies the unifroms available on the materials are the standard BJS ones.
  9398. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9399. * @param effect The effect we are binfing the information for
  9400. */
  9401. bindShadowLight(lightIndex: string, effect: Effect): void;
  9402. /**
  9403. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9404. * (eq to shadow prjection matrix * light transform matrix)
  9405. * @returns The transform matrix used to create the shadow map
  9406. */
  9407. getTransformMatrix(): Matrix;
  9408. /**
  9409. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9410. * Cube and 2D textures for instance.
  9411. */
  9412. recreateShadowMap(): void;
  9413. /**
  9414. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9415. * @param onCompiled Callback triggered at the and of the effects compilation
  9416. * @param options Sets of optional options forcing the compilation with different modes
  9417. */
  9418. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9419. useInstances: boolean;
  9420. }>): void;
  9421. /**
  9422. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9423. * @param options Sets of optional options forcing the compilation with different modes
  9424. * @returns A promise that resolves when the compilation completes
  9425. */
  9426. forceCompilationAsync(options?: Partial<{
  9427. useInstances: boolean;
  9428. }>): Promise<void>;
  9429. /**
  9430. * Serializes the shadow generator setup to a json object.
  9431. * @returns The serialized JSON object
  9432. */
  9433. serialize(): any;
  9434. /**
  9435. * Disposes the Shadow map and related Textures and effects.
  9436. */
  9437. dispose(): void;
  9438. }
  9439. /**
  9440. * Default implementation IShadowGenerator.
  9441. * This is the main object responsible of generating shadows in the framework.
  9442. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  9443. */
  9444. export class ShadowGenerator implements IShadowGenerator {
  9445. /**
  9446. * Shadow generator mode None: no filtering applied.
  9447. */
  9448. static readonly FILTER_NONE: number;
  9449. /**
  9450. * Shadow generator mode ESM: Exponential Shadow Mapping.
  9451. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9452. */
  9453. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  9454. /**
  9455. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  9456. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  9457. */
  9458. static readonly FILTER_POISSONSAMPLING: number;
  9459. /**
  9460. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  9461. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9462. */
  9463. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  9464. /**
  9465. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  9466. * edge artifacts on steep falloff.
  9467. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9468. */
  9469. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  9470. /**
  9471. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  9472. * edge artifacts on steep falloff.
  9473. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  9474. */
  9475. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  9476. /**
  9477. * Shadow generator mode PCF: Percentage Closer Filtering
  9478. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9479. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  9480. */
  9481. static readonly FILTER_PCF: number;
  9482. /**
  9483. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  9484. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  9485. * Contact Hardening
  9486. */
  9487. static readonly FILTER_PCSS: number;
  9488. /**
  9489. * Reserved for PCF and PCSS
  9490. * Highest Quality.
  9491. *
  9492. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  9493. *
  9494. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  9495. */
  9496. static readonly QUALITY_HIGH: number;
  9497. /**
  9498. * Reserved for PCF and PCSS
  9499. * Good tradeoff for quality/perf cross devices
  9500. *
  9501. * Execute PCF on a 3*3 kernel.
  9502. *
  9503. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  9504. */
  9505. static readonly QUALITY_MEDIUM: number;
  9506. /**
  9507. * Reserved for PCF and PCSS
  9508. * The lowest quality but the fastest.
  9509. *
  9510. * Execute PCF on a 1*1 kernel.
  9511. *
  9512. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  9513. */
  9514. static readonly QUALITY_LOW: number;
  9515. /** Gets or sets the custom shader name to use */
  9516. customShaderOptions: ICustomShaderOptions;
  9517. /**
  9518. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  9519. */
  9520. onBeforeShadowMapRenderObservable: Observable<Effect>;
  9521. /**
  9522. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  9523. */
  9524. onAfterShadowMapRenderObservable: Observable<Effect>;
  9525. /**
  9526. * Observable triggered before a mesh is rendered in the shadow map.
  9527. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  9528. */
  9529. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  9530. /**
  9531. * Observable triggered after a mesh is rendered in the shadow map.
  9532. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  9533. */
  9534. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  9535. private _bias;
  9536. /**
  9537. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  9538. */
  9539. /**
  9540. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  9541. */
  9542. bias: number;
  9543. private _normalBias;
  9544. /**
  9545. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9546. */
  9547. /**
  9548. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  9549. */
  9550. normalBias: number;
  9551. private _blurBoxOffset;
  9552. /**
  9553. * Gets the blur box offset: offset applied during the blur pass.
  9554. * Only useful if useKernelBlur = false
  9555. */
  9556. /**
  9557. * Sets the blur box offset: offset applied during the blur pass.
  9558. * Only useful if useKernelBlur = false
  9559. */
  9560. blurBoxOffset: number;
  9561. private _blurScale;
  9562. /**
  9563. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  9564. * 2 means half of the size.
  9565. */
  9566. /**
  9567. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  9568. * 2 means half of the size.
  9569. */
  9570. blurScale: number;
  9571. private _blurKernel;
  9572. /**
  9573. * Gets the blur kernel: kernel size of the blur pass.
  9574. * Only useful if useKernelBlur = true
  9575. */
  9576. /**
  9577. * Sets the blur kernel: kernel size of the blur pass.
  9578. * Only useful if useKernelBlur = true
  9579. */
  9580. blurKernel: number;
  9581. private _useKernelBlur;
  9582. /**
  9583. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  9584. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9585. */
  9586. /**
  9587. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  9588. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  9589. */
  9590. useKernelBlur: boolean;
  9591. private _depthScale;
  9592. /**
  9593. * Gets the depth scale used in ESM mode.
  9594. */
  9595. /**
  9596. * Sets the depth scale used in ESM mode.
  9597. * This can override the scale stored on the light.
  9598. */
  9599. depthScale: number;
  9600. private _filter;
  9601. /**
  9602. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  9603. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9604. */
  9605. /**
  9606. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  9607. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  9608. */
  9609. filter: number;
  9610. /**
  9611. * Gets if the current filter is set to Poisson Sampling.
  9612. */
  9613. /**
  9614. * Sets the current filter to Poisson Sampling.
  9615. */
  9616. usePoissonSampling: boolean;
  9617. /**
  9618. * Gets if the current filter is set to ESM.
  9619. */
  9620. /**
  9621. * Sets the current filter is to ESM.
  9622. */
  9623. useExponentialShadowMap: boolean;
  9624. /**
  9625. * Gets if the current filter is set to filtered ESM.
  9626. */
  9627. /**
  9628. * Gets if the current filter is set to filtered ESM.
  9629. */
  9630. useBlurExponentialShadowMap: boolean;
  9631. /**
  9632. * Gets if the current filter is set to "close ESM" (using the inverse of the
  9633. * exponential to prevent steep falloff artifacts).
  9634. */
  9635. /**
  9636. * Sets the current filter to "close ESM" (using the inverse of the
  9637. * exponential to prevent steep falloff artifacts).
  9638. */
  9639. useCloseExponentialShadowMap: boolean;
  9640. /**
  9641. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  9642. * exponential to prevent steep falloff artifacts).
  9643. */
  9644. /**
  9645. * Sets the current filter to filtered "close ESM" (using the inverse of the
  9646. * exponential to prevent steep falloff artifacts).
  9647. */
  9648. useBlurCloseExponentialShadowMap: boolean;
  9649. /**
  9650. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  9651. */
  9652. /**
  9653. * Sets the current filter to "PCF" (percentage closer filtering).
  9654. */
  9655. usePercentageCloserFiltering: boolean;
  9656. private _filteringQuality;
  9657. /**
  9658. * Gets the PCF or PCSS Quality.
  9659. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9660. */
  9661. /**
  9662. * Sets the PCF or PCSS Quality.
  9663. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  9664. */
  9665. filteringQuality: number;
  9666. /**
  9667. * Gets if the current filter is set to "PCSS" (contact hardening).
  9668. */
  9669. /**
  9670. * Sets the current filter to "PCSS" (contact hardening).
  9671. */
  9672. useContactHardeningShadow: boolean;
  9673. private _contactHardeningLightSizeUVRatio;
  9674. /**
  9675. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9676. * Using a ratio helps keeping shape stability independently of the map size.
  9677. *
  9678. * It does not account for the light projection as it was having too much
  9679. * instability during the light setup or during light position changes.
  9680. *
  9681. * Only valid if useContactHardeningShadow is true.
  9682. */
  9683. /**
  9684. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  9685. * Using a ratio helps keeping shape stability independently of the map size.
  9686. *
  9687. * It does not account for the light projection as it was having too much
  9688. * instability during the light setup or during light position changes.
  9689. *
  9690. * Only valid if useContactHardeningShadow is true.
  9691. */
  9692. contactHardeningLightSizeUVRatio: number;
  9693. private _darkness;
  9694. /** Gets or sets the actual darkness of a shadow */
  9695. darkness: number;
  9696. /**
  9697. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  9698. * 0 means strongest and 1 would means no shadow.
  9699. * @returns the darkness.
  9700. */
  9701. getDarkness(): number;
  9702. /**
  9703. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  9704. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  9705. * @returns the shadow generator allowing fluent coding.
  9706. */
  9707. setDarkness(darkness: number): ShadowGenerator;
  9708. private _transparencyShadow;
  9709. /** Gets or sets the ability to have transparent shadow */
  9710. transparencyShadow: boolean;
  9711. /**
  9712. * Sets the ability to have transparent shadow (boolean).
  9713. * @param transparent True if transparent else False
  9714. * @returns the shadow generator allowing fluent coding
  9715. */
  9716. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  9717. private _shadowMap;
  9718. private _shadowMap2;
  9719. /**
  9720. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  9721. * @returns The render target texture if present otherwise, null
  9722. */
  9723. getShadowMap(): Nullable<RenderTargetTexture>;
  9724. /**
  9725. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  9726. * @returns The render target texture if the shadow map is present otherwise, null
  9727. */
  9728. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  9729. /**
  9730. * Gets the class name of that object
  9731. * @returns "ShadowGenerator"
  9732. */
  9733. getClassName(): string;
  9734. /**
  9735. * Helper function to add a mesh and its descendants to the list of shadow casters.
  9736. * @param mesh Mesh to add
  9737. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  9738. * @returns the Shadow Generator itself
  9739. */
  9740. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9741. /**
  9742. * Helper function to remove a mesh and its descendants from the list of shadow casters
  9743. * @param mesh Mesh to remove
  9744. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  9745. * @returns the Shadow Generator itself
  9746. */
  9747. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  9748. /**
  9749. * Controls the extent to which the shadows fade out at the edge of the frustum
  9750. * Used only by directionals and spots
  9751. */
  9752. frustumEdgeFalloff: number;
  9753. private _light;
  9754. /**
  9755. * Returns the associated light object.
  9756. * @returns the light generating the shadow
  9757. */
  9758. getLight(): IShadowLight;
  9759. /**
  9760. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  9761. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  9762. * It might on the other hand introduce peter panning.
  9763. */
  9764. forceBackFacesOnly: boolean;
  9765. private _scene;
  9766. private _lightDirection;
  9767. private _effect;
  9768. private _viewMatrix;
  9769. private _projectionMatrix;
  9770. private _transformMatrix;
  9771. private _cachedPosition;
  9772. private _cachedDirection;
  9773. private _cachedDefines;
  9774. private _currentRenderID;
  9775. private _boxBlurPostprocess;
  9776. private _kernelBlurXPostprocess;
  9777. private _kernelBlurYPostprocess;
  9778. private _blurPostProcesses;
  9779. private _mapSize;
  9780. private _currentFaceIndex;
  9781. private _currentFaceIndexCache;
  9782. private _textureType;
  9783. private _defaultTextureMatrix;
  9784. private _storedUniqueId;
  9785. /** @hidden */
  9786. static _SceneComponentInitialization: (scene: Scene) => void;
  9787. /**
  9788. * Creates a ShadowGenerator object.
  9789. * A ShadowGenerator is the required tool to use the shadows.
  9790. * Each light casting shadows needs to use its own ShadowGenerator.
  9791. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  9792. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  9793. * @param light The light object generating the shadows.
  9794. * @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.
  9795. */
  9796. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  9797. private _initializeGenerator;
  9798. private _initializeShadowMap;
  9799. private _initializeBlurRTTAndPostProcesses;
  9800. private _renderForShadowMap;
  9801. private _renderSubMeshForShadowMap;
  9802. private _applyFilterValues;
  9803. /**
  9804. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9805. * @param onCompiled Callback triggered at the and of the effects compilation
  9806. * @param options Sets of optional options forcing the compilation with different modes
  9807. */
  9808. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  9809. useInstances: boolean;
  9810. }>): void;
  9811. /**
  9812. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  9813. * @param options Sets of optional options forcing the compilation with different modes
  9814. * @returns A promise that resolves when the compilation completes
  9815. */
  9816. forceCompilationAsync(options?: Partial<{
  9817. useInstances: boolean;
  9818. }>): Promise<void>;
  9819. /**
  9820. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  9821. * @param subMesh The submesh we want to render in the shadow map
  9822. * @param useInstances Defines wether will draw in the map using instances
  9823. * @returns true if ready otherwise, false
  9824. */
  9825. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  9826. /**
  9827. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  9828. * @param defines Defines of the material we want to update
  9829. * @param lightIndex Index of the light in the enabled light list of the material
  9830. */
  9831. prepareDefines(defines: any, lightIndex: number): void;
  9832. /**
  9833. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  9834. * defined in the generator but impacting the effect).
  9835. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  9836. * @param effect The effect we are binfing the information for
  9837. */
  9838. bindShadowLight(lightIndex: string, effect: Effect): void;
  9839. /**
  9840. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  9841. * (eq to shadow prjection matrix * light transform matrix)
  9842. * @returns The transform matrix used to create the shadow map
  9843. */
  9844. getTransformMatrix(): Matrix;
  9845. /**
  9846. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  9847. * Cube and 2D textures for instance.
  9848. */
  9849. recreateShadowMap(): void;
  9850. private _disposeBlurPostProcesses;
  9851. private _disposeRTTandPostProcesses;
  9852. /**
  9853. * Disposes the ShadowGenerator.
  9854. * Returns nothing.
  9855. */
  9856. dispose(): void;
  9857. /**
  9858. * Serializes the shadow generator setup to a json object.
  9859. * @returns The serialized JSON object
  9860. */
  9861. serialize(): any;
  9862. /**
  9863. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  9864. * @param parsedShadowGenerator The JSON object to parse
  9865. * @param scene The scene to create the shadow map for
  9866. * @returns The parsed shadow generator
  9867. */
  9868. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  9869. }
  9870. }
  9871. declare module "babylonjs/Lights/light" {
  9872. import { Nullable } from "babylonjs/types";
  9873. import { Scene } from "babylonjs/scene";
  9874. import { Vector3 } from "babylonjs/Maths/math.vector";
  9875. import { Color3 } from "babylonjs/Maths/math.color";
  9876. import { Node } from "babylonjs/node";
  9877. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  9878. import { Effect } from "babylonjs/Materials/effect";
  9879. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  9880. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  9881. /**
  9882. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  9883. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  9884. * 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.
  9885. */
  9886. export abstract class Light extends Node {
  9887. /**
  9888. * Falloff Default: light is falling off following the material specification:
  9889. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  9890. */
  9891. static readonly FALLOFF_DEFAULT: number;
  9892. /**
  9893. * Falloff Physical: light is falling off following the inverse squared distance law.
  9894. */
  9895. static readonly FALLOFF_PHYSICAL: number;
  9896. /**
  9897. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  9898. * to enhance interoperability with other engines.
  9899. */
  9900. static readonly FALLOFF_GLTF: number;
  9901. /**
  9902. * Falloff Standard: light is falling off like in the standard material
  9903. * to enhance interoperability with other materials.
  9904. */
  9905. static readonly FALLOFF_STANDARD: number;
  9906. /**
  9907. * If every light affecting the material is in this lightmapMode,
  9908. * material.lightmapTexture adds or multiplies
  9909. * (depends on material.useLightmapAsShadowmap)
  9910. * after every other light calculations.
  9911. */
  9912. static readonly LIGHTMAP_DEFAULT: number;
  9913. /**
  9914. * material.lightmapTexture as only diffuse lighting from this light
  9915. * adds only specular lighting from this light
  9916. * adds dynamic shadows
  9917. */
  9918. static readonly LIGHTMAP_SPECULAR: number;
  9919. /**
  9920. * material.lightmapTexture as only lighting
  9921. * no light calculation from this light
  9922. * only adds dynamic shadows from this light
  9923. */
  9924. static readonly LIGHTMAP_SHADOWSONLY: number;
  9925. /**
  9926. * Each light type uses the default quantity according to its type:
  9927. * point/spot lights use luminous intensity
  9928. * directional lights use illuminance
  9929. */
  9930. static readonly INTENSITYMODE_AUTOMATIC: number;
  9931. /**
  9932. * lumen (lm)
  9933. */
  9934. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  9935. /**
  9936. * candela (lm/sr)
  9937. */
  9938. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  9939. /**
  9940. * lux (lm/m^2)
  9941. */
  9942. static readonly INTENSITYMODE_ILLUMINANCE: number;
  9943. /**
  9944. * nit (cd/m^2)
  9945. */
  9946. static readonly INTENSITYMODE_LUMINANCE: number;
  9947. /**
  9948. * Light type const id of the point light.
  9949. */
  9950. static readonly LIGHTTYPEID_POINTLIGHT: number;
  9951. /**
  9952. * Light type const id of the directional light.
  9953. */
  9954. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  9955. /**
  9956. * Light type const id of the spot light.
  9957. */
  9958. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  9959. /**
  9960. * Light type const id of the hemispheric light.
  9961. */
  9962. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  9963. /**
  9964. * Diffuse gives the basic color to an object.
  9965. */
  9966. diffuse: Color3;
  9967. /**
  9968. * Specular produces a highlight color on an object.
  9969. * Note: This is note affecting PBR materials.
  9970. */
  9971. specular: Color3;
  9972. /**
  9973. * Defines the falloff type for this light. This lets overrriding how punctual light are
  9974. * falling off base on range or angle.
  9975. * This can be set to any values in Light.FALLOFF_x.
  9976. *
  9977. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  9978. * other types of materials.
  9979. */
  9980. falloffType: number;
  9981. /**
  9982. * Strength of the light.
  9983. * Note: By default it is define in the framework own unit.
  9984. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  9985. */
  9986. intensity: number;
  9987. private _range;
  9988. protected _inverseSquaredRange: number;
  9989. /**
  9990. * Defines how far from the source the light is impacting in scene units.
  9991. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9992. */
  9993. /**
  9994. * Defines how far from the source the light is impacting in scene units.
  9995. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  9996. */
  9997. range: number;
  9998. /**
  9999. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  10000. * of light.
  10001. */
  10002. private _photometricScale;
  10003. private _intensityMode;
  10004. /**
  10005. * Gets the photometric scale used to interpret the intensity.
  10006. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10007. */
  10008. /**
  10009. * Sets the photometric scale used to interpret the intensity.
  10010. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  10011. */
  10012. intensityMode: number;
  10013. private _radius;
  10014. /**
  10015. * Gets the light radius used by PBR Materials to simulate soft area lights.
  10016. */
  10017. /**
  10018. * sets the light radius used by PBR Materials to simulate soft area lights.
  10019. */
  10020. radius: number;
  10021. private _renderPriority;
  10022. /**
  10023. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  10024. * exceeding the number allowed of the materials.
  10025. */
  10026. renderPriority: number;
  10027. private _shadowEnabled;
  10028. /**
  10029. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10030. * the current shadow generator.
  10031. */
  10032. /**
  10033. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  10034. * the current shadow generator.
  10035. */
  10036. shadowEnabled: boolean;
  10037. private _includedOnlyMeshes;
  10038. /**
  10039. * Gets the only meshes impacted by this light.
  10040. */
  10041. /**
  10042. * Sets the only meshes impacted by this light.
  10043. */
  10044. includedOnlyMeshes: AbstractMesh[];
  10045. private _excludedMeshes;
  10046. /**
  10047. * Gets the meshes not impacted by this light.
  10048. */
  10049. /**
  10050. * Sets the meshes not impacted by this light.
  10051. */
  10052. excludedMeshes: AbstractMesh[];
  10053. private _excludeWithLayerMask;
  10054. /**
  10055. * Gets the layer id use to find what meshes are not impacted by the light.
  10056. * Inactive if 0
  10057. */
  10058. /**
  10059. * Sets the layer id use to find what meshes are not impacted by the light.
  10060. * Inactive if 0
  10061. */
  10062. excludeWithLayerMask: number;
  10063. private _includeOnlyWithLayerMask;
  10064. /**
  10065. * Gets the layer id use to find what meshes are impacted by the light.
  10066. * Inactive if 0
  10067. */
  10068. /**
  10069. * Sets the layer id use to find what meshes are impacted by the light.
  10070. * Inactive if 0
  10071. */
  10072. includeOnlyWithLayerMask: number;
  10073. private _lightmapMode;
  10074. /**
  10075. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10076. */
  10077. /**
  10078. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  10079. */
  10080. lightmapMode: number;
  10081. /**
  10082. * Shadow generator associted to the light.
  10083. * @hidden Internal use only.
  10084. */
  10085. _shadowGenerator: Nullable<IShadowGenerator>;
  10086. /**
  10087. * @hidden Internal use only.
  10088. */
  10089. _excludedMeshesIds: string[];
  10090. /**
  10091. * @hidden Internal use only.
  10092. */
  10093. _includedOnlyMeshesIds: string[];
  10094. /**
  10095. * The current light unifom buffer.
  10096. * @hidden Internal use only.
  10097. */
  10098. _uniformBuffer: UniformBuffer;
  10099. /** @hidden */
  10100. _renderId: number;
  10101. /**
  10102. * Creates a Light object in the scene.
  10103. * Documentation : https://doc.babylonjs.com/babylon101/lights
  10104. * @param name The firendly name of the light
  10105. * @param scene The scene the light belongs too
  10106. */
  10107. constructor(name: string, scene: Scene);
  10108. protected abstract _buildUniformLayout(): void;
  10109. /**
  10110. * Sets the passed Effect "effect" with the Light information.
  10111. * @param effect The effect to update
  10112. * @param lightIndex The index of the light in the effect to update
  10113. * @returns The light
  10114. */
  10115. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  10116. /**
  10117. * Sets the passed Effect "effect" with the Light information.
  10118. * @param effect The effect to update
  10119. * @param lightDataUniformName The uniform used to store light data (position or direction)
  10120. * @returns The light
  10121. */
  10122. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  10123. /**
  10124. * Returns the string "Light".
  10125. * @returns the class name
  10126. */
  10127. getClassName(): string;
  10128. /** @hidden */
  10129. readonly _isLight: boolean;
  10130. /**
  10131. * Converts the light information to a readable string for debug purpose.
  10132. * @param fullDetails Supports for multiple levels of logging within scene loading
  10133. * @returns the human readable light info
  10134. */
  10135. toString(fullDetails?: boolean): string;
  10136. /** @hidden */
  10137. protected _syncParentEnabledState(): void;
  10138. /**
  10139. * Set the enabled state of this node.
  10140. * @param value - the new enabled state
  10141. */
  10142. setEnabled(value: boolean): void;
  10143. /**
  10144. * Returns the Light associated shadow generator if any.
  10145. * @return the associated shadow generator.
  10146. */
  10147. getShadowGenerator(): Nullable<IShadowGenerator>;
  10148. /**
  10149. * Returns a Vector3, the absolute light position in the World.
  10150. * @returns the world space position of the light
  10151. */
  10152. getAbsolutePosition(): Vector3;
  10153. /**
  10154. * Specifies if the light will affect the passed mesh.
  10155. * @param mesh The mesh to test against the light
  10156. * @return true the mesh is affected otherwise, false.
  10157. */
  10158. canAffectMesh(mesh: AbstractMesh): boolean;
  10159. /**
  10160. * Sort function to order lights for rendering.
  10161. * @param a First Light object to compare to second.
  10162. * @param b Second Light object to compare first.
  10163. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  10164. */
  10165. static CompareLightsPriority(a: Light, b: Light): number;
  10166. /**
  10167. * Releases resources associated with this node.
  10168. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  10169. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  10170. */
  10171. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  10172. /**
  10173. * Returns the light type ID (integer).
  10174. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  10175. */
  10176. getTypeID(): number;
  10177. /**
  10178. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  10179. * @returns the scaled intensity in intensity mode unit
  10180. */
  10181. getScaledIntensity(): number;
  10182. /**
  10183. * Returns a new Light object, named "name", from the current one.
  10184. * @param name The name of the cloned light
  10185. * @returns the new created light
  10186. */
  10187. clone(name: string): Nullable<Light>;
  10188. /**
  10189. * Serializes the current light into a Serialization object.
  10190. * @returns the serialized object.
  10191. */
  10192. serialize(): any;
  10193. /**
  10194. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  10195. * This new light is named "name" and added to the passed scene.
  10196. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  10197. * @param name The friendly name of the light
  10198. * @param scene The scene the new light will belong to
  10199. * @returns the constructor function
  10200. */
  10201. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  10202. /**
  10203. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  10204. * @param parsedLight The JSON representation of the light
  10205. * @param scene The scene to create the parsed light in
  10206. * @returns the created light after parsing
  10207. */
  10208. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  10209. private _hookArrayForExcluded;
  10210. private _hookArrayForIncludedOnly;
  10211. private _resyncMeshes;
  10212. /**
  10213. * Forces the meshes to update their light related information in their rendering used effects
  10214. * @hidden Internal Use Only
  10215. */
  10216. _markMeshesAsLightDirty(): void;
  10217. /**
  10218. * Recomputes the cached photometric scale if needed.
  10219. */
  10220. private _computePhotometricScale;
  10221. /**
  10222. * Returns the Photometric Scale according to the light type and intensity mode.
  10223. */
  10224. private _getPhotometricScale;
  10225. /**
  10226. * Reorder the light in the scene according to their defined priority.
  10227. * @hidden Internal Use Only
  10228. */
  10229. _reorderLightsInScene(): void;
  10230. /**
  10231. * Prepares the list of defines specific to the light type.
  10232. * @param defines the list of defines
  10233. * @param lightIndex defines the index of the light for the effect
  10234. */
  10235. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  10236. }
  10237. }
  10238. declare module "babylonjs/Actions/action" {
  10239. import { Observable } from "babylonjs/Misc/observable";
  10240. import { Condition } from "babylonjs/Actions/condition";
  10241. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10242. import { ActionManager } from "babylonjs/Actions/actionManager";
  10243. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10244. /**
  10245. * Interface used to define Action
  10246. */
  10247. export interface IAction {
  10248. /**
  10249. * Trigger for the action
  10250. */
  10251. trigger: number;
  10252. /** Options of the trigger */
  10253. triggerOptions: any;
  10254. /**
  10255. * Gets the trigger parameters
  10256. * @returns the trigger parameters
  10257. */
  10258. getTriggerParameter(): any;
  10259. /**
  10260. * Internal only - executes current action event
  10261. * @hidden
  10262. */
  10263. _executeCurrent(evt?: ActionEvent): void;
  10264. /**
  10265. * Serialize placeholder for child classes
  10266. * @param parent of child
  10267. * @returns the serialized object
  10268. */
  10269. serialize(parent: any): any;
  10270. /**
  10271. * Internal only
  10272. * @hidden
  10273. */
  10274. _prepare(): void;
  10275. /**
  10276. * Internal only - manager for action
  10277. * @hidden
  10278. */
  10279. _actionManager: AbstractActionManager;
  10280. /**
  10281. * Adds action to chain of actions, may be a DoNothingAction
  10282. * @param action defines the next action to execute
  10283. * @returns The action passed in
  10284. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10285. */
  10286. then(action: IAction): IAction;
  10287. }
  10288. /**
  10289. * The action to be carried out following a trigger
  10290. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  10291. */
  10292. export class Action implements IAction {
  10293. /** the trigger, with or without parameters, for the action */
  10294. triggerOptions: any;
  10295. /**
  10296. * Trigger for the action
  10297. */
  10298. trigger: number;
  10299. /**
  10300. * Internal only - manager for action
  10301. * @hidden
  10302. */
  10303. _actionManager: ActionManager;
  10304. private _nextActiveAction;
  10305. private _child;
  10306. private _condition?;
  10307. private _triggerParameter;
  10308. /**
  10309. * An event triggered prior to action being executed.
  10310. */
  10311. onBeforeExecuteObservable: Observable<Action>;
  10312. /**
  10313. * Creates a new Action
  10314. * @param triggerOptions the trigger, with or without parameters, for the action
  10315. * @param condition an optional determinant of action
  10316. */
  10317. constructor(
  10318. /** the trigger, with or without parameters, for the action */
  10319. triggerOptions: any, condition?: Condition);
  10320. /**
  10321. * Internal only
  10322. * @hidden
  10323. */
  10324. _prepare(): void;
  10325. /**
  10326. * Gets the trigger parameters
  10327. * @returns the trigger parameters
  10328. */
  10329. getTriggerParameter(): any;
  10330. /**
  10331. * Internal only - executes current action event
  10332. * @hidden
  10333. */
  10334. _executeCurrent(evt?: ActionEvent): void;
  10335. /**
  10336. * Execute placeholder for child classes
  10337. * @param evt optional action event
  10338. */
  10339. execute(evt?: ActionEvent): void;
  10340. /**
  10341. * Skips to next active action
  10342. */
  10343. skipToNextActiveAction(): void;
  10344. /**
  10345. * Adds action to chain of actions, may be a DoNothingAction
  10346. * @param action defines the next action to execute
  10347. * @returns The action passed in
  10348. * @see https://www.babylonjs-playground.com/#1T30HR#0
  10349. */
  10350. then(action: Action): Action;
  10351. /**
  10352. * Internal only
  10353. * @hidden
  10354. */
  10355. _getProperty(propertyPath: string): string;
  10356. /**
  10357. * Internal only
  10358. * @hidden
  10359. */
  10360. _getEffectiveTarget(target: any, propertyPath: string): any;
  10361. /**
  10362. * Serialize placeholder for child classes
  10363. * @param parent of child
  10364. * @returns the serialized object
  10365. */
  10366. serialize(parent: any): any;
  10367. /**
  10368. * Internal only called by serialize
  10369. * @hidden
  10370. */
  10371. protected _serialize(serializedAction: any, parent?: any): any;
  10372. /**
  10373. * Internal only
  10374. * @hidden
  10375. */
  10376. static _SerializeValueAsString: (value: any) => string;
  10377. /**
  10378. * Internal only
  10379. * @hidden
  10380. */
  10381. static _GetTargetProperty: (target: import("babylonjs/node").Node | import("babylonjs/scene").Scene) => {
  10382. name: string;
  10383. targetType: string;
  10384. value: string;
  10385. };
  10386. }
  10387. }
  10388. declare module "babylonjs/Actions/condition" {
  10389. import { ActionManager } from "babylonjs/Actions/actionManager";
  10390. /**
  10391. * A Condition applied to an Action
  10392. */
  10393. export class Condition {
  10394. /**
  10395. * Internal only - manager for action
  10396. * @hidden
  10397. */
  10398. _actionManager: ActionManager;
  10399. /**
  10400. * Internal only
  10401. * @hidden
  10402. */
  10403. _evaluationId: number;
  10404. /**
  10405. * Internal only
  10406. * @hidden
  10407. */
  10408. _currentResult: boolean;
  10409. /**
  10410. * Creates a new Condition
  10411. * @param actionManager the manager of the action the condition is applied to
  10412. */
  10413. constructor(actionManager: ActionManager);
  10414. /**
  10415. * Check if the current condition is valid
  10416. * @returns a boolean
  10417. */
  10418. isValid(): boolean;
  10419. /**
  10420. * Internal only
  10421. * @hidden
  10422. */
  10423. _getProperty(propertyPath: string): string;
  10424. /**
  10425. * Internal only
  10426. * @hidden
  10427. */
  10428. _getEffectiveTarget(target: any, propertyPath: string): any;
  10429. /**
  10430. * Serialize placeholder for child classes
  10431. * @returns the serialized object
  10432. */
  10433. serialize(): any;
  10434. /**
  10435. * Internal only
  10436. * @hidden
  10437. */
  10438. protected _serialize(serializedCondition: any): any;
  10439. }
  10440. /**
  10441. * Defines specific conditional operators as extensions of Condition
  10442. */
  10443. export class ValueCondition extends Condition {
  10444. /** path to specify the property of the target the conditional operator uses */
  10445. propertyPath: string;
  10446. /** the value compared by the conditional operator against the current value of the property */
  10447. value: any;
  10448. /** the conditional operator, default ValueCondition.IsEqual */
  10449. operator: number;
  10450. /**
  10451. * Internal only
  10452. * @hidden
  10453. */
  10454. private static _IsEqual;
  10455. /**
  10456. * Internal only
  10457. * @hidden
  10458. */
  10459. private static _IsDifferent;
  10460. /**
  10461. * Internal only
  10462. * @hidden
  10463. */
  10464. private static _IsGreater;
  10465. /**
  10466. * Internal only
  10467. * @hidden
  10468. */
  10469. private static _IsLesser;
  10470. /**
  10471. * returns the number for IsEqual
  10472. */
  10473. static readonly IsEqual: number;
  10474. /**
  10475. * Returns the number for IsDifferent
  10476. */
  10477. static readonly IsDifferent: number;
  10478. /**
  10479. * Returns the number for IsGreater
  10480. */
  10481. static readonly IsGreater: number;
  10482. /**
  10483. * Returns the number for IsLesser
  10484. */
  10485. static readonly IsLesser: number;
  10486. /**
  10487. * Internal only The action manager for the condition
  10488. * @hidden
  10489. */
  10490. _actionManager: ActionManager;
  10491. /**
  10492. * Internal only
  10493. * @hidden
  10494. */
  10495. private _target;
  10496. /**
  10497. * Internal only
  10498. * @hidden
  10499. */
  10500. private _effectiveTarget;
  10501. /**
  10502. * Internal only
  10503. * @hidden
  10504. */
  10505. private _property;
  10506. /**
  10507. * Creates a new ValueCondition
  10508. * @param actionManager manager for the action the condition applies to
  10509. * @param target for the action
  10510. * @param propertyPath path to specify the property of the target the conditional operator uses
  10511. * @param value the value compared by the conditional operator against the current value of the property
  10512. * @param operator the conditional operator, default ValueCondition.IsEqual
  10513. */
  10514. constructor(actionManager: ActionManager, target: any,
  10515. /** path to specify the property of the target the conditional operator uses */
  10516. propertyPath: string,
  10517. /** the value compared by the conditional operator against the current value of the property */
  10518. value: any,
  10519. /** the conditional operator, default ValueCondition.IsEqual */
  10520. operator?: number);
  10521. /**
  10522. * Compares the given value with the property value for the specified conditional operator
  10523. * @returns the result of the comparison
  10524. */
  10525. isValid(): boolean;
  10526. /**
  10527. * Serialize the ValueCondition into a JSON compatible object
  10528. * @returns serialization object
  10529. */
  10530. serialize(): any;
  10531. /**
  10532. * Gets the name of the conditional operator for the ValueCondition
  10533. * @param operator the conditional operator
  10534. * @returns the name
  10535. */
  10536. static GetOperatorName(operator: number): string;
  10537. }
  10538. /**
  10539. * Defines a predicate condition as an extension of Condition
  10540. */
  10541. export class PredicateCondition extends Condition {
  10542. /** defines the predicate function used to validate the condition */
  10543. predicate: () => boolean;
  10544. /**
  10545. * Internal only - manager for action
  10546. * @hidden
  10547. */
  10548. _actionManager: ActionManager;
  10549. /**
  10550. * Creates a new PredicateCondition
  10551. * @param actionManager manager for the action the condition applies to
  10552. * @param predicate defines the predicate function used to validate the condition
  10553. */
  10554. constructor(actionManager: ActionManager,
  10555. /** defines the predicate function used to validate the condition */
  10556. predicate: () => boolean);
  10557. /**
  10558. * @returns the validity of the predicate condition
  10559. */
  10560. isValid(): boolean;
  10561. }
  10562. /**
  10563. * Defines a state condition as an extension of Condition
  10564. */
  10565. export class StateCondition extends Condition {
  10566. /** Value to compare with target state */
  10567. value: string;
  10568. /**
  10569. * Internal only - manager for action
  10570. * @hidden
  10571. */
  10572. _actionManager: ActionManager;
  10573. /**
  10574. * Internal only
  10575. * @hidden
  10576. */
  10577. private _target;
  10578. /**
  10579. * Creates a new StateCondition
  10580. * @param actionManager manager for the action the condition applies to
  10581. * @param target of the condition
  10582. * @param value to compare with target state
  10583. */
  10584. constructor(actionManager: ActionManager, target: any,
  10585. /** Value to compare with target state */
  10586. value: string);
  10587. /**
  10588. * Gets a boolean indicating if the current condition is met
  10589. * @returns the validity of the state
  10590. */
  10591. isValid(): boolean;
  10592. /**
  10593. * Serialize the StateCondition into a JSON compatible object
  10594. * @returns serialization object
  10595. */
  10596. serialize(): any;
  10597. }
  10598. }
  10599. declare module "babylonjs/Actions/directActions" {
  10600. import { Action } from "babylonjs/Actions/action";
  10601. import { Condition } from "babylonjs/Actions/condition";
  10602. import { ActionEvent } from "babylonjs/Actions/actionEvent";
  10603. /**
  10604. * This defines an action responsible to toggle a boolean once triggered.
  10605. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10606. */
  10607. export class SwitchBooleanAction extends Action {
  10608. /**
  10609. * The path to the boolean property in the target object
  10610. */
  10611. propertyPath: string;
  10612. private _target;
  10613. private _effectiveTarget;
  10614. private _property;
  10615. /**
  10616. * Instantiate the action
  10617. * @param triggerOptions defines the trigger options
  10618. * @param target defines the object containing the boolean
  10619. * @param propertyPath defines the path to the boolean property in the target object
  10620. * @param condition defines the trigger related conditions
  10621. */
  10622. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  10623. /** @hidden */
  10624. _prepare(): void;
  10625. /**
  10626. * Execute the action toggle the boolean value.
  10627. */
  10628. execute(): void;
  10629. /**
  10630. * Serializes the actions and its related information.
  10631. * @param parent defines the object to serialize in
  10632. * @returns the serialized object
  10633. */
  10634. serialize(parent: any): any;
  10635. }
  10636. /**
  10637. * This defines an action responsible to set a the state field of the target
  10638. * to a desired value once triggered.
  10639. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10640. */
  10641. export class SetStateAction extends Action {
  10642. /**
  10643. * The value to store in the state field.
  10644. */
  10645. value: string;
  10646. private _target;
  10647. /**
  10648. * Instantiate the action
  10649. * @param triggerOptions defines the trigger options
  10650. * @param target defines the object containing the state property
  10651. * @param value defines the value to store in the state field
  10652. * @param condition defines the trigger related conditions
  10653. */
  10654. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  10655. /**
  10656. * Execute the action and store the value on the target state property.
  10657. */
  10658. execute(): void;
  10659. /**
  10660. * Serializes the actions and its related information.
  10661. * @param parent defines the object to serialize in
  10662. * @returns the serialized object
  10663. */
  10664. serialize(parent: any): any;
  10665. }
  10666. /**
  10667. * This defines an action responsible to set a property of the target
  10668. * to a desired value once triggered.
  10669. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10670. */
  10671. export class SetValueAction extends Action {
  10672. /**
  10673. * The path of the property to set in the target.
  10674. */
  10675. propertyPath: string;
  10676. /**
  10677. * The value to set in the property
  10678. */
  10679. value: any;
  10680. private _target;
  10681. private _effectiveTarget;
  10682. private _property;
  10683. /**
  10684. * Instantiate the action
  10685. * @param triggerOptions defines the trigger options
  10686. * @param target defines the object containing the property
  10687. * @param propertyPath defines the path of the property to set in the target
  10688. * @param value defines the value to set in the property
  10689. * @param condition defines the trigger related conditions
  10690. */
  10691. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10692. /** @hidden */
  10693. _prepare(): void;
  10694. /**
  10695. * Execute the action and set the targetted property to the desired value.
  10696. */
  10697. execute(): void;
  10698. /**
  10699. * Serializes the actions and its related information.
  10700. * @param parent defines the object to serialize in
  10701. * @returns the serialized object
  10702. */
  10703. serialize(parent: any): any;
  10704. }
  10705. /**
  10706. * This defines an action responsible to increment the target value
  10707. * to a desired value once triggered.
  10708. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10709. */
  10710. export class IncrementValueAction extends Action {
  10711. /**
  10712. * The path of the property to increment in the target.
  10713. */
  10714. propertyPath: string;
  10715. /**
  10716. * The value we should increment the property by.
  10717. */
  10718. value: any;
  10719. private _target;
  10720. private _effectiveTarget;
  10721. private _property;
  10722. /**
  10723. * Instantiate the action
  10724. * @param triggerOptions defines the trigger options
  10725. * @param target defines the object containing the property
  10726. * @param propertyPath defines the path of the property to increment in the target
  10727. * @param value defines the value value we should increment the property by
  10728. * @param condition defines the trigger related conditions
  10729. */
  10730. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  10731. /** @hidden */
  10732. _prepare(): void;
  10733. /**
  10734. * Execute the action and increment the target of the value amount.
  10735. */
  10736. execute(): void;
  10737. /**
  10738. * Serializes the actions and its related information.
  10739. * @param parent defines the object to serialize in
  10740. * @returns the serialized object
  10741. */
  10742. serialize(parent: any): any;
  10743. }
  10744. /**
  10745. * This defines an action responsible to start an animation once triggered.
  10746. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10747. */
  10748. export class PlayAnimationAction extends Action {
  10749. /**
  10750. * Where the animation should start (animation frame)
  10751. */
  10752. from: number;
  10753. /**
  10754. * Where the animation should stop (animation frame)
  10755. */
  10756. to: number;
  10757. /**
  10758. * Define if the animation should loop or stop after the first play.
  10759. */
  10760. loop?: boolean;
  10761. private _target;
  10762. /**
  10763. * Instantiate the action
  10764. * @param triggerOptions defines the trigger options
  10765. * @param target defines the target animation or animation name
  10766. * @param from defines from where the animation should start (animation frame)
  10767. * @param end defines where the animation should stop (animation frame)
  10768. * @param loop defines if the animation should loop or stop after the first play
  10769. * @param condition defines the trigger related conditions
  10770. */
  10771. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  10772. /** @hidden */
  10773. _prepare(): void;
  10774. /**
  10775. * Execute the action and play the animation.
  10776. */
  10777. execute(): void;
  10778. /**
  10779. * Serializes the actions and its related information.
  10780. * @param parent defines the object to serialize in
  10781. * @returns the serialized object
  10782. */
  10783. serialize(parent: any): any;
  10784. }
  10785. /**
  10786. * This defines an action responsible to stop an animation once triggered.
  10787. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10788. */
  10789. export class StopAnimationAction extends Action {
  10790. private _target;
  10791. /**
  10792. * Instantiate the action
  10793. * @param triggerOptions defines the trigger options
  10794. * @param target defines the target animation or animation name
  10795. * @param condition defines the trigger related conditions
  10796. */
  10797. constructor(triggerOptions: any, target: any, condition?: Condition);
  10798. /** @hidden */
  10799. _prepare(): void;
  10800. /**
  10801. * Execute the action and stop the animation.
  10802. */
  10803. execute(): void;
  10804. /**
  10805. * Serializes the actions and its related information.
  10806. * @param parent defines the object to serialize in
  10807. * @returns the serialized object
  10808. */
  10809. serialize(parent: any): any;
  10810. }
  10811. /**
  10812. * This defines an action responsible that does nothing once triggered.
  10813. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10814. */
  10815. export class DoNothingAction extends Action {
  10816. /**
  10817. * Instantiate the action
  10818. * @param triggerOptions defines the trigger options
  10819. * @param condition defines the trigger related conditions
  10820. */
  10821. constructor(triggerOptions?: any, condition?: Condition);
  10822. /**
  10823. * Execute the action and do nothing.
  10824. */
  10825. execute(): void;
  10826. /**
  10827. * Serializes the actions and its related information.
  10828. * @param parent defines the object to serialize in
  10829. * @returns the serialized object
  10830. */
  10831. serialize(parent: any): any;
  10832. }
  10833. /**
  10834. * This defines an action responsible to trigger several actions once triggered.
  10835. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10836. */
  10837. export class CombineAction extends Action {
  10838. /**
  10839. * The list of aggregated animations to run.
  10840. */
  10841. children: Action[];
  10842. /**
  10843. * Instantiate the action
  10844. * @param triggerOptions defines the trigger options
  10845. * @param children defines the list of aggregated animations to run
  10846. * @param condition defines the trigger related conditions
  10847. */
  10848. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  10849. /** @hidden */
  10850. _prepare(): void;
  10851. /**
  10852. * Execute the action and executes all the aggregated actions.
  10853. */
  10854. execute(evt: ActionEvent): void;
  10855. /**
  10856. * Serializes the actions and its related information.
  10857. * @param parent defines the object to serialize in
  10858. * @returns the serialized object
  10859. */
  10860. serialize(parent: any): any;
  10861. }
  10862. /**
  10863. * This defines an action responsible to run code (external event) once triggered.
  10864. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10865. */
  10866. export class ExecuteCodeAction extends Action {
  10867. /**
  10868. * The callback function to run.
  10869. */
  10870. func: (evt: ActionEvent) => void;
  10871. /**
  10872. * Instantiate the action
  10873. * @param triggerOptions defines the trigger options
  10874. * @param func defines the callback function to run
  10875. * @param condition defines the trigger related conditions
  10876. */
  10877. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  10878. /**
  10879. * Execute the action and run the attached code.
  10880. */
  10881. execute(evt: ActionEvent): void;
  10882. }
  10883. /**
  10884. * This defines an action responsible to set the parent property of the target once triggered.
  10885. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10886. */
  10887. export class SetParentAction extends Action {
  10888. private _parent;
  10889. private _target;
  10890. /**
  10891. * Instantiate the action
  10892. * @param triggerOptions defines the trigger options
  10893. * @param target defines the target containing the parent property
  10894. * @param parent defines from where the animation should start (animation frame)
  10895. * @param condition defines the trigger related conditions
  10896. */
  10897. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  10898. /** @hidden */
  10899. _prepare(): void;
  10900. /**
  10901. * Execute the action and set the parent property.
  10902. */
  10903. execute(): void;
  10904. /**
  10905. * Serializes the actions and its related information.
  10906. * @param parent defines the object to serialize in
  10907. * @returns the serialized object
  10908. */
  10909. serialize(parent: any): any;
  10910. }
  10911. }
  10912. declare module "babylonjs/Actions/actionManager" {
  10913. import { Nullable } from "babylonjs/types";
  10914. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  10915. import { Scene } from "babylonjs/scene";
  10916. import { IAction } from "babylonjs/Actions/action";
  10917. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  10918. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  10919. /**
  10920. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  10921. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  10922. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  10923. */
  10924. export class ActionManager extends AbstractActionManager {
  10925. /**
  10926. * Nothing
  10927. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10928. */
  10929. static readonly NothingTrigger: number;
  10930. /**
  10931. * On pick
  10932. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10933. */
  10934. static readonly OnPickTrigger: number;
  10935. /**
  10936. * On left pick
  10937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10938. */
  10939. static readonly OnLeftPickTrigger: number;
  10940. /**
  10941. * On right pick
  10942. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10943. */
  10944. static readonly OnRightPickTrigger: number;
  10945. /**
  10946. * On center pick
  10947. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10948. */
  10949. static readonly OnCenterPickTrigger: number;
  10950. /**
  10951. * On pick down
  10952. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10953. */
  10954. static readonly OnPickDownTrigger: number;
  10955. /**
  10956. * On double pick
  10957. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10958. */
  10959. static readonly OnDoublePickTrigger: number;
  10960. /**
  10961. * On pick up
  10962. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10963. */
  10964. static readonly OnPickUpTrigger: number;
  10965. /**
  10966. * On pick out.
  10967. * This trigger will only be raised if you also declared a OnPickDown
  10968. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10969. */
  10970. static readonly OnPickOutTrigger: number;
  10971. /**
  10972. * On long press
  10973. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10974. */
  10975. static readonly OnLongPressTrigger: number;
  10976. /**
  10977. * On pointer over
  10978. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10979. */
  10980. static readonly OnPointerOverTrigger: number;
  10981. /**
  10982. * On pointer out
  10983. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10984. */
  10985. static readonly OnPointerOutTrigger: number;
  10986. /**
  10987. * On every frame
  10988. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10989. */
  10990. static readonly OnEveryFrameTrigger: number;
  10991. /**
  10992. * On intersection enter
  10993. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10994. */
  10995. static readonly OnIntersectionEnterTrigger: number;
  10996. /**
  10997. * On intersection exit
  10998. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  10999. */
  11000. static readonly OnIntersectionExitTrigger: number;
  11001. /**
  11002. * On key down
  11003. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11004. */
  11005. static readonly OnKeyDownTrigger: number;
  11006. /**
  11007. * On key up
  11008. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  11009. */
  11010. static readonly OnKeyUpTrigger: number;
  11011. private _scene;
  11012. /**
  11013. * Creates a new action manager
  11014. * @param scene defines the hosting scene
  11015. */
  11016. constructor(scene: Scene);
  11017. /**
  11018. * Releases all associated resources
  11019. */
  11020. dispose(): void;
  11021. /**
  11022. * Gets hosting scene
  11023. * @returns the hosting scene
  11024. */
  11025. getScene(): Scene;
  11026. /**
  11027. * Does this action manager handles actions of any of the given triggers
  11028. * @param triggers defines the triggers to be tested
  11029. * @return a boolean indicating whether one (or more) of the triggers is handled
  11030. */
  11031. hasSpecificTriggers(triggers: number[]): boolean;
  11032. /**
  11033. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  11034. * speed.
  11035. * @param triggerA defines the trigger to be tested
  11036. * @param triggerB defines the trigger to be tested
  11037. * @return a boolean indicating whether one (or more) of the triggers is handled
  11038. */
  11039. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  11040. /**
  11041. * Does this action manager handles actions of a given trigger
  11042. * @param trigger defines the trigger to be tested
  11043. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  11044. * @return whether the trigger is handled
  11045. */
  11046. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  11047. /**
  11048. * Does this action manager has pointer triggers
  11049. */
  11050. readonly hasPointerTriggers: boolean;
  11051. /**
  11052. * Does this action manager has pick triggers
  11053. */
  11054. readonly hasPickTriggers: boolean;
  11055. /**
  11056. * Registers an action to this action manager
  11057. * @param action defines the action to be registered
  11058. * @return the action amended (prepared) after registration
  11059. */
  11060. registerAction(action: IAction): Nullable<IAction>;
  11061. /**
  11062. * Unregisters an action to this action manager
  11063. * @param action defines the action to be unregistered
  11064. * @return a boolean indicating whether the action has been unregistered
  11065. */
  11066. unregisterAction(action: IAction): Boolean;
  11067. /**
  11068. * Process a specific trigger
  11069. * @param trigger defines the trigger to process
  11070. * @param evt defines the event details to be processed
  11071. */
  11072. processTrigger(trigger: number, evt?: IActionEvent): void;
  11073. /** @hidden */
  11074. _getEffectiveTarget(target: any, propertyPath: string): any;
  11075. /** @hidden */
  11076. _getProperty(propertyPath: string): string;
  11077. /**
  11078. * Serialize this manager to a JSON object
  11079. * @param name defines the property name to store this manager
  11080. * @returns a JSON representation of this manager
  11081. */
  11082. serialize(name: string): any;
  11083. /**
  11084. * Creates a new ActionManager from a JSON data
  11085. * @param parsedActions defines the JSON data to read from
  11086. * @param object defines the hosting mesh
  11087. * @param scene defines the hosting scene
  11088. */
  11089. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  11090. /**
  11091. * Get a trigger name by index
  11092. * @param trigger defines the trigger index
  11093. * @returns a trigger name
  11094. */
  11095. static GetTriggerName(trigger: number): string;
  11096. }
  11097. }
  11098. declare module "babylonjs/Culling/ray" {
  11099. import { DeepImmutable, Nullable, float } from "babylonjs/types";
  11100. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  11101. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11102. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11103. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  11104. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  11105. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  11106. import { Plane } from "babylonjs/Maths/math.plane";
  11107. /**
  11108. * Class representing a ray with position and direction
  11109. */
  11110. export class Ray {
  11111. /** origin point */
  11112. origin: Vector3;
  11113. /** direction */
  11114. direction: Vector3;
  11115. /** length of the ray */
  11116. length: number;
  11117. private static readonly TmpVector3;
  11118. private _tmpRay;
  11119. /**
  11120. * Creates a new ray
  11121. * @param origin origin point
  11122. * @param direction direction
  11123. * @param length length of the ray
  11124. */
  11125. constructor(
  11126. /** origin point */
  11127. origin: Vector3,
  11128. /** direction */
  11129. direction: Vector3,
  11130. /** length of the ray */
  11131. length?: number);
  11132. /**
  11133. * Checks if the ray intersects a box
  11134. * @param minimum bound of the box
  11135. * @param maximum bound of the box
  11136. * @param intersectionTreshold extra extend to be added to the box in all direction
  11137. * @returns if the box was hit
  11138. */
  11139. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  11140. /**
  11141. * Checks if the ray intersects a box
  11142. * @param box the bounding box to check
  11143. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  11144. * @returns if the box was hit
  11145. */
  11146. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  11147. /**
  11148. * If the ray hits a sphere
  11149. * @param sphere the bounding sphere to check
  11150. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  11151. * @returns true if it hits the sphere
  11152. */
  11153. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  11154. /**
  11155. * If the ray hits a triange
  11156. * @param vertex0 triangle vertex
  11157. * @param vertex1 triangle vertex
  11158. * @param vertex2 triangle vertex
  11159. * @returns intersection information if hit
  11160. */
  11161. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  11162. /**
  11163. * Checks if ray intersects a plane
  11164. * @param plane the plane to check
  11165. * @returns the distance away it was hit
  11166. */
  11167. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  11168. /**
  11169. * Calculate the intercept of a ray on a given axis
  11170. * @param axis to check 'x' | 'y' | 'z'
  11171. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  11172. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  11173. */
  11174. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  11175. /**
  11176. * Checks if ray intersects a mesh
  11177. * @param mesh the mesh to check
  11178. * @param fastCheck if only the bounding box should checked
  11179. * @returns picking info of the intersecton
  11180. */
  11181. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  11182. /**
  11183. * Checks if ray intersects a mesh
  11184. * @param meshes the meshes to check
  11185. * @param fastCheck if only the bounding box should checked
  11186. * @param results array to store result in
  11187. * @returns Array of picking infos
  11188. */
  11189. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  11190. private _comparePickingInfo;
  11191. private static smallnum;
  11192. private static rayl;
  11193. /**
  11194. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  11195. * @param sega the first point of the segment to test the intersection against
  11196. * @param segb the second point of the segment to test the intersection against
  11197. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  11198. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  11199. */
  11200. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  11201. /**
  11202. * Update the ray from viewport position
  11203. * @param x position
  11204. * @param y y position
  11205. * @param viewportWidth viewport width
  11206. * @param viewportHeight viewport height
  11207. * @param world world matrix
  11208. * @param view view matrix
  11209. * @param projection projection matrix
  11210. * @returns this ray updated
  11211. */
  11212. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11213. /**
  11214. * Creates a ray with origin and direction of 0,0,0
  11215. * @returns the new ray
  11216. */
  11217. static Zero(): Ray;
  11218. /**
  11219. * Creates a new ray from screen space and viewport
  11220. * @param x position
  11221. * @param y y position
  11222. * @param viewportWidth viewport width
  11223. * @param viewportHeight viewport height
  11224. * @param world world matrix
  11225. * @param view view matrix
  11226. * @param projection projection matrix
  11227. * @returns new ray
  11228. */
  11229. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  11230. /**
  11231. * 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
  11232. * transformed to the given world matrix.
  11233. * @param origin The origin point
  11234. * @param end The end point
  11235. * @param world a matrix to transform the ray to. Default is the identity matrix.
  11236. * @returns the new ray
  11237. */
  11238. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  11239. /**
  11240. * Transforms a ray by a matrix
  11241. * @param ray ray to transform
  11242. * @param matrix matrix to apply
  11243. * @returns the resulting new ray
  11244. */
  11245. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  11246. /**
  11247. * Transforms a ray by a matrix
  11248. * @param ray ray to transform
  11249. * @param matrix matrix to apply
  11250. * @param result ray to store result in
  11251. */
  11252. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  11253. /**
  11254. * Unproject a ray from screen space to object space
  11255. * @param sourceX defines the screen space x coordinate to use
  11256. * @param sourceY defines the screen space y coordinate to use
  11257. * @param viewportWidth defines the current width of the viewport
  11258. * @param viewportHeight defines the current height of the viewport
  11259. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  11260. * @param view defines the view matrix to use
  11261. * @param projection defines the projection matrix to use
  11262. */
  11263. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  11264. }
  11265. /**
  11266. * Type used to define predicate used to select faces when a mesh intersection is detected
  11267. */
  11268. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  11269. module "babylonjs/scene" {
  11270. interface Scene {
  11271. /** @hidden */
  11272. _tempPickingRay: Nullable<Ray>;
  11273. /** @hidden */
  11274. _cachedRayForTransform: Ray;
  11275. /** @hidden */
  11276. _pickWithRayInverseMatrix: Matrix;
  11277. /** @hidden */
  11278. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  11279. /** @hidden */
  11280. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  11281. }
  11282. }
  11283. }
  11284. declare module "babylonjs/sceneComponent" {
  11285. import { Scene } from "babylonjs/scene";
  11286. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11287. import { SubMesh } from "babylonjs/Meshes/subMesh";
  11288. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  11289. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  11290. import { Nullable } from "babylonjs/types";
  11291. import { Camera } from "babylonjs/Cameras/camera";
  11292. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  11293. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11294. import { AbstractScene } from "babylonjs/abstractScene";
  11295. import { Mesh } from "babylonjs/Meshes/mesh";
  11296. /**
  11297. * Groups all the scene component constants in one place to ease maintenance.
  11298. * @hidden
  11299. */
  11300. export class SceneComponentConstants {
  11301. static readonly NAME_EFFECTLAYER: string;
  11302. static readonly NAME_LAYER: string;
  11303. static readonly NAME_LENSFLARESYSTEM: string;
  11304. static readonly NAME_BOUNDINGBOXRENDERER: string;
  11305. static readonly NAME_PARTICLESYSTEM: string;
  11306. static readonly NAME_GAMEPAD: string;
  11307. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  11308. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  11309. static readonly NAME_DEPTHRENDERER: string;
  11310. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  11311. static readonly NAME_SPRITE: string;
  11312. static readonly NAME_OUTLINERENDERER: string;
  11313. static readonly NAME_PROCEDURALTEXTURE: string;
  11314. static readonly NAME_SHADOWGENERATOR: string;
  11315. static readonly NAME_OCTREE: string;
  11316. static readonly NAME_PHYSICSENGINE: string;
  11317. static readonly NAME_AUDIO: string;
  11318. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  11319. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11320. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  11321. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  11322. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  11323. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  11324. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  11325. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  11326. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  11327. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  11328. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  11329. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  11330. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  11331. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  11332. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  11333. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  11334. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  11335. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  11336. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  11337. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  11338. static readonly STEP_AFTERRENDER_AUDIO: number;
  11339. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  11340. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  11341. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  11342. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  11343. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  11344. static readonly STEP_POINTERMOVE_SPRITE: number;
  11345. static readonly STEP_POINTERDOWN_SPRITE: number;
  11346. static readonly STEP_POINTERUP_SPRITE: number;
  11347. }
  11348. /**
  11349. * This represents a scene component.
  11350. *
  11351. * This is used to decouple the dependency the scene is having on the different workloads like
  11352. * layers, post processes...
  11353. */
  11354. export interface ISceneComponent {
  11355. /**
  11356. * The name of the component. Each component must have a unique name.
  11357. */
  11358. name: string;
  11359. /**
  11360. * The scene the component belongs to.
  11361. */
  11362. scene: Scene;
  11363. /**
  11364. * Register the component to one instance of a scene.
  11365. */
  11366. register(): void;
  11367. /**
  11368. * Rebuilds the elements related to this component in case of
  11369. * context lost for instance.
  11370. */
  11371. rebuild(): void;
  11372. /**
  11373. * Disposes the component and the associated ressources.
  11374. */
  11375. dispose(): void;
  11376. }
  11377. /**
  11378. * This represents a SERIALIZABLE scene component.
  11379. *
  11380. * This extends Scene Component to add Serialization methods on top.
  11381. */
  11382. export interface ISceneSerializableComponent extends ISceneComponent {
  11383. /**
  11384. * Adds all the elements from the container to the scene
  11385. * @param container the container holding the elements
  11386. */
  11387. addFromContainer(container: AbstractScene): void;
  11388. /**
  11389. * Removes all the elements in the container from the scene
  11390. * @param container contains the elements to remove
  11391. * @param dispose if the removed element should be disposed (default: false)
  11392. */
  11393. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  11394. /**
  11395. * Serializes the component data to the specified json object
  11396. * @param serializationObject The object to serialize to
  11397. */
  11398. serialize(serializationObject: any): void;
  11399. }
  11400. /**
  11401. * Strong typing of a Mesh related stage step action
  11402. */
  11403. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  11404. /**
  11405. * Strong typing of a Evaluate Sub Mesh related stage step action
  11406. */
  11407. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  11408. /**
  11409. * Strong typing of a Active Mesh related stage step action
  11410. */
  11411. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  11412. /**
  11413. * Strong typing of a Camera related stage step action
  11414. */
  11415. export type CameraStageAction = (camera: Camera) => void;
  11416. /**
  11417. * Strong typing of a Camera Frame buffer related stage step action
  11418. */
  11419. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  11420. /**
  11421. * Strong typing of a Render Target related stage step action
  11422. */
  11423. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  11424. /**
  11425. * Strong typing of a RenderingGroup related stage step action
  11426. */
  11427. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  11428. /**
  11429. * Strong typing of a Mesh Render related stage step action
  11430. */
  11431. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  11432. /**
  11433. * Strong typing of a simple stage step action
  11434. */
  11435. export type SimpleStageAction = () => void;
  11436. /**
  11437. * Strong typing of a render target action.
  11438. */
  11439. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  11440. /**
  11441. * Strong typing of a pointer move action.
  11442. */
  11443. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  11444. /**
  11445. * Strong typing of a pointer up/down action.
  11446. */
  11447. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  11448. /**
  11449. * Representation of a stage in the scene (Basically a list of ordered steps)
  11450. * @hidden
  11451. */
  11452. export class Stage<T extends Function> extends Array<{
  11453. index: number;
  11454. component: ISceneComponent;
  11455. action: T;
  11456. }> {
  11457. /**
  11458. * Hide ctor from the rest of the world.
  11459. * @param items The items to add.
  11460. */
  11461. private constructor();
  11462. /**
  11463. * Creates a new Stage.
  11464. * @returns A new instance of a Stage
  11465. */
  11466. static Create<T extends Function>(): Stage<T>;
  11467. /**
  11468. * Registers a step in an ordered way in the targeted stage.
  11469. * @param index Defines the position to register the step in
  11470. * @param component Defines the component attached to the step
  11471. * @param action Defines the action to launch during the step
  11472. */
  11473. registerStep(index: number, component: ISceneComponent, action: T): void;
  11474. /**
  11475. * Clears all the steps from the stage.
  11476. */
  11477. clear(): void;
  11478. }
  11479. }
  11480. declare module "babylonjs/Sprites/spriteSceneComponent" {
  11481. import { Nullable } from "babylonjs/types";
  11482. import { Observable } from "babylonjs/Misc/observable";
  11483. import { Scene } from "babylonjs/scene";
  11484. import { Sprite } from "babylonjs/Sprites/sprite";
  11485. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11486. import { Ray } from "babylonjs/Culling/ray";
  11487. import { Camera } from "babylonjs/Cameras/camera";
  11488. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11489. import { ISceneComponent } from "babylonjs/sceneComponent";
  11490. module "babylonjs/scene" {
  11491. interface Scene {
  11492. /** @hidden */
  11493. _pointerOverSprite: Nullable<Sprite>;
  11494. /** @hidden */
  11495. _pickedDownSprite: Nullable<Sprite>;
  11496. /** @hidden */
  11497. _tempSpritePickingRay: Nullable<Ray>;
  11498. /**
  11499. * All of the sprite managers added to this scene
  11500. * @see http://doc.babylonjs.com/babylon101/sprites
  11501. */
  11502. spriteManagers: Array<ISpriteManager>;
  11503. /**
  11504. * An event triggered when sprites rendering is about to start
  11505. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11506. */
  11507. onBeforeSpritesRenderingObservable: Observable<Scene>;
  11508. /**
  11509. * An event triggered when sprites rendering is done
  11510. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  11511. */
  11512. onAfterSpritesRenderingObservable: Observable<Scene>;
  11513. /** @hidden */
  11514. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11515. /** Launch a ray to try to pick a sprite in the scene
  11516. * @param x position on screen
  11517. * @param y position on screen
  11518. * @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
  11519. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11520. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11521. * @returns a PickingInfo
  11522. */
  11523. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11524. /** Use the given ray to pick a sprite in the scene
  11525. * @param ray The ray (in world space) to use to pick meshes
  11526. * @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
  11527. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  11528. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11529. * @returns a PickingInfo
  11530. */
  11531. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  11532. /** @hidden */
  11533. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11534. /** Launch a ray to try to pick sprites in the scene
  11535. * @param x position on screen
  11536. * @param y position on screen
  11537. * @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
  11538. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  11539. * @returns a PickingInfo array
  11540. */
  11541. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11542. /** Use the given ray to pick sprites in the scene
  11543. * @param ray The ray (in world space) to use to pick meshes
  11544. * @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
  11545. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  11546. * @returns a PickingInfo array
  11547. */
  11548. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  11549. /**
  11550. * Force the sprite under the pointer
  11551. * @param sprite defines the sprite to use
  11552. */
  11553. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  11554. /**
  11555. * Gets the sprite under the pointer
  11556. * @returns a Sprite or null if no sprite is under the pointer
  11557. */
  11558. getPointerOverSprite(): Nullable<Sprite>;
  11559. }
  11560. }
  11561. /**
  11562. * Defines the sprite scene component responsible to manage sprites
  11563. * in a given scene.
  11564. */
  11565. export class SpriteSceneComponent implements ISceneComponent {
  11566. /**
  11567. * The component name helpfull to identify the component in the list of scene components.
  11568. */
  11569. readonly name: string;
  11570. /**
  11571. * The scene the component belongs to.
  11572. */
  11573. scene: Scene;
  11574. /** @hidden */
  11575. private _spritePredicate;
  11576. /**
  11577. * Creates a new instance of the component for the given scene
  11578. * @param scene Defines the scene to register the component in
  11579. */
  11580. constructor(scene: Scene);
  11581. /**
  11582. * Registers the component in a given scene
  11583. */
  11584. register(): void;
  11585. /**
  11586. * Rebuilds the elements related to this component in case of
  11587. * context lost for instance.
  11588. */
  11589. rebuild(): void;
  11590. /**
  11591. * Disposes the component and the associated ressources.
  11592. */
  11593. dispose(): void;
  11594. private _pickSpriteButKeepRay;
  11595. private _pointerMove;
  11596. private _pointerDown;
  11597. private _pointerUp;
  11598. }
  11599. }
  11600. declare module "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration" {
  11601. /** @hidden */
  11602. export var fogFragmentDeclaration: {
  11603. name: string;
  11604. shader: string;
  11605. };
  11606. }
  11607. declare module "babylonjs/Shaders/ShadersInclude/fogFragment" {
  11608. /** @hidden */
  11609. export var fogFragment: {
  11610. name: string;
  11611. shader: string;
  11612. };
  11613. }
  11614. declare module "babylonjs/Shaders/sprites.fragment" {
  11615. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  11616. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  11617. /** @hidden */
  11618. export var spritesPixelShader: {
  11619. name: string;
  11620. shader: string;
  11621. };
  11622. }
  11623. declare module "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration" {
  11624. /** @hidden */
  11625. export var fogVertexDeclaration: {
  11626. name: string;
  11627. shader: string;
  11628. };
  11629. }
  11630. declare module "babylonjs/Shaders/sprites.vertex" {
  11631. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  11632. /** @hidden */
  11633. export var spritesVertexShader: {
  11634. name: string;
  11635. shader: string;
  11636. };
  11637. }
  11638. declare module "babylonjs/Sprites/spriteManager" {
  11639. import { IDisposable, Scene } from "babylonjs/scene";
  11640. import { Nullable } from "babylonjs/types";
  11641. import { Observable } from "babylonjs/Misc/observable";
  11642. import { Sprite } from "babylonjs/Sprites/sprite";
  11643. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11644. import { Camera } from "babylonjs/Cameras/camera";
  11645. import { Texture } from "babylonjs/Materials/Textures/texture";
  11646. import "babylonjs/Shaders/sprites.fragment";
  11647. import "babylonjs/Shaders/sprites.vertex";
  11648. import { Ray } from "babylonjs/Culling/ray";
  11649. /**
  11650. * Defines the minimum interface to fullfil in order to be a sprite manager.
  11651. */
  11652. export interface ISpriteManager extends IDisposable {
  11653. /**
  11654. * Restricts the camera to viewing objects with the same layerMask.
  11655. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  11656. */
  11657. layerMask: number;
  11658. /**
  11659. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  11660. */
  11661. isPickable: boolean;
  11662. /**
  11663. * Specifies the rendering group id for this mesh (0 by default)
  11664. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  11665. */
  11666. renderingGroupId: number;
  11667. /**
  11668. * Defines the list of sprites managed by the manager.
  11669. */
  11670. sprites: Array<Sprite>;
  11671. /**
  11672. * Tests the intersection of a sprite with a specific ray.
  11673. * @param ray The ray we are sending to test the collision
  11674. * @param camera The camera space we are sending rays in
  11675. * @param predicate A predicate allowing excluding sprites from the list of object to test
  11676. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  11677. * @returns picking info or null.
  11678. */
  11679. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11680. /**
  11681. * Intersects the sprites with a ray
  11682. * @param ray defines the ray to intersect with
  11683. * @param camera defines the current active camera
  11684. * @param predicate defines a predicate used to select candidate sprites
  11685. * @returns null if no hit or a PickingInfo array
  11686. */
  11687. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11688. /**
  11689. * Renders the list of sprites on screen.
  11690. */
  11691. render(): void;
  11692. }
  11693. /**
  11694. * Class used to manage multiple sprites on the same spritesheet
  11695. * @see http://doc.babylonjs.com/babylon101/sprites
  11696. */
  11697. export class SpriteManager implements ISpriteManager {
  11698. /** defines the manager's name */
  11699. name: string;
  11700. /** Gets the list of sprites */
  11701. sprites: Sprite[];
  11702. /** Gets or sets the rendering group id (0 by default) */
  11703. renderingGroupId: number;
  11704. /** Gets or sets camera layer mask */
  11705. layerMask: number;
  11706. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  11707. fogEnabled: boolean;
  11708. /** Gets or sets a boolean indicating if the sprites are pickable */
  11709. isPickable: boolean;
  11710. /** Defines the default width of a cell in the spritesheet */
  11711. cellWidth: number;
  11712. /** Defines the default height of a cell in the spritesheet */
  11713. cellHeight: number;
  11714. /** Associative array from JSON sprite data file */
  11715. private _cellData;
  11716. /** Array of sprite names from JSON sprite data file */
  11717. private _spriteMap;
  11718. /** True when packed cell data from JSON file is ready*/
  11719. private _packedAndReady;
  11720. /**
  11721. * An event triggered when the manager is disposed.
  11722. */
  11723. onDisposeObservable: Observable<SpriteManager>;
  11724. private _onDisposeObserver;
  11725. /**
  11726. * Callback called when the manager is disposed
  11727. */
  11728. onDispose: () => void;
  11729. private _capacity;
  11730. private _fromPacked;
  11731. private _spriteTexture;
  11732. private _epsilon;
  11733. private _scene;
  11734. private _vertexData;
  11735. private _buffer;
  11736. private _vertexBuffers;
  11737. private _indexBuffer;
  11738. private _effectBase;
  11739. private _effectFog;
  11740. /**
  11741. * Gets or sets the spritesheet texture
  11742. */
  11743. texture: Texture;
  11744. /**
  11745. * Creates a new sprite manager
  11746. * @param name defines the manager's name
  11747. * @param imgUrl defines the sprite sheet url
  11748. * @param capacity defines the maximum allowed number of sprites
  11749. * @param cellSize defines the size of a sprite cell
  11750. * @param scene defines the hosting scene
  11751. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  11752. * @param samplingMode defines the smapling mode to use with spritesheet
  11753. * @param fromPacked set to false; do not alter
  11754. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  11755. */
  11756. constructor(
  11757. /** defines the manager's name */
  11758. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  11759. private _makePacked;
  11760. private _appendSpriteVertex;
  11761. /**
  11762. * Intersects the sprites with a ray
  11763. * @param ray defines the ray to intersect with
  11764. * @param camera defines the current active camera
  11765. * @param predicate defines a predicate used to select candidate sprites
  11766. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  11767. * @returns null if no hit or a PickingInfo
  11768. */
  11769. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  11770. /**
  11771. * Intersects the sprites with a ray
  11772. * @param ray defines the ray to intersect with
  11773. * @param camera defines the current active camera
  11774. * @param predicate defines a predicate used to select candidate sprites
  11775. * @returns null if no hit or a PickingInfo array
  11776. */
  11777. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  11778. /**
  11779. * Render all child sprites
  11780. */
  11781. render(): void;
  11782. /**
  11783. * Release associated resources
  11784. */
  11785. dispose(): void;
  11786. }
  11787. }
  11788. declare module "babylonjs/Sprites/sprite" {
  11789. import { Vector3 } from "babylonjs/Maths/math.vector";
  11790. import { Nullable } from "babylonjs/types";
  11791. import { ActionManager } from "babylonjs/Actions/actionManager";
  11792. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  11793. import { Color4 } from "babylonjs/Maths/math.color";
  11794. /**
  11795. * Class used to represent a sprite
  11796. * @see http://doc.babylonjs.com/babylon101/sprites
  11797. */
  11798. export class Sprite {
  11799. /** defines the name */
  11800. name: string;
  11801. /** Gets or sets the current world position */
  11802. position: Vector3;
  11803. /** Gets or sets the main color */
  11804. color: Color4;
  11805. /** Gets or sets the width */
  11806. width: number;
  11807. /** Gets or sets the height */
  11808. height: number;
  11809. /** Gets or sets rotation angle */
  11810. angle: number;
  11811. /** Gets or sets the cell index in the sprite sheet */
  11812. cellIndex: number;
  11813. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  11814. cellRef: string;
  11815. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  11816. invertU: number;
  11817. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  11818. invertV: number;
  11819. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  11820. disposeWhenFinishedAnimating: boolean;
  11821. /** Gets the list of attached animations */
  11822. animations: Animation[];
  11823. /** Gets or sets a boolean indicating if the sprite can be picked */
  11824. isPickable: boolean;
  11825. /**
  11826. * Gets or sets the associated action manager
  11827. */
  11828. actionManager: Nullable<ActionManager>;
  11829. private _animationStarted;
  11830. private _loopAnimation;
  11831. private _fromIndex;
  11832. private _toIndex;
  11833. private _delay;
  11834. private _direction;
  11835. private _manager;
  11836. private _time;
  11837. private _onAnimationEnd;
  11838. /**
  11839. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  11840. */
  11841. isVisible: boolean;
  11842. /**
  11843. * Gets or sets the sprite size
  11844. */
  11845. size: number;
  11846. /**
  11847. * Creates a new Sprite
  11848. * @param name defines the name
  11849. * @param manager defines the manager
  11850. */
  11851. constructor(
  11852. /** defines the name */
  11853. name: string, manager: ISpriteManager);
  11854. /**
  11855. * Starts an animation
  11856. * @param from defines the initial key
  11857. * @param to defines the end key
  11858. * @param loop defines if the animation must loop
  11859. * @param delay defines the start delay (in ms)
  11860. * @param onAnimationEnd defines a callback to call when animation ends
  11861. */
  11862. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  11863. /** Stops current animation (if any) */
  11864. stopAnimation(): void;
  11865. /** @hidden */
  11866. _animate(deltaTime: number): void;
  11867. /** Release associated resources */
  11868. dispose(): void;
  11869. }
  11870. }
  11871. declare module "babylonjs/Collisions/pickingInfo" {
  11872. import { Nullable } from "babylonjs/types";
  11873. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  11874. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  11875. import { Sprite } from "babylonjs/Sprites/sprite";
  11876. import { Ray } from "babylonjs/Culling/ray";
  11877. /**
  11878. * Information about the result of picking within a scene
  11879. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  11880. */
  11881. export class PickingInfo {
  11882. /** @hidden */
  11883. _pickingUnavailable: boolean;
  11884. /**
  11885. * If the pick collided with an object
  11886. */
  11887. hit: boolean;
  11888. /**
  11889. * Distance away where the pick collided
  11890. */
  11891. distance: number;
  11892. /**
  11893. * The location of pick collision
  11894. */
  11895. pickedPoint: Nullable<Vector3>;
  11896. /**
  11897. * The mesh corresponding the the pick collision
  11898. */
  11899. pickedMesh: Nullable<AbstractMesh>;
  11900. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  11901. bu: number;
  11902. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  11903. bv: number;
  11904. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  11905. faceId: number;
  11906. /** Id of the the submesh that was picked */
  11907. subMeshId: number;
  11908. /** If a sprite was picked, this will be the sprite the pick collided with */
  11909. pickedSprite: Nullable<Sprite>;
  11910. /**
  11911. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  11912. */
  11913. originMesh: Nullable<AbstractMesh>;
  11914. /**
  11915. * The ray that was used to perform the picking.
  11916. */
  11917. ray: Nullable<Ray>;
  11918. /**
  11919. * Gets the normal correspodning to the face the pick collided with
  11920. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  11921. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  11922. * @returns The normal correspodning to the face the pick collided with
  11923. */
  11924. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  11925. /**
  11926. * Gets the texture coordinates of where the pick occured
  11927. * @returns the vector containing the coordnates of the texture
  11928. */
  11929. getTextureCoordinates(): Nullable<Vector2>;
  11930. }
  11931. }
  11932. declare module "babylonjs/Events/pointerEvents" {
  11933. import { Nullable } from "babylonjs/types";
  11934. import { Vector2 } from "babylonjs/Maths/math.vector";
  11935. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  11936. import { Ray } from "babylonjs/Culling/ray";
  11937. /**
  11938. * Gather the list of pointer event types as constants.
  11939. */
  11940. export class PointerEventTypes {
  11941. /**
  11942. * 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.
  11943. */
  11944. static readonly POINTERDOWN: number;
  11945. /**
  11946. * The pointerup event is fired when a pointer is no longer active.
  11947. */
  11948. static readonly POINTERUP: number;
  11949. /**
  11950. * The pointermove event is fired when a pointer changes coordinates.
  11951. */
  11952. static readonly POINTERMOVE: number;
  11953. /**
  11954. * The pointerwheel event is fired when a mouse wheel has been rotated.
  11955. */
  11956. static readonly POINTERWHEEL: number;
  11957. /**
  11958. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  11959. */
  11960. static readonly POINTERPICK: number;
  11961. /**
  11962. * The pointertap event is fired when a the object has been touched and released without drag.
  11963. */
  11964. static readonly POINTERTAP: number;
  11965. /**
  11966. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  11967. */
  11968. static readonly POINTERDOUBLETAP: number;
  11969. }
  11970. /**
  11971. * Base class of pointer info types.
  11972. */
  11973. export class PointerInfoBase {
  11974. /**
  11975. * Defines the type of event (PointerEventTypes)
  11976. */
  11977. type: number;
  11978. /**
  11979. * Defines the related dom event
  11980. */
  11981. event: PointerEvent | MouseWheelEvent;
  11982. /**
  11983. * Instantiates the base class of pointers info.
  11984. * @param type Defines the type of event (PointerEventTypes)
  11985. * @param event Defines the related dom event
  11986. */
  11987. constructor(
  11988. /**
  11989. * Defines the type of event (PointerEventTypes)
  11990. */
  11991. type: number,
  11992. /**
  11993. * Defines the related dom event
  11994. */
  11995. event: PointerEvent | MouseWheelEvent);
  11996. }
  11997. /**
  11998. * This class is used to store pointer related info for the onPrePointerObservable event.
  11999. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  12000. */
  12001. export class PointerInfoPre extends PointerInfoBase {
  12002. /**
  12003. * Ray from a pointer if availible (eg. 6dof controller)
  12004. */
  12005. ray: Nullable<Ray>;
  12006. /**
  12007. * Defines the local position of the pointer on the canvas.
  12008. */
  12009. localPosition: Vector2;
  12010. /**
  12011. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  12012. */
  12013. skipOnPointerObservable: boolean;
  12014. /**
  12015. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  12016. * @param type Defines the type of event (PointerEventTypes)
  12017. * @param event Defines the related dom event
  12018. * @param localX Defines the local x coordinates of the pointer when the event occured
  12019. * @param localY Defines the local y coordinates of the pointer when the event occured
  12020. */
  12021. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  12022. }
  12023. /**
  12024. * This type contains all the data related to a pointer event in Babylon.js.
  12025. * 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.
  12026. */
  12027. export class PointerInfo extends PointerInfoBase {
  12028. /**
  12029. * Defines the picking info associated to the info (if any)\
  12030. */
  12031. pickInfo: Nullable<PickingInfo>;
  12032. /**
  12033. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  12034. * @param type Defines the type of event (PointerEventTypes)
  12035. * @param event Defines the related dom event
  12036. * @param pickInfo Defines the picking info associated to the info (if any)\
  12037. */
  12038. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  12039. /**
  12040. * Defines the picking info associated to the info (if any)\
  12041. */
  12042. pickInfo: Nullable<PickingInfo>);
  12043. }
  12044. /**
  12045. * Data relating to a touch event on the screen.
  12046. */
  12047. export interface PointerTouch {
  12048. /**
  12049. * X coordinate of touch.
  12050. */
  12051. x: number;
  12052. /**
  12053. * Y coordinate of touch.
  12054. */
  12055. y: number;
  12056. /**
  12057. * Id of touch. Unique for each finger.
  12058. */
  12059. pointerId: number;
  12060. /**
  12061. * Event type passed from DOM.
  12062. */
  12063. type: any;
  12064. }
  12065. }
  12066. declare module "babylonjs/Cameras/Inputs/freeCameraMouseInput" {
  12067. import { Observable } from "babylonjs/Misc/observable";
  12068. import { Nullable } from "babylonjs/types";
  12069. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12070. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12071. /**
  12072. * Manage the mouse inputs to control the movement of a free camera.
  12073. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12074. */
  12075. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  12076. /**
  12077. * Define if touch is enabled in the mouse input
  12078. */
  12079. touchEnabled: boolean;
  12080. /**
  12081. * Defines the camera the input is attached to.
  12082. */
  12083. camera: FreeCamera;
  12084. /**
  12085. * Defines the buttons associated with the input to handle camera move.
  12086. */
  12087. buttons: number[];
  12088. /**
  12089. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  12090. */
  12091. angularSensibility: number;
  12092. private _pointerInput;
  12093. private _onMouseMove;
  12094. private _observer;
  12095. private previousPosition;
  12096. /**
  12097. * Observable for when a pointer move event occurs containing the move offset
  12098. */
  12099. onPointerMovedObservable: Observable<{
  12100. offsetX: number;
  12101. offsetY: number;
  12102. }>;
  12103. /**
  12104. * @hidden
  12105. * If the camera should be rotated automatically based on pointer movement
  12106. */
  12107. _allowCameraRotation: boolean;
  12108. /**
  12109. * Manage the mouse inputs to control the movement of a free camera.
  12110. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12111. * @param touchEnabled Defines if touch is enabled or not
  12112. */
  12113. constructor(
  12114. /**
  12115. * Define if touch is enabled in the mouse input
  12116. */
  12117. touchEnabled?: boolean);
  12118. /**
  12119. * Attach the input controls to a specific dom element to get the input from.
  12120. * @param element Defines the element the controls should be listened from
  12121. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12122. */
  12123. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12124. /**
  12125. * Called on JS contextmenu event.
  12126. * Override this method to provide functionality.
  12127. */
  12128. protected onContextMenu(evt: PointerEvent): void;
  12129. /**
  12130. * Detach the current controls from the specified dom element.
  12131. * @param element Defines the element to stop listening the inputs from
  12132. */
  12133. detachControl(element: Nullable<HTMLElement>): void;
  12134. /**
  12135. * Gets the class name of the current intput.
  12136. * @returns the class name
  12137. */
  12138. getClassName(): string;
  12139. /**
  12140. * Get the friendly name associated with the input class.
  12141. * @returns the input friendly name
  12142. */
  12143. getSimpleName(): string;
  12144. }
  12145. }
  12146. declare module "babylonjs/Cameras/Inputs/freeCameraTouchInput" {
  12147. import { Nullable } from "babylonjs/types";
  12148. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  12149. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12150. /**
  12151. * Manage the touch inputs to control the movement of a free camera.
  12152. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12153. */
  12154. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  12155. /**
  12156. * Defines the camera the input is attached to.
  12157. */
  12158. camera: FreeCamera;
  12159. /**
  12160. * Defines the touch sensibility for rotation.
  12161. * The higher the faster.
  12162. */
  12163. touchAngularSensibility: number;
  12164. /**
  12165. * Defines the touch sensibility for move.
  12166. * The higher the faster.
  12167. */
  12168. touchMoveSensibility: number;
  12169. private _offsetX;
  12170. private _offsetY;
  12171. private _pointerPressed;
  12172. private _pointerInput;
  12173. private _observer;
  12174. private _onLostFocus;
  12175. /**
  12176. * Attach the input controls to a specific dom element to get the input from.
  12177. * @param element Defines the element the controls should be listened from
  12178. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12179. */
  12180. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12181. /**
  12182. * Detach the current controls from the specified dom element.
  12183. * @param element Defines the element to stop listening the inputs from
  12184. */
  12185. detachControl(element: Nullable<HTMLElement>): void;
  12186. /**
  12187. * Update the current camera state depending on the inputs that have been used this frame.
  12188. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  12189. */
  12190. checkInputs(): void;
  12191. /**
  12192. * Gets the class name of the current intput.
  12193. * @returns the class name
  12194. */
  12195. getClassName(): string;
  12196. /**
  12197. * Get the friendly name associated with the input class.
  12198. * @returns the input friendly name
  12199. */
  12200. getSimpleName(): string;
  12201. }
  12202. }
  12203. declare module "babylonjs/Cameras/freeCameraInputsManager" {
  12204. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  12205. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  12206. import { FreeCameraMouseInput } from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  12207. import { Nullable } from "babylonjs/types";
  12208. /**
  12209. * Default Inputs manager for the FreeCamera.
  12210. * It groups all the default supported inputs for ease of use.
  12211. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  12212. */
  12213. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  12214. /**
  12215. * @hidden
  12216. */
  12217. _mouseInput: Nullable<FreeCameraMouseInput>;
  12218. /**
  12219. * Instantiates a new FreeCameraInputsManager.
  12220. * @param camera Defines the camera the inputs belong to
  12221. */
  12222. constructor(camera: FreeCamera);
  12223. /**
  12224. * Add keyboard input support to the input manager.
  12225. * @returns the current input manager
  12226. */
  12227. addKeyboard(): FreeCameraInputsManager;
  12228. /**
  12229. * Add mouse input support to the input manager.
  12230. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  12231. * @returns the current input manager
  12232. */
  12233. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  12234. /**
  12235. * Removes the mouse input support from the manager
  12236. * @returns the current input manager
  12237. */
  12238. removeMouse(): FreeCameraInputsManager;
  12239. /**
  12240. * Add touch input support to the input manager.
  12241. * @returns the current input manager
  12242. */
  12243. addTouch(): FreeCameraInputsManager;
  12244. /**
  12245. * Remove all attached input methods from a camera
  12246. */
  12247. clear(): void;
  12248. }
  12249. }
  12250. declare module "babylonjs/Cameras/freeCamera" {
  12251. import { Vector3 } from "babylonjs/Maths/math.vector";
  12252. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  12253. import { Scene } from "babylonjs/scene";
  12254. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  12255. import { FreeCameraInputsManager } from "babylonjs/Cameras/freeCameraInputsManager";
  12256. /**
  12257. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12258. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  12259. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12260. */
  12261. export class FreeCamera extends TargetCamera {
  12262. /**
  12263. * Define the collision ellipsoid of the camera.
  12264. * This is helpful to simulate a camera body like the player body around the camera
  12265. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  12266. */
  12267. ellipsoid: Vector3;
  12268. /**
  12269. * Define an offset for the position of the ellipsoid around the camera.
  12270. * This can be helpful to determine the center of the body near the gravity center of the body
  12271. * instead of its head.
  12272. */
  12273. ellipsoidOffset: Vector3;
  12274. /**
  12275. * Enable or disable collisions of the camera with the rest of the scene objects.
  12276. */
  12277. checkCollisions: boolean;
  12278. /**
  12279. * Enable or disable gravity on the camera.
  12280. */
  12281. applyGravity: boolean;
  12282. /**
  12283. * Define the input manager associated to the camera.
  12284. */
  12285. inputs: FreeCameraInputsManager;
  12286. /**
  12287. * Gets the input sensibility for a mouse input. (default is 2000.0)
  12288. * Higher values reduce sensitivity.
  12289. */
  12290. /**
  12291. * Sets the input sensibility for a mouse input. (default is 2000.0)
  12292. * Higher values reduce sensitivity.
  12293. */
  12294. angularSensibility: number;
  12295. /**
  12296. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  12297. */
  12298. keysUp: number[];
  12299. /**
  12300. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  12301. */
  12302. keysDown: number[];
  12303. /**
  12304. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  12305. */
  12306. keysLeft: number[];
  12307. /**
  12308. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  12309. */
  12310. keysRight: number[];
  12311. /**
  12312. * Event raised when the camera collide with a mesh in the scene.
  12313. */
  12314. onCollide: (collidedMesh: AbstractMesh) => void;
  12315. private _collider;
  12316. private _needMoveForGravity;
  12317. private _oldPosition;
  12318. private _diffPosition;
  12319. private _newPosition;
  12320. /** @hidden */
  12321. _localDirection: Vector3;
  12322. /** @hidden */
  12323. _transformedDirection: Vector3;
  12324. /**
  12325. * Instantiates a Free Camera.
  12326. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  12327. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  12328. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  12329. * @param name Define the name of the camera in the scene
  12330. * @param position Define the start position of the camera in the scene
  12331. * @param scene Define the scene the camera belongs to
  12332. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  12333. */
  12334. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  12335. /**
  12336. * Attached controls to the current camera.
  12337. * @param element Defines the element the controls should be listened from
  12338. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  12339. */
  12340. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  12341. /**
  12342. * Detach the current controls from the camera.
  12343. * The camera will stop reacting to inputs.
  12344. * @param element Defines the element to stop listening the inputs from
  12345. */
  12346. detachControl(element: HTMLElement): void;
  12347. private _collisionMask;
  12348. /**
  12349. * Define a collision mask to limit the list of object the camera can collide with
  12350. */
  12351. collisionMask: number;
  12352. /** @hidden */
  12353. _collideWithWorld(displacement: Vector3): void;
  12354. private _onCollisionPositionChange;
  12355. /** @hidden */
  12356. _checkInputs(): void;
  12357. /** @hidden */
  12358. _decideIfNeedsToMove(): boolean;
  12359. /** @hidden */
  12360. _updatePosition(): void;
  12361. /**
  12362. * Destroy the camera and release the current resources hold by it.
  12363. */
  12364. dispose(): void;
  12365. /**
  12366. * Gets the current object class name.
  12367. * @return the class name
  12368. */
  12369. getClassName(): string;
  12370. }
  12371. }
  12372. declare module "babylonjs/Gamepads/gamepad" {
  12373. import { Observable } from "babylonjs/Misc/observable";
  12374. /**
  12375. * Represents a gamepad control stick position
  12376. */
  12377. export class StickValues {
  12378. /**
  12379. * The x component of the control stick
  12380. */
  12381. x: number;
  12382. /**
  12383. * The y component of the control stick
  12384. */
  12385. y: number;
  12386. /**
  12387. * Initializes the gamepad x and y control stick values
  12388. * @param x The x component of the gamepad control stick value
  12389. * @param y The y component of the gamepad control stick value
  12390. */
  12391. constructor(
  12392. /**
  12393. * The x component of the control stick
  12394. */
  12395. x: number,
  12396. /**
  12397. * The y component of the control stick
  12398. */
  12399. y: number);
  12400. }
  12401. /**
  12402. * An interface which manages callbacks for gamepad button changes
  12403. */
  12404. export interface GamepadButtonChanges {
  12405. /**
  12406. * Called when a gamepad has been changed
  12407. */
  12408. changed: boolean;
  12409. /**
  12410. * Called when a gamepad press event has been triggered
  12411. */
  12412. pressChanged: boolean;
  12413. /**
  12414. * Called when a touch event has been triggered
  12415. */
  12416. touchChanged: boolean;
  12417. /**
  12418. * Called when a value has changed
  12419. */
  12420. valueChanged: boolean;
  12421. }
  12422. /**
  12423. * Represents a gamepad
  12424. */
  12425. export class Gamepad {
  12426. /**
  12427. * The id of the gamepad
  12428. */
  12429. id: string;
  12430. /**
  12431. * The index of the gamepad
  12432. */
  12433. index: number;
  12434. /**
  12435. * The browser gamepad
  12436. */
  12437. browserGamepad: any;
  12438. /**
  12439. * Specifies what type of gamepad this represents
  12440. */
  12441. type: number;
  12442. private _leftStick;
  12443. private _rightStick;
  12444. /** @hidden */
  12445. _isConnected: boolean;
  12446. private _leftStickAxisX;
  12447. private _leftStickAxisY;
  12448. private _rightStickAxisX;
  12449. private _rightStickAxisY;
  12450. /**
  12451. * Triggered when the left control stick has been changed
  12452. */
  12453. private _onleftstickchanged;
  12454. /**
  12455. * Triggered when the right control stick has been changed
  12456. */
  12457. private _onrightstickchanged;
  12458. /**
  12459. * Represents a gamepad controller
  12460. */
  12461. static GAMEPAD: number;
  12462. /**
  12463. * Represents a generic controller
  12464. */
  12465. static GENERIC: number;
  12466. /**
  12467. * Represents an XBox controller
  12468. */
  12469. static XBOX: number;
  12470. /**
  12471. * Represents a pose-enabled controller
  12472. */
  12473. static POSE_ENABLED: number;
  12474. /**
  12475. * Represents an Dual Shock controller
  12476. */
  12477. static DUALSHOCK: number;
  12478. /**
  12479. * Specifies whether the left control stick should be Y-inverted
  12480. */
  12481. protected _invertLeftStickY: boolean;
  12482. /**
  12483. * Specifies if the gamepad has been connected
  12484. */
  12485. readonly isConnected: boolean;
  12486. /**
  12487. * Initializes the gamepad
  12488. * @param id The id of the gamepad
  12489. * @param index The index of the gamepad
  12490. * @param browserGamepad The browser gamepad
  12491. * @param leftStickX The x component of the left joystick
  12492. * @param leftStickY The y component of the left joystick
  12493. * @param rightStickX The x component of the right joystick
  12494. * @param rightStickY The y component of the right joystick
  12495. */
  12496. constructor(
  12497. /**
  12498. * The id of the gamepad
  12499. */
  12500. id: string,
  12501. /**
  12502. * The index of the gamepad
  12503. */
  12504. index: number,
  12505. /**
  12506. * The browser gamepad
  12507. */
  12508. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  12509. /**
  12510. * Callback triggered when the left joystick has changed
  12511. * @param callback
  12512. */
  12513. onleftstickchanged(callback: (values: StickValues) => void): void;
  12514. /**
  12515. * Callback triggered when the right joystick has changed
  12516. * @param callback
  12517. */
  12518. onrightstickchanged(callback: (values: StickValues) => void): void;
  12519. /**
  12520. * Gets the left joystick
  12521. */
  12522. /**
  12523. * Sets the left joystick values
  12524. */
  12525. leftStick: StickValues;
  12526. /**
  12527. * Gets the right joystick
  12528. */
  12529. /**
  12530. * Sets the right joystick value
  12531. */
  12532. rightStick: StickValues;
  12533. /**
  12534. * Updates the gamepad joystick positions
  12535. */
  12536. update(): void;
  12537. /**
  12538. * Disposes the gamepad
  12539. */
  12540. dispose(): void;
  12541. }
  12542. /**
  12543. * Represents a generic gamepad
  12544. */
  12545. export class GenericPad extends Gamepad {
  12546. private _buttons;
  12547. private _onbuttondown;
  12548. private _onbuttonup;
  12549. /**
  12550. * Observable triggered when a button has been pressed
  12551. */
  12552. onButtonDownObservable: Observable<number>;
  12553. /**
  12554. * Observable triggered when a button has been released
  12555. */
  12556. onButtonUpObservable: Observable<number>;
  12557. /**
  12558. * Callback triggered when a button has been pressed
  12559. * @param callback Called when a button has been pressed
  12560. */
  12561. onbuttondown(callback: (buttonPressed: number) => void): void;
  12562. /**
  12563. * Callback triggered when a button has been released
  12564. * @param callback Called when a button has been released
  12565. */
  12566. onbuttonup(callback: (buttonReleased: number) => void): void;
  12567. /**
  12568. * Initializes the generic gamepad
  12569. * @param id The id of the generic gamepad
  12570. * @param index The index of the generic gamepad
  12571. * @param browserGamepad The browser gamepad
  12572. */
  12573. constructor(id: string, index: number, browserGamepad: any);
  12574. private _setButtonValue;
  12575. /**
  12576. * Updates the generic gamepad
  12577. */
  12578. update(): void;
  12579. /**
  12580. * Disposes the generic gamepad
  12581. */
  12582. dispose(): void;
  12583. }
  12584. }
  12585. declare module "babylonjs/Engines/Extensions/engine.rawTexture" {
  12586. import { Nullable } from "babylonjs/types";
  12587. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  12588. import { Scene } from "babylonjs/scene";
  12589. module "babylonjs/Engines/engine" {
  12590. interface Engine {
  12591. /**
  12592. * Creates a raw texture
  12593. * @param data defines the data to store in the texture
  12594. * @param width defines the width of the texture
  12595. * @param height defines the height of the texture
  12596. * @param format defines the format of the data
  12597. * @param generateMipMaps defines if the engine should generate the mip levels
  12598. * @param invertY defines if data must be stored with Y axis inverted
  12599. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  12600. * @param compression defines the compression used (null by default)
  12601. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12602. * @returns the raw texture inside an InternalTexture
  12603. */
  12604. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  12605. /**
  12606. * Update a raw texture
  12607. * @param texture defines the texture to update
  12608. * @param data defines the data to store in the texture
  12609. * @param format defines the format of the data
  12610. * @param invertY defines if data must be stored with Y axis inverted
  12611. */
  12612. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12613. /**
  12614. * Update a raw texture
  12615. * @param texture defines the texture to update
  12616. * @param data defines the data to store in the texture
  12617. * @param format defines the format of the data
  12618. * @param invertY defines if data must be stored with Y axis inverted
  12619. * @param compression defines the compression used (null by default)
  12620. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12621. */
  12622. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  12623. /**
  12624. * Creates a new raw cube texture
  12625. * @param data defines the array of data to use to create each face
  12626. * @param size defines the size of the textures
  12627. * @param format defines the format of the data
  12628. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12629. * @param generateMipMaps defines if the engine should generate the mip levels
  12630. * @param invertY defines if data must be stored with Y axis inverted
  12631. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12632. * @param compression defines the compression used (null by default)
  12633. * @returns the cube texture as an InternalTexture
  12634. */
  12635. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  12636. /**
  12637. * Update a raw cube texture
  12638. * @param texture defines the texture to udpdate
  12639. * @param data defines the data to store
  12640. * @param format defines the data format
  12641. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12642. * @param invertY defines if data must be stored with Y axis inverted
  12643. */
  12644. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  12645. /**
  12646. * Update a raw cube texture
  12647. * @param texture defines the texture to udpdate
  12648. * @param data defines the data to store
  12649. * @param format defines the data format
  12650. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12651. * @param invertY defines if data must be stored with Y axis inverted
  12652. * @param compression defines the compression used (null by default)
  12653. */
  12654. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  12655. /**
  12656. * Update a raw cube texture
  12657. * @param texture defines the texture to udpdate
  12658. * @param data defines the data to store
  12659. * @param format defines the data format
  12660. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  12661. * @param invertY defines if data must be stored with Y axis inverted
  12662. * @param compression defines the compression used (null by default)
  12663. * @param level defines which level of the texture to update
  12664. */
  12665. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  12666. /**
  12667. * Creates a new raw cube texture from a specified url
  12668. * @param url defines the url where the data is located
  12669. * @param scene defines the current scene
  12670. * @param size defines the size of the textures
  12671. * @param format defines the format of the data
  12672. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12673. * @param noMipmap defines if the engine should avoid generating the mip levels
  12674. * @param callback defines a callback used to extract texture data from loaded data
  12675. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12676. * @param onLoad defines a callback called when texture is loaded
  12677. * @param onError defines a callback called if there is an error
  12678. * @returns the cube texture as an InternalTexture
  12679. */
  12680. 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;
  12681. /**
  12682. * Creates a new raw cube texture from a specified url
  12683. * @param url defines the url where the data is located
  12684. * @param scene defines the current scene
  12685. * @param size defines the size of the textures
  12686. * @param format defines the format of the data
  12687. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  12688. * @param noMipmap defines if the engine should avoid generating the mip levels
  12689. * @param callback defines a callback used to extract texture data from loaded data
  12690. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  12691. * @param onLoad defines a callback called when texture is loaded
  12692. * @param onError defines a callback called if there is an error
  12693. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12694. * @param invertY defines if data must be stored with Y axis inverted
  12695. * @returns the cube texture as an InternalTexture
  12696. */
  12697. 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;
  12698. /**
  12699. * Creates a new raw 3D texture
  12700. * @param data defines the data used to create the texture
  12701. * @param width defines the width of the texture
  12702. * @param height defines the height of the texture
  12703. * @param depth defines the depth of the texture
  12704. * @param format defines the format of the texture
  12705. * @param generateMipMaps defines if the engine must generate mip levels
  12706. * @param invertY defines if data must be stored with Y axis inverted
  12707. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12708. * @param compression defines the compressed used (can be null)
  12709. * @param textureType defines the compressed used (can be null)
  12710. * @returns a new raw 3D texture (stored in an InternalTexture)
  12711. */
  12712. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12713. /**
  12714. * Update a raw 3D texture
  12715. * @param texture defines the texture to update
  12716. * @param data defines the data to store
  12717. * @param format defines the data format
  12718. * @param invertY defines if data must be stored with Y axis inverted
  12719. */
  12720. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12721. /**
  12722. * Update a raw 3D texture
  12723. * @param texture defines the texture to update
  12724. * @param data defines the data to store
  12725. * @param format defines the data format
  12726. * @param invertY defines if data must be stored with Y axis inverted
  12727. * @param compression defines the used compression (can be null)
  12728. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12729. */
  12730. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12731. /**
  12732. * Creates a new raw 2D array texture
  12733. * @param data defines the data used to create the texture
  12734. * @param width defines the width of the texture
  12735. * @param height defines the height of the texture
  12736. * @param depth defines the number of layers of the texture
  12737. * @param format defines the format of the texture
  12738. * @param generateMipMaps defines if the engine must generate mip levels
  12739. * @param invertY defines if data must be stored with Y axis inverted
  12740. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  12741. * @param compression defines the compressed used (can be null)
  12742. * @param textureType defines the compressed used (can be null)
  12743. * @returns a new raw 2D array texture (stored in an InternalTexture)
  12744. */
  12745. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  12746. /**
  12747. * Update a raw 2D array texture
  12748. * @param texture defines the texture to update
  12749. * @param data defines the data to store
  12750. * @param format defines the data format
  12751. * @param invertY defines if data must be stored with Y axis inverted
  12752. */
  12753. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  12754. /**
  12755. * Update a raw 2D array texture
  12756. * @param texture defines the texture to update
  12757. * @param data defines the data to store
  12758. * @param format defines the data format
  12759. * @param invertY defines if data must be stored with Y axis inverted
  12760. * @param compression defines the used compression (can be null)
  12761. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  12762. */
  12763. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  12764. }
  12765. }
  12766. }
  12767. declare module "babylonjs/Materials/Textures/rawTexture" {
  12768. import { Scene } from "babylonjs/scene";
  12769. import { Texture } from "babylonjs/Materials/Textures/texture";
  12770. import "babylonjs/Engines/Extensions/engine.rawTexture";
  12771. /**
  12772. * Raw texture can help creating a texture directly from an array of data.
  12773. * This can be super useful if you either get the data from an uncompressed source or
  12774. * if you wish to create your texture pixel by pixel.
  12775. */
  12776. export class RawTexture extends Texture {
  12777. /**
  12778. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12779. */
  12780. format: number;
  12781. private _engine;
  12782. /**
  12783. * Instantiates a new RawTexture.
  12784. * Raw texture can help creating a texture directly from an array of data.
  12785. * This can be super useful if you either get the data from an uncompressed source or
  12786. * if you wish to create your texture pixel by pixel.
  12787. * @param data define the array of data to use to create the texture
  12788. * @param width define the width of the texture
  12789. * @param height define the height of the texture
  12790. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12791. * @param scene define the scene the texture belongs to
  12792. * @param generateMipMaps define whether mip maps should be generated or not
  12793. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12794. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12795. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12796. */
  12797. constructor(data: ArrayBufferView, width: number, height: number,
  12798. /**
  12799. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  12800. */
  12801. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  12802. /**
  12803. * Updates the texture underlying data.
  12804. * @param data Define the new data of the texture
  12805. */
  12806. update(data: ArrayBufferView): void;
  12807. /**
  12808. * Creates a luminance texture from some data.
  12809. * @param data Define the texture data
  12810. * @param width Define the width of the texture
  12811. * @param height Define the height of the texture
  12812. * @param scene Define the scene the texture belongs to
  12813. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12814. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12815. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12816. * @returns the luminance texture
  12817. */
  12818. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12819. /**
  12820. * Creates a luminance alpha texture from some data.
  12821. * @param data Define the texture data
  12822. * @param width Define the width of the texture
  12823. * @param height Define the height of the texture
  12824. * @param scene Define the scene the texture belongs to
  12825. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12826. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12827. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12828. * @returns the luminance alpha texture
  12829. */
  12830. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12831. /**
  12832. * Creates an alpha texture from some data.
  12833. * @param data Define the texture data
  12834. * @param width Define the width of the texture
  12835. * @param height Define the height of the texture
  12836. * @param scene Define the scene the texture belongs to
  12837. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12838. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12839. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12840. * @returns the alpha texture
  12841. */
  12842. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  12843. /**
  12844. * Creates a RGB texture from some data.
  12845. * @param data Define the texture data
  12846. * @param width Define the width of the texture
  12847. * @param height Define the height of the texture
  12848. * @param scene Define the scene the texture belongs to
  12849. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12850. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12851. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12852. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12853. * @returns the RGB alpha texture
  12854. */
  12855. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12856. /**
  12857. * Creates a RGBA texture from some data.
  12858. * @param data Define the texture data
  12859. * @param width Define the width of the texture
  12860. * @param height Define the height of the texture
  12861. * @param scene Define the scene the texture belongs to
  12862. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12863. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12864. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12865. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12866. * @returns the RGBA texture
  12867. */
  12868. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12869. /**
  12870. * Creates a R texture from some data.
  12871. * @param data Define the texture data
  12872. * @param width Define the width of the texture
  12873. * @param height Define the height of the texture
  12874. * @param scene Define the scene the texture belongs to
  12875. * @param generateMipMaps Define whether or not to create mip maps for the texture
  12876. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  12877. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  12878. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  12879. * @returns the R texture
  12880. */
  12881. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  12882. }
  12883. }
  12884. declare module "babylonjs/Maths/math.size" {
  12885. /**
  12886. * Interface for the size containing width and height
  12887. */
  12888. export interface ISize {
  12889. /**
  12890. * Width
  12891. */
  12892. width: number;
  12893. /**
  12894. * Heighht
  12895. */
  12896. height: number;
  12897. }
  12898. /**
  12899. * Size containing widht and height
  12900. */
  12901. export class Size implements ISize {
  12902. /**
  12903. * Width
  12904. */
  12905. width: number;
  12906. /**
  12907. * Height
  12908. */
  12909. height: number;
  12910. /**
  12911. * Creates a Size object from the given width and height (floats).
  12912. * @param width width of the new size
  12913. * @param height height of the new size
  12914. */
  12915. constructor(width: number, height: number);
  12916. /**
  12917. * Returns a string with the Size width and height
  12918. * @returns a string with the Size width and height
  12919. */
  12920. toString(): string;
  12921. /**
  12922. * "Size"
  12923. * @returns the string "Size"
  12924. */
  12925. getClassName(): string;
  12926. /**
  12927. * Returns the Size hash code.
  12928. * @returns a hash code for a unique width and height
  12929. */
  12930. getHashCode(): number;
  12931. /**
  12932. * Updates the current size from the given one.
  12933. * @param src the given size
  12934. */
  12935. copyFrom(src: Size): void;
  12936. /**
  12937. * Updates in place the current Size from the given floats.
  12938. * @param width width of the new size
  12939. * @param height height of the new size
  12940. * @returns the updated Size.
  12941. */
  12942. copyFromFloats(width: number, height: number): Size;
  12943. /**
  12944. * Updates in place the current Size from the given floats.
  12945. * @param width width to set
  12946. * @param height height to set
  12947. * @returns the updated Size.
  12948. */
  12949. set(width: number, height: number): Size;
  12950. /**
  12951. * Multiplies the width and height by numbers
  12952. * @param w factor to multiple the width by
  12953. * @param h factor to multiple the height by
  12954. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  12955. */
  12956. multiplyByFloats(w: number, h: number): Size;
  12957. /**
  12958. * Clones the size
  12959. * @returns a new Size copied from the given one.
  12960. */
  12961. clone(): Size;
  12962. /**
  12963. * True if the current Size and the given one width and height are strictly equal.
  12964. * @param other the other size to compare against
  12965. * @returns True if the current Size and the given one width and height are strictly equal.
  12966. */
  12967. equals(other: Size): boolean;
  12968. /**
  12969. * The surface of the Size : width * height (float).
  12970. */
  12971. readonly surface: number;
  12972. /**
  12973. * Create a new size of zero
  12974. * @returns a new Size set to (0.0, 0.0)
  12975. */
  12976. static Zero(): Size;
  12977. /**
  12978. * Sums the width and height of two sizes
  12979. * @param otherSize size to add to this size
  12980. * @returns a new Size set as the addition result of the current Size and the given one.
  12981. */
  12982. add(otherSize: Size): Size;
  12983. /**
  12984. * Subtracts the width and height of two
  12985. * @param otherSize size to subtract to this size
  12986. * @returns a new Size set as the subtraction result of the given one from the current Size.
  12987. */
  12988. subtract(otherSize: Size): Size;
  12989. /**
  12990. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  12991. * @param start starting size to lerp between
  12992. * @param end end size to lerp between
  12993. * @param amount amount to lerp between the start and end values
  12994. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  12995. */
  12996. static Lerp(start: Size, end: Size, amount: number): Size;
  12997. }
  12998. }
  12999. declare module "babylonjs/Animations/runtimeAnimation" {
  13000. import { Animation, _IAnimationState } from "babylonjs/Animations/animation";
  13001. import { Animatable } from "babylonjs/Animations/animatable";
  13002. import { Scene } from "babylonjs/scene";
  13003. /**
  13004. * Defines a runtime animation
  13005. */
  13006. export class RuntimeAnimation {
  13007. private _events;
  13008. /**
  13009. * The current frame of the runtime animation
  13010. */
  13011. private _currentFrame;
  13012. /**
  13013. * The animation used by the runtime animation
  13014. */
  13015. private _animation;
  13016. /**
  13017. * The target of the runtime animation
  13018. */
  13019. private _target;
  13020. /**
  13021. * The initiating animatable
  13022. */
  13023. private _host;
  13024. /**
  13025. * The original value of the runtime animation
  13026. */
  13027. private _originalValue;
  13028. /**
  13029. * The original blend value of the runtime animation
  13030. */
  13031. private _originalBlendValue;
  13032. /**
  13033. * The offsets cache of the runtime animation
  13034. */
  13035. private _offsetsCache;
  13036. /**
  13037. * The high limits cache of the runtime animation
  13038. */
  13039. private _highLimitsCache;
  13040. /**
  13041. * Specifies if the runtime animation has been stopped
  13042. */
  13043. private _stopped;
  13044. /**
  13045. * The blending factor of the runtime animation
  13046. */
  13047. private _blendingFactor;
  13048. /**
  13049. * The BabylonJS scene
  13050. */
  13051. private _scene;
  13052. /**
  13053. * The current value of the runtime animation
  13054. */
  13055. private _currentValue;
  13056. /** @hidden */
  13057. _animationState: _IAnimationState;
  13058. /**
  13059. * The active target of the runtime animation
  13060. */
  13061. private _activeTargets;
  13062. private _currentActiveTarget;
  13063. private _directTarget;
  13064. /**
  13065. * The target path of the runtime animation
  13066. */
  13067. private _targetPath;
  13068. /**
  13069. * The weight of the runtime animation
  13070. */
  13071. private _weight;
  13072. /**
  13073. * The ratio offset of the runtime animation
  13074. */
  13075. private _ratioOffset;
  13076. /**
  13077. * The previous delay of the runtime animation
  13078. */
  13079. private _previousDelay;
  13080. /**
  13081. * The previous ratio of the runtime animation
  13082. */
  13083. private _previousRatio;
  13084. private _enableBlending;
  13085. private _keys;
  13086. private _minFrame;
  13087. private _maxFrame;
  13088. private _minValue;
  13089. private _maxValue;
  13090. private _targetIsArray;
  13091. /**
  13092. * Gets the current frame of the runtime animation
  13093. */
  13094. readonly currentFrame: number;
  13095. /**
  13096. * Gets the weight of the runtime animation
  13097. */
  13098. readonly weight: number;
  13099. /**
  13100. * Gets the current value of the runtime animation
  13101. */
  13102. readonly currentValue: any;
  13103. /**
  13104. * Gets the target path of the runtime animation
  13105. */
  13106. readonly targetPath: string;
  13107. /**
  13108. * Gets the actual target of the runtime animation
  13109. */
  13110. readonly target: any;
  13111. /** @hidden */
  13112. _onLoop: () => void;
  13113. /**
  13114. * Create a new RuntimeAnimation object
  13115. * @param target defines the target of the animation
  13116. * @param animation defines the source animation object
  13117. * @param scene defines the hosting scene
  13118. * @param host defines the initiating Animatable
  13119. */
  13120. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  13121. private _preparePath;
  13122. /**
  13123. * Gets the animation from the runtime animation
  13124. */
  13125. readonly animation: Animation;
  13126. /**
  13127. * Resets the runtime animation to the beginning
  13128. * @param restoreOriginal defines whether to restore the target property to the original value
  13129. */
  13130. reset(restoreOriginal?: boolean): void;
  13131. /**
  13132. * Specifies if the runtime animation is stopped
  13133. * @returns Boolean specifying if the runtime animation is stopped
  13134. */
  13135. isStopped(): boolean;
  13136. /**
  13137. * Disposes of the runtime animation
  13138. */
  13139. dispose(): void;
  13140. /**
  13141. * Apply the interpolated value to the target
  13142. * @param currentValue defines the value computed by the animation
  13143. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  13144. */
  13145. setValue(currentValue: any, weight: number): void;
  13146. private _getOriginalValues;
  13147. private _setValue;
  13148. /**
  13149. * Gets the loop pmode of the runtime animation
  13150. * @returns Loop Mode
  13151. */
  13152. private _getCorrectLoopMode;
  13153. /**
  13154. * Move the current animation to a given frame
  13155. * @param frame defines the frame to move to
  13156. */
  13157. goToFrame(frame: number): void;
  13158. /**
  13159. * @hidden Internal use only
  13160. */
  13161. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  13162. /**
  13163. * Execute the current animation
  13164. * @param delay defines the delay to add to the current frame
  13165. * @param from defines the lower bound of the animation range
  13166. * @param to defines the upper bound of the animation range
  13167. * @param loop defines if the current animation must loop
  13168. * @param speedRatio defines the current speed ratio
  13169. * @param weight defines the weight of the animation (default is -1 so no weight)
  13170. * @param onLoop optional callback called when animation loops
  13171. * @returns a boolean indicating if the animation is running
  13172. */
  13173. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  13174. }
  13175. }
  13176. declare module "babylonjs/Animations/animatable" {
  13177. import { Animation } from "babylonjs/Animations/animation";
  13178. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  13179. import { Nullable } from "babylonjs/types";
  13180. import { Observable } from "babylonjs/Misc/observable";
  13181. import { Scene } from "babylonjs/scene";
  13182. import { Matrix, Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  13183. import { Node } from "babylonjs/node";
  13184. /**
  13185. * Class used to store an actual running animation
  13186. */
  13187. export class Animatable {
  13188. /** defines the target object */
  13189. target: any;
  13190. /** defines the starting frame number (default is 0) */
  13191. fromFrame: number;
  13192. /** defines the ending frame number (default is 100) */
  13193. toFrame: number;
  13194. /** defines if the animation must loop (default is false) */
  13195. loopAnimation: boolean;
  13196. /** defines a callback to call when animation ends if it is not looping */
  13197. onAnimationEnd?: (() => void) | null | undefined;
  13198. /** defines a callback to call when animation loops */
  13199. onAnimationLoop?: (() => void) | null | undefined;
  13200. private _localDelayOffset;
  13201. private _pausedDelay;
  13202. private _runtimeAnimations;
  13203. private _paused;
  13204. private _scene;
  13205. private _speedRatio;
  13206. private _weight;
  13207. private _syncRoot;
  13208. /**
  13209. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  13210. * This will only apply for non looping animation (default is true)
  13211. */
  13212. disposeOnEnd: boolean;
  13213. /**
  13214. * Gets a boolean indicating if the animation has started
  13215. */
  13216. animationStarted: boolean;
  13217. /**
  13218. * Observer raised when the animation ends
  13219. */
  13220. onAnimationEndObservable: Observable<Animatable>;
  13221. /**
  13222. * Observer raised when the animation loops
  13223. */
  13224. onAnimationLoopObservable: Observable<Animatable>;
  13225. /**
  13226. * Gets the root Animatable used to synchronize and normalize animations
  13227. */
  13228. readonly syncRoot: Nullable<Animatable>;
  13229. /**
  13230. * Gets the current frame of the first RuntimeAnimation
  13231. * Used to synchronize Animatables
  13232. */
  13233. readonly masterFrame: number;
  13234. /**
  13235. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  13236. */
  13237. weight: number;
  13238. /**
  13239. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  13240. */
  13241. speedRatio: number;
  13242. /**
  13243. * Creates a new Animatable
  13244. * @param scene defines the hosting scene
  13245. * @param target defines the target object
  13246. * @param fromFrame defines the starting frame number (default is 0)
  13247. * @param toFrame defines the ending frame number (default is 100)
  13248. * @param loopAnimation defines if the animation must loop (default is false)
  13249. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  13250. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  13251. * @param animations defines a group of animation to add to the new Animatable
  13252. * @param onAnimationLoop defines a callback to call when animation loops
  13253. */
  13254. constructor(scene: Scene,
  13255. /** defines the target object */
  13256. target: any,
  13257. /** defines the starting frame number (default is 0) */
  13258. fromFrame?: number,
  13259. /** defines the ending frame number (default is 100) */
  13260. toFrame?: number,
  13261. /** defines if the animation must loop (default is false) */
  13262. loopAnimation?: boolean, speedRatio?: number,
  13263. /** defines a callback to call when animation ends if it is not looping */
  13264. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  13265. /** defines a callback to call when animation loops */
  13266. onAnimationLoop?: (() => void) | null | undefined);
  13267. /**
  13268. * Synchronize and normalize current Animatable with a source Animatable
  13269. * This is useful when using animation weights and when animations are not of the same length
  13270. * @param root defines the root Animatable to synchronize with
  13271. * @returns the current Animatable
  13272. */
  13273. syncWith(root: Animatable): Animatable;
  13274. /**
  13275. * Gets the list of runtime animations
  13276. * @returns an array of RuntimeAnimation
  13277. */
  13278. getAnimations(): RuntimeAnimation[];
  13279. /**
  13280. * Adds more animations to the current animatable
  13281. * @param target defines the target of the animations
  13282. * @param animations defines the new animations to add
  13283. */
  13284. appendAnimations(target: any, animations: Animation[]): void;
  13285. /**
  13286. * Gets the source animation for a specific property
  13287. * @param property defines the propertyu to look for
  13288. * @returns null or the source animation for the given property
  13289. */
  13290. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  13291. /**
  13292. * Gets the runtime animation for a specific property
  13293. * @param property defines the propertyu to look for
  13294. * @returns null or the runtime animation for the given property
  13295. */
  13296. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  13297. /**
  13298. * Resets the animatable to its original state
  13299. */
  13300. reset(): void;
  13301. /**
  13302. * Allows the animatable to blend with current running animations
  13303. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13304. * @param blendingSpeed defines the blending speed to use
  13305. */
  13306. enableBlending(blendingSpeed: number): void;
  13307. /**
  13308. * Disable animation blending
  13309. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13310. */
  13311. disableBlending(): void;
  13312. /**
  13313. * Jump directly to a given frame
  13314. * @param frame defines the frame to jump to
  13315. */
  13316. goToFrame(frame: number): void;
  13317. /**
  13318. * Pause the animation
  13319. */
  13320. pause(): void;
  13321. /**
  13322. * Restart the animation
  13323. */
  13324. restart(): void;
  13325. private _raiseOnAnimationEnd;
  13326. /**
  13327. * Stop and delete the current animation
  13328. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  13329. * @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)
  13330. */
  13331. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  13332. /**
  13333. * Wait asynchronously for the animation to end
  13334. * @returns a promise which will be fullfilled when the animation ends
  13335. */
  13336. waitAsync(): Promise<Animatable>;
  13337. /** @hidden */
  13338. _animate(delay: number): boolean;
  13339. }
  13340. module "babylonjs/scene" {
  13341. interface Scene {
  13342. /** @hidden */
  13343. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  13344. /** @hidden */
  13345. _processLateAnimationBindingsForMatrices(holder: {
  13346. totalWeight: number;
  13347. animations: RuntimeAnimation[];
  13348. originalValue: Matrix;
  13349. }): any;
  13350. /** @hidden */
  13351. _processLateAnimationBindingsForQuaternions(holder: {
  13352. totalWeight: number;
  13353. animations: RuntimeAnimation[];
  13354. originalValue: Quaternion;
  13355. }, refQuaternion: Quaternion): Quaternion;
  13356. /** @hidden */
  13357. _processLateAnimationBindings(): void;
  13358. /**
  13359. * Will start the animation sequence of a given target
  13360. * @param target defines the target
  13361. * @param from defines from which frame should animation start
  13362. * @param to defines until which frame should animation run.
  13363. * @param weight defines the weight to apply to the animation (1.0 by default)
  13364. * @param loop defines if the animation loops
  13365. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13366. * @param onAnimationEnd defines the function to be executed when the animation ends
  13367. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13368. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13369. * @param onAnimationLoop defines the callback to call when an animation loops
  13370. * @returns the animatable object created for this animation
  13371. */
  13372. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13373. /**
  13374. * Will start the animation sequence of a given target
  13375. * @param target defines the target
  13376. * @param from defines from which frame should animation start
  13377. * @param to defines until which frame should animation run.
  13378. * @param loop defines if the animation loops
  13379. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13380. * @param onAnimationEnd defines the function to be executed when the animation ends
  13381. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13382. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13383. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  13384. * @param onAnimationLoop defines the callback to call when an animation loops
  13385. * @returns the animatable object created for this animation
  13386. */
  13387. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  13388. /**
  13389. * Will start the animation sequence of a given target and its hierarchy
  13390. * @param target defines the target
  13391. * @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.
  13392. * @param from defines from which frame should animation start
  13393. * @param to defines until which frame should animation run.
  13394. * @param loop defines if the animation loops
  13395. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  13396. * @param onAnimationEnd defines the function to be executed when the animation ends
  13397. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  13398. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  13399. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  13400. * @param onAnimationLoop defines the callback to call when an animation loops
  13401. * @returns the list of created animatables
  13402. */
  13403. 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[];
  13404. /**
  13405. * Begin a new animation on a given node
  13406. * @param target defines the target where the animation will take place
  13407. * @param animations defines the list of animations to start
  13408. * @param from defines the initial value
  13409. * @param to defines the final value
  13410. * @param loop defines if you want animation to loop (off by default)
  13411. * @param speedRatio defines the speed ratio to apply to all animations
  13412. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13413. * @param onAnimationLoop defines the callback to call when an animation loops
  13414. * @returns the list of created animatables
  13415. */
  13416. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  13417. /**
  13418. * Begin a new animation on a given node and its hierarchy
  13419. * @param target defines the root node where the animation will take place
  13420. * @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.
  13421. * @param animations defines the list of animations to start
  13422. * @param from defines the initial value
  13423. * @param to defines the final value
  13424. * @param loop defines if you want animation to loop (off by default)
  13425. * @param speedRatio defines the speed ratio to apply to all animations
  13426. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  13427. * @param onAnimationLoop defines the callback to call when an animation loops
  13428. * @returns the list of animatables created for all nodes
  13429. */
  13430. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  13431. /**
  13432. * Gets the animatable associated with a specific target
  13433. * @param target defines the target of the animatable
  13434. * @returns the required animatable if found
  13435. */
  13436. getAnimatableByTarget(target: any): Nullable<Animatable>;
  13437. /**
  13438. * Gets all animatables associated with a given target
  13439. * @param target defines the target to look animatables for
  13440. * @returns an array of Animatables
  13441. */
  13442. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  13443. /**
  13444. * Stops and removes all animations that have been applied to the scene
  13445. */
  13446. stopAllAnimations(): void;
  13447. /**
  13448. * Gets the current delta time used by animation engine
  13449. */
  13450. deltaTime: number;
  13451. }
  13452. }
  13453. module "babylonjs/Bones/bone" {
  13454. interface Bone {
  13455. /**
  13456. * Copy an animation range from another bone
  13457. * @param source defines the source bone
  13458. * @param rangeName defines the range name to copy
  13459. * @param frameOffset defines the frame offset
  13460. * @param rescaleAsRequired defines if rescaling must be applied if required
  13461. * @param skelDimensionsRatio defines the scaling ratio
  13462. * @returns true if operation was successful
  13463. */
  13464. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  13465. }
  13466. }
  13467. }
  13468. declare module "babylonjs/Animations/animationPropertiesOverride" {
  13469. /**
  13470. * Class used to override all child animations of a given target
  13471. */
  13472. export class AnimationPropertiesOverride {
  13473. /**
  13474. * Gets or sets a value indicating if animation blending must be used
  13475. */
  13476. enableBlending: boolean;
  13477. /**
  13478. * Gets or sets the blending speed to use when enableBlending is true
  13479. */
  13480. blendingSpeed: number;
  13481. /**
  13482. * Gets or sets the default loop mode to use
  13483. */
  13484. loopMode: number;
  13485. }
  13486. }
  13487. declare module "babylonjs/Bones/skeleton" {
  13488. import { Bone } from "babylonjs/Bones/bone";
  13489. import { Observable } from "babylonjs/Misc/observable";
  13490. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  13491. import { Scene } from "babylonjs/scene";
  13492. import { Nullable } from "babylonjs/types";
  13493. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13494. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  13495. import { Animatable } from "babylonjs/Animations/animatable";
  13496. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13497. import { Animation } from "babylonjs/Animations/animation";
  13498. import { AnimationRange } from "babylonjs/Animations/animationRange";
  13499. import { IInspectable } from "babylonjs/Misc/iInspectable";
  13500. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  13501. /**
  13502. * Class used to handle skinning animations
  13503. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13504. */
  13505. export class Skeleton implements IAnimatable {
  13506. /** defines the skeleton name */
  13507. name: string;
  13508. /** defines the skeleton Id */
  13509. id: string;
  13510. /**
  13511. * Defines the list of child bones
  13512. */
  13513. bones: Bone[];
  13514. /**
  13515. * Defines an estimate of the dimension of the skeleton at rest
  13516. */
  13517. dimensionsAtRest: Vector3;
  13518. /**
  13519. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  13520. */
  13521. needInitialSkinMatrix: boolean;
  13522. /**
  13523. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  13524. */
  13525. overrideMesh: Nullable<AbstractMesh>;
  13526. /**
  13527. * Gets the list of animations attached to this skeleton
  13528. */
  13529. animations: Array<Animation>;
  13530. private _scene;
  13531. private _isDirty;
  13532. private _transformMatrices;
  13533. private _transformMatrixTexture;
  13534. private _meshesWithPoseMatrix;
  13535. private _animatables;
  13536. private _identity;
  13537. private _synchronizedWithMesh;
  13538. private _ranges;
  13539. private _lastAbsoluteTransformsUpdateId;
  13540. private _canUseTextureForBones;
  13541. private _uniqueId;
  13542. /** @hidden */
  13543. _numBonesWithLinkedTransformNode: number;
  13544. /** @hidden */
  13545. _hasWaitingData: Nullable<boolean>;
  13546. /**
  13547. * Specifies if the skeleton should be serialized
  13548. */
  13549. doNotSerialize: boolean;
  13550. private _useTextureToStoreBoneMatrices;
  13551. /**
  13552. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  13553. * Please note that this option is not available if the hardware does not support it
  13554. */
  13555. useTextureToStoreBoneMatrices: boolean;
  13556. private _animationPropertiesOverride;
  13557. /**
  13558. * Gets or sets the animation properties override
  13559. */
  13560. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13561. /**
  13562. * List of inspectable custom properties (used by the Inspector)
  13563. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  13564. */
  13565. inspectableCustomProperties: IInspectable[];
  13566. /**
  13567. * An observable triggered before computing the skeleton's matrices
  13568. */
  13569. onBeforeComputeObservable: Observable<Skeleton>;
  13570. /**
  13571. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  13572. */
  13573. readonly isUsingTextureForMatrices: boolean;
  13574. /**
  13575. * Gets the unique ID of this skeleton
  13576. */
  13577. readonly uniqueId: number;
  13578. /**
  13579. * Creates a new skeleton
  13580. * @param name defines the skeleton name
  13581. * @param id defines the skeleton Id
  13582. * @param scene defines the hosting scene
  13583. */
  13584. constructor(
  13585. /** defines the skeleton name */
  13586. name: string,
  13587. /** defines the skeleton Id */
  13588. id: string, scene: Scene);
  13589. /**
  13590. * Gets the current object class name.
  13591. * @return the class name
  13592. */
  13593. getClassName(): string;
  13594. /**
  13595. * Returns an array containing the root bones
  13596. * @returns an array containing the root bones
  13597. */
  13598. getChildren(): Array<Bone>;
  13599. /**
  13600. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  13601. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13602. * @returns a Float32Array containing matrices data
  13603. */
  13604. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  13605. /**
  13606. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  13607. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  13608. * @returns a raw texture containing the data
  13609. */
  13610. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  13611. /**
  13612. * Gets the current hosting scene
  13613. * @returns a scene object
  13614. */
  13615. getScene(): Scene;
  13616. /**
  13617. * Gets a string representing the current skeleton data
  13618. * @param fullDetails defines a boolean indicating if we want a verbose version
  13619. * @returns a string representing the current skeleton data
  13620. */
  13621. toString(fullDetails?: boolean): string;
  13622. /**
  13623. * Get bone's index searching by name
  13624. * @param name defines bone's name to search for
  13625. * @return the indice of the bone. Returns -1 if not found
  13626. */
  13627. getBoneIndexByName(name: string): number;
  13628. /**
  13629. * Creater a new animation range
  13630. * @param name defines the name of the range
  13631. * @param from defines the start key
  13632. * @param to defines the end key
  13633. */
  13634. createAnimationRange(name: string, from: number, to: number): void;
  13635. /**
  13636. * Delete a specific animation range
  13637. * @param name defines the name of the range
  13638. * @param deleteFrames defines if frames must be removed as well
  13639. */
  13640. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  13641. /**
  13642. * Gets a specific animation range
  13643. * @param name defines the name of the range to look for
  13644. * @returns the requested animation range or null if not found
  13645. */
  13646. getAnimationRange(name: string): Nullable<AnimationRange>;
  13647. /**
  13648. * Gets the list of all animation ranges defined on this skeleton
  13649. * @returns an array
  13650. */
  13651. getAnimationRanges(): Nullable<AnimationRange>[];
  13652. /**
  13653. * Copy animation range from a source skeleton.
  13654. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  13655. * @param source defines the source skeleton
  13656. * @param name defines the name of the range to copy
  13657. * @param rescaleAsRequired defines if rescaling must be applied if required
  13658. * @returns true if operation was successful
  13659. */
  13660. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  13661. /**
  13662. * Forces the skeleton to go to rest pose
  13663. */
  13664. returnToRest(): void;
  13665. private _getHighestAnimationFrame;
  13666. /**
  13667. * Begin a specific animation range
  13668. * @param name defines the name of the range to start
  13669. * @param loop defines if looping must be turned on (false by default)
  13670. * @param speedRatio defines the speed ratio to apply (1 by default)
  13671. * @param onAnimationEnd defines a callback which will be called when animation will end
  13672. * @returns a new animatable
  13673. */
  13674. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  13675. /** @hidden */
  13676. _markAsDirty(): void;
  13677. /** @hidden */
  13678. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13679. /** @hidden */
  13680. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  13681. private _computeTransformMatrices;
  13682. /**
  13683. * Build all resources required to render a skeleton
  13684. */
  13685. prepare(): void;
  13686. /**
  13687. * Gets the list of animatables currently running for this skeleton
  13688. * @returns an array of animatables
  13689. */
  13690. getAnimatables(): IAnimatable[];
  13691. /**
  13692. * Clone the current skeleton
  13693. * @param name defines the name of the new skeleton
  13694. * @param id defines the id of the new skeleton
  13695. * @returns the new skeleton
  13696. */
  13697. clone(name: string, id?: string): Skeleton;
  13698. /**
  13699. * Enable animation blending for this skeleton
  13700. * @param blendingSpeed defines the blending speed to apply
  13701. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  13702. */
  13703. enableBlending(blendingSpeed?: number): void;
  13704. /**
  13705. * Releases all resources associated with the current skeleton
  13706. */
  13707. dispose(): void;
  13708. /**
  13709. * Serialize the skeleton in a JSON object
  13710. * @returns a JSON object
  13711. */
  13712. serialize(): any;
  13713. /**
  13714. * Creates a new skeleton from serialized data
  13715. * @param parsedSkeleton defines the serialized data
  13716. * @param scene defines the hosting scene
  13717. * @returns a new skeleton
  13718. */
  13719. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  13720. /**
  13721. * Compute all node absolute transforms
  13722. * @param forceUpdate defines if computation must be done even if cache is up to date
  13723. */
  13724. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  13725. /**
  13726. * Gets the root pose matrix
  13727. * @returns a matrix
  13728. */
  13729. getPoseMatrix(): Nullable<Matrix>;
  13730. /**
  13731. * Sorts bones per internal index
  13732. */
  13733. sortBones(): void;
  13734. private _sortBones;
  13735. }
  13736. }
  13737. declare module "babylonjs/Bones/bone" {
  13738. import { Skeleton } from "babylonjs/Bones/skeleton";
  13739. import { Vector3, Quaternion, Matrix } from "babylonjs/Maths/math.vector";
  13740. import { Nullable } from "babylonjs/types";
  13741. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  13742. import { TransformNode } from "babylonjs/Meshes/transformNode";
  13743. import { Node } from "babylonjs/node";
  13744. import { Space } from "babylonjs/Maths/math.axis";
  13745. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  13746. /**
  13747. * Class used to store bone information
  13748. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  13749. */
  13750. export class Bone extends Node {
  13751. /**
  13752. * defines the bone name
  13753. */
  13754. name: string;
  13755. private static _tmpVecs;
  13756. private static _tmpQuat;
  13757. private static _tmpMats;
  13758. /**
  13759. * Gets the list of child bones
  13760. */
  13761. children: Bone[];
  13762. /** Gets the animations associated with this bone */
  13763. animations: import("babylonjs/Animations/animation").Animation[];
  13764. /**
  13765. * Gets or sets bone length
  13766. */
  13767. length: number;
  13768. /**
  13769. * @hidden Internal only
  13770. * Set this value to map this bone to a different index in the transform matrices
  13771. * Set this value to -1 to exclude the bone from the transform matrices
  13772. */
  13773. _index: Nullable<number>;
  13774. private _skeleton;
  13775. private _localMatrix;
  13776. private _restPose;
  13777. private _baseMatrix;
  13778. private _absoluteTransform;
  13779. private _invertedAbsoluteTransform;
  13780. private _parent;
  13781. private _scalingDeterminant;
  13782. private _worldTransform;
  13783. private _localScaling;
  13784. private _localRotation;
  13785. private _localPosition;
  13786. private _needToDecompose;
  13787. private _needToCompose;
  13788. /** @hidden */
  13789. _linkedTransformNode: Nullable<TransformNode>;
  13790. /** @hidden */
  13791. _waitingTransformNodeId: Nullable<string>;
  13792. /** @hidden */
  13793. /** @hidden */
  13794. _matrix: Matrix;
  13795. /**
  13796. * Create a new bone
  13797. * @param name defines the bone name
  13798. * @param skeleton defines the parent skeleton
  13799. * @param parentBone defines the parent (can be null if the bone is the root)
  13800. * @param localMatrix defines the local matrix
  13801. * @param restPose defines the rest pose matrix
  13802. * @param baseMatrix defines the base matrix
  13803. * @param index defines index of the bone in the hiearchy
  13804. */
  13805. constructor(
  13806. /**
  13807. * defines the bone name
  13808. */
  13809. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  13810. /**
  13811. * Gets the current object class name.
  13812. * @return the class name
  13813. */
  13814. getClassName(): string;
  13815. /**
  13816. * Gets the parent skeleton
  13817. * @returns a skeleton
  13818. */
  13819. getSkeleton(): Skeleton;
  13820. /**
  13821. * Gets parent bone
  13822. * @returns a bone or null if the bone is the root of the bone hierarchy
  13823. */
  13824. getParent(): Nullable<Bone>;
  13825. /**
  13826. * Returns an array containing the root bones
  13827. * @returns an array containing the root bones
  13828. */
  13829. getChildren(): Array<Bone>;
  13830. /**
  13831. * Gets the node index in matrix array generated for rendering
  13832. * @returns the node index
  13833. */
  13834. getIndex(): number;
  13835. /**
  13836. * Sets the parent bone
  13837. * @param parent defines the parent (can be null if the bone is the root)
  13838. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13839. */
  13840. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  13841. /**
  13842. * Gets the local matrix
  13843. * @returns a matrix
  13844. */
  13845. getLocalMatrix(): Matrix;
  13846. /**
  13847. * Gets the base matrix (initial matrix which remains unchanged)
  13848. * @returns a matrix
  13849. */
  13850. getBaseMatrix(): Matrix;
  13851. /**
  13852. * Gets the rest pose matrix
  13853. * @returns a matrix
  13854. */
  13855. getRestPose(): Matrix;
  13856. /**
  13857. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  13858. */
  13859. getWorldMatrix(): Matrix;
  13860. /**
  13861. * Sets the local matrix to rest pose matrix
  13862. */
  13863. returnToRest(): void;
  13864. /**
  13865. * Gets the inverse of the absolute transform matrix.
  13866. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  13867. * @returns a matrix
  13868. */
  13869. getInvertedAbsoluteTransform(): Matrix;
  13870. /**
  13871. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  13872. * @returns a matrix
  13873. */
  13874. getAbsoluteTransform(): Matrix;
  13875. /**
  13876. * Links with the given transform node.
  13877. * The local matrix of this bone is copied from the transform node every frame.
  13878. * @param transformNode defines the transform node to link to
  13879. */
  13880. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  13881. /**
  13882. * Gets the node used to drive the bone's transformation
  13883. * @returns a transform node or null
  13884. */
  13885. getTransformNode(): Nullable<TransformNode>;
  13886. /** Gets or sets current position (in local space) */
  13887. position: Vector3;
  13888. /** Gets or sets current rotation (in local space) */
  13889. rotation: Vector3;
  13890. /** Gets or sets current rotation quaternion (in local space) */
  13891. rotationQuaternion: Quaternion;
  13892. /** Gets or sets current scaling (in local space) */
  13893. scaling: Vector3;
  13894. /**
  13895. * Gets the animation properties override
  13896. */
  13897. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  13898. private _decompose;
  13899. private _compose;
  13900. /**
  13901. * Update the base and local matrices
  13902. * @param matrix defines the new base or local matrix
  13903. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  13904. * @param updateLocalMatrix defines if the local matrix should be updated
  13905. */
  13906. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  13907. /** @hidden */
  13908. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  13909. /**
  13910. * Flag the bone as dirty (Forcing it to update everything)
  13911. */
  13912. markAsDirty(): void;
  13913. /** @hidden */
  13914. _markAsDirtyAndCompose(): void;
  13915. private _markAsDirtyAndDecompose;
  13916. /**
  13917. * Translate the bone in local or world space
  13918. * @param vec The amount to translate the bone
  13919. * @param space The space that the translation is in
  13920. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13921. */
  13922. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13923. /**
  13924. * Set the postion of the bone in local or world space
  13925. * @param position The position to set the bone
  13926. * @param space The space that the position is in
  13927. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13928. */
  13929. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13930. /**
  13931. * Set the absolute position of the bone (world space)
  13932. * @param position The position to set the bone
  13933. * @param mesh The mesh that this bone is attached to
  13934. */
  13935. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  13936. /**
  13937. * Scale the bone on the x, y and z axes (in local space)
  13938. * @param x The amount to scale the bone on the x axis
  13939. * @param y The amount to scale the bone on the y axis
  13940. * @param z The amount to scale the bone on the z axis
  13941. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  13942. */
  13943. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  13944. /**
  13945. * Set the bone scaling in local space
  13946. * @param scale defines the scaling vector
  13947. */
  13948. setScale(scale: Vector3): void;
  13949. /**
  13950. * Gets the current scaling in local space
  13951. * @returns the current scaling vector
  13952. */
  13953. getScale(): Vector3;
  13954. /**
  13955. * Gets the current scaling in local space and stores it in a target vector
  13956. * @param result defines the target vector
  13957. */
  13958. getScaleToRef(result: Vector3): void;
  13959. /**
  13960. * Set the yaw, pitch, and roll of the bone in local or world space
  13961. * @param yaw The rotation of the bone on the y axis
  13962. * @param pitch The rotation of the bone on the x axis
  13963. * @param roll The rotation of the bone on the z axis
  13964. * @param space The space that the axes of rotation are in
  13965. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13966. */
  13967. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  13968. /**
  13969. * Add a rotation to the bone on an axis in local or world space
  13970. * @param axis The axis to rotate the bone on
  13971. * @param amount The amount to rotate the bone
  13972. * @param space The space that the axis is in
  13973. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13974. */
  13975. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  13976. /**
  13977. * Set the rotation of the bone to a particular axis angle in local or world space
  13978. * @param axis The axis to rotate the bone on
  13979. * @param angle The angle that the bone should be rotated to
  13980. * @param space The space that the axis is in
  13981. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13982. */
  13983. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  13984. /**
  13985. * Set the euler rotation of the bone in local of world space
  13986. * @param rotation The euler rotation that the bone should be set to
  13987. * @param space The space that the rotation is in
  13988. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13989. */
  13990. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  13991. /**
  13992. * Set the quaternion rotation of the bone in local of world space
  13993. * @param quat The quaternion rotation that the bone should be set to
  13994. * @param space The space that the rotation is in
  13995. * @param mesh The mesh that this bone is attached to. This is only used in world space
  13996. */
  13997. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  13998. /**
  13999. * Set the rotation matrix of the bone in local of world space
  14000. * @param rotMat The rotation matrix that the bone should be set to
  14001. * @param space The space that the rotation is in
  14002. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14003. */
  14004. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  14005. private _rotateWithMatrix;
  14006. private _getNegativeRotationToRef;
  14007. /**
  14008. * Get the position of the bone in local or world space
  14009. * @param space The space that the returned position is in
  14010. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14011. * @returns The position of the bone
  14012. */
  14013. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14014. /**
  14015. * Copy the position of the bone to a vector3 in local or world space
  14016. * @param space The space that the returned position is in
  14017. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14018. * @param result The vector3 to copy the position to
  14019. */
  14020. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  14021. /**
  14022. * Get the absolute position of the bone (world space)
  14023. * @param mesh The mesh that this bone is attached to
  14024. * @returns The absolute position of the bone
  14025. */
  14026. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  14027. /**
  14028. * Copy the absolute position of the bone (world space) to the result param
  14029. * @param mesh The mesh that this bone is attached to
  14030. * @param result The vector3 to copy the absolute position to
  14031. */
  14032. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  14033. /**
  14034. * Compute the absolute transforms of this bone and its children
  14035. */
  14036. computeAbsoluteTransforms(): void;
  14037. /**
  14038. * Get the world direction from an axis that is in the local space of the bone
  14039. * @param localAxis The local direction that is used to compute the world direction
  14040. * @param mesh The mesh that this bone is attached to
  14041. * @returns The world direction
  14042. */
  14043. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14044. /**
  14045. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  14046. * @param localAxis The local direction that is used to compute the world direction
  14047. * @param mesh The mesh that this bone is attached to
  14048. * @param result The vector3 that the world direction will be copied to
  14049. */
  14050. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14051. /**
  14052. * Get the euler rotation of the bone in local or world space
  14053. * @param space The space that the rotation should be in
  14054. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14055. * @returns The euler rotation
  14056. */
  14057. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  14058. /**
  14059. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  14060. * @param space The space that the rotation should be in
  14061. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14062. * @param result The vector3 that the rotation should be copied to
  14063. */
  14064. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14065. /**
  14066. * Get the quaternion rotation of the bone in either local or world space
  14067. * @param space The space that the rotation should be in
  14068. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14069. * @returns The quaternion rotation
  14070. */
  14071. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  14072. /**
  14073. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  14074. * @param space The space that the rotation should be in
  14075. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14076. * @param result The quaternion that the rotation should be copied to
  14077. */
  14078. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  14079. /**
  14080. * Get the rotation matrix of the bone in local or world space
  14081. * @param space The space that the rotation should be in
  14082. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14083. * @returns The rotation matrix
  14084. */
  14085. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  14086. /**
  14087. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  14088. * @param space The space that the rotation should be in
  14089. * @param mesh The mesh that this bone is attached to. This is only used in world space
  14090. * @param result The quaternion that the rotation should be copied to
  14091. */
  14092. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  14093. /**
  14094. * Get the world position of a point that is in the local space of the bone
  14095. * @param position The local position
  14096. * @param mesh The mesh that this bone is attached to
  14097. * @returns The world position
  14098. */
  14099. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14100. /**
  14101. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  14102. * @param position The local position
  14103. * @param mesh The mesh that this bone is attached to
  14104. * @param result The vector3 that the world position should be copied to
  14105. */
  14106. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14107. /**
  14108. * Get the local position of a point that is in world space
  14109. * @param position The world position
  14110. * @param mesh The mesh that this bone is attached to
  14111. * @returns The local position
  14112. */
  14113. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  14114. /**
  14115. * Get the local position of a point that is in world space and copy it to the result param
  14116. * @param position The world position
  14117. * @param mesh The mesh that this bone is attached to
  14118. * @param result The vector3 that the local position should be copied to
  14119. */
  14120. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  14121. }
  14122. }
  14123. declare module "babylonjs/Meshes/transformNode" {
  14124. import { DeepImmutable } from "babylonjs/types";
  14125. import { Observable } from "babylonjs/Misc/observable";
  14126. import { Nullable } from "babylonjs/types";
  14127. import { Camera } from "babylonjs/Cameras/camera";
  14128. import { Scene } from "babylonjs/scene";
  14129. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14130. import { Node } from "babylonjs/node";
  14131. import { Bone } from "babylonjs/Bones/bone";
  14132. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14133. import { Space } from "babylonjs/Maths/math.axis";
  14134. /**
  14135. * 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.
  14136. * @see https://doc.babylonjs.com/how_to/transformnode
  14137. */
  14138. export class TransformNode extends Node {
  14139. /**
  14140. * Object will not rotate to face the camera
  14141. */
  14142. static BILLBOARDMODE_NONE: number;
  14143. /**
  14144. * Object will rotate to face the camera but only on the x axis
  14145. */
  14146. static BILLBOARDMODE_X: number;
  14147. /**
  14148. * Object will rotate to face the camera but only on the y axis
  14149. */
  14150. static BILLBOARDMODE_Y: number;
  14151. /**
  14152. * Object will rotate to face the camera but only on the z axis
  14153. */
  14154. static BILLBOARDMODE_Z: number;
  14155. /**
  14156. * Object will rotate to face the camera
  14157. */
  14158. static BILLBOARDMODE_ALL: number;
  14159. /**
  14160. * Object will rotate to face the camera's position instead of orientation
  14161. */
  14162. static BILLBOARDMODE_USE_POSITION: number;
  14163. private _forward;
  14164. private _forwardInverted;
  14165. private _up;
  14166. private _right;
  14167. private _rightInverted;
  14168. private _position;
  14169. private _rotation;
  14170. private _rotationQuaternion;
  14171. protected _scaling: Vector3;
  14172. protected _isDirty: boolean;
  14173. private _transformToBoneReferal;
  14174. private _isAbsoluteSynced;
  14175. private _billboardMode;
  14176. /**
  14177. * Gets or sets the billboard mode. Default is 0.
  14178. *
  14179. * | Value | Type | Description |
  14180. * | --- | --- | --- |
  14181. * | 0 | BILLBOARDMODE_NONE | |
  14182. * | 1 | BILLBOARDMODE_X | |
  14183. * | 2 | BILLBOARDMODE_Y | |
  14184. * | 4 | BILLBOARDMODE_Z | |
  14185. * | 7 | BILLBOARDMODE_ALL | |
  14186. *
  14187. */
  14188. billboardMode: number;
  14189. private _preserveParentRotationForBillboard;
  14190. /**
  14191. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  14192. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  14193. */
  14194. preserveParentRotationForBillboard: boolean;
  14195. /**
  14196. * 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
  14197. */
  14198. scalingDeterminant: number;
  14199. private _infiniteDistance;
  14200. /**
  14201. * Gets or sets the distance of the object to max, often used by skybox
  14202. */
  14203. infiniteDistance: boolean;
  14204. /**
  14205. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  14206. * By default the system will update normals to compensate
  14207. */
  14208. ignoreNonUniformScaling: boolean;
  14209. /**
  14210. * 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
  14211. */
  14212. reIntegrateRotationIntoRotationQuaternion: boolean;
  14213. /** @hidden */
  14214. _poseMatrix: Nullable<Matrix>;
  14215. /** @hidden */
  14216. _localMatrix: Matrix;
  14217. private _usePivotMatrix;
  14218. private _absolutePosition;
  14219. private _absoluteScaling;
  14220. private _absoluteRotationQuaternion;
  14221. private _pivotMatrix;
  14222. private _pivotMatrixInverse;
  14223. protected _postMultiplyPivotMatrix: boolean;
  14224. protected _isWorldMatrixFrozen: boolean;
  14225. /** @hidden */
  14226. _indexInSceneTransformNodesArray: number;
  14227. /**
  14228. * An event triggered after the world matrix is updated
  14229. */
  14230. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  14231. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  14232. /**
  14233. * Gets a string identifying the name of the class
  14234. * @returns "TransformNode" string
  14235. */
  14236. getClassName(): string;
  14237. /**
  14238. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  14239. */
  14240. position: Vector3;
  14241. /**
  14242. * 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)).
  14243. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  14244. */
  14245. rotation: Vector3;
  14246. /**
  14247. * 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)).
  14248. */
  14249. scaling: Vector3;
  14250. /**
  14251. * 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).
  14252. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  14253. */
  14254. rotationQuaternion: Nullable<Quaternion>;
  14255. /**
  14256. * The forward direction of that transform in world space.
  14257. */
  14258. readonly forward: Vector3;
  14259. /**
  14260. * The up direction of that transform in world space.
  14261. */
  14262. readonly up: Vector3;
  14263. /**
  14264. * The right direction of that transform in world space.
  14265. */
  14266. readonly right: Vector3;
  14267. /**
  14268. * Copies the parameter passed Matrix into the mesh Pose matrix.
  14269. * @param matrix the matrix to copy the pose from
  14270. * @returns this TransformNode.
  14271. */
  14272. updatePoseMatrix(matrix: Matrix): TransformNode;
  14273. /**
  14274. * Returns the mesh Pose matrix.
  14275. * @returns the pose matrix
  14276. */
  14277. getPoseMatrix(): Matrix;
  14278. /** @hidden */
  14279. _isSynchronized(): boolean;
  14280. /** @hidden */
  14281. _initCache(): void;
  14282. /**
  14283. * Flag the transform node as dirty (Forcing it to update everything)
  14284. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  14285. * @returns this transform node
  14286. */
  14287. markAsDirty(property: string): TransformNode;
  14288. /**
  14289. * Returns the current mesh absolute position.
  14290. * Returns a Vector3.
  14291. */
  14292. readonly absolutePosition: Vector3;
  14293. /**
  14294. * Returns the current mesh absolute scaling.
  14295. * Returns a Vector3.
  14296. */
  14297. readonly absoluteScaling: Vector3;
  14298. /**
  14299. * Returns the current mesh absolute rotation.
  14300. * Returns a Quaternion.
  14301. */
  14302. readonly absoluteRotationQuaternion: Quaternion;
  14303. /**
  14304. * Sets a new matrix to apply before all other transformation
  14305. * @param matrix defines the transform matrix
  14306. * @returns the current TransformNode
  14307. */
  14308. setPreTransformMatrix(matrix: Matrix): TransformNode;
  14309. /**
  14310. * Sets a new pivot matrix to the current node
  14311. * @param matrix defines the new pivot matrix to use
  14312. * @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
  14313. * @returns the current TransformNode
  14314. */
  14315. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  14316. /**
  14317. * Returns the mesh pivot matrix.
  14318. * Default : Identity.
  14319. * @returns the matrix
  14320. */
  14321. getPivotMatrix(): Matrix;
  14322. /**
  14323. * Instantiate (when possible) or clone that node with its hierarchy
  14324. * @param newParent defines the new parent to use for the instance (or clone)
  14325. * @param options defines options to configure how copy is done
  14326. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  14327. * @returns an instance (or a clone) of the current node with its hiearchy
  14328. */
  14329. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  14330. doNotInstantiate: boolean;
  14331. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  14332. /**
  14333. * Prevents the World matrix to be computed any longer
  14334. * @param newWorldMatrix defines an optional matrix to use as world matrix
  14335. * @returns the TransformNode.
  14336. */
  14337. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  14338. /**
  14339. * Allows back the World matrix computation.
  14340. * @returns the TransformNode.
  14341. */
  14342. unfreezeWorldMatrix(): this;
  14343. /**
  14344. * True if the World matrix has been frozen.
  14345. */
  14346. readonly isWorldMatrixFrozen: boolean;
  14347. /**
  14348. * Retuns the mesh absolute position in the World.
  14349. * @returns a Vector3.
  14350. */
  14351. getAbsolutePosition(): Vector3;
  14352. /**
  14353. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  14354. * @param absolutePosition the absolute position to set
  14355. * @returns the TransformNode.
  14356. */
  14357. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  14358. /**
  14359. * Sets the mesh position in its local space.
  14360. * @param vector3 the position to set in localspace
  14361. * @returns the TransformNode.
  14362. */
  14363. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  14364. /**
  14365. * Returns the mesh position in the local space from the current World matrix values.
  14366. * @returns a new Vector3.
  14367. */
  14368. getPositionExpressedInLocalSpace(): Vector3;
  14369. /**
  14370. * Translates the mesh along the passed Vector3 in its local space.
  14371. * @param vector3 the distance to translate in localspace
  14372. * @returns the TransformNode.
  14373. */
  14374. locallyTranslate(vector3: Vector3): TransformNode;
  14375. private static _lookAtVectorCache;
  14376. /**
  14377. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  14378. * @param targetPoint the position (must be in same space as current mesh) to look at
  14379. * @param yawCor optional yaw (y-axis) correction in radians
  14380. * @param pitchCor optional pitch (x-axis) correction in radians
  14381. * @param rollCor optional roll (z-axis) correction in radians
  14382. * @param space the choosen space of the target
  14383. * @returns the TransformNode.
  14384. */
  14385. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  14386. /**
  14387. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14388. * This Vector3 is expressed in the World space.
  14389. * @param localAxis axis to rotate
  14390. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  14391. */
  14392. getDirection(localAxis: Vector3): Vector3;
  14393. /**
  14394. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  14395. * localAxis is expressed in the mesh local space.
  14396. * result is computed in the Wordl space from the mesh World matrix.
  14397. * @param localAxis axis to rotate
  14398. * @param result the resulting transformnode
  14399. * @returns this TransformNode.
  14400. */
  14401. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  14402. /**
  14403. * Sets this transform node rotation to the given local axis.
  14404. * @param localAxis the axis in local space
  14405. * @param yawCor optional yaw (y-axis) correction in radians
  14406. * @param pitchCor optional pitch (x-axis) correction in radians
  14407. * @param rollCor optional roll (z-axis) correction in radians
  14408. * @returns this TransformNode
  14409. */
  14410. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  14411. /**
  14412. * Sets a new pivot point to the current node
  14413. * @param point defines the new pivot point to use
  14414. * @param space defines if the point is in world or local space (local by default)
  14415. * @returns the current TransformNode
  14416. */
  14417. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  14418. /**
  14419. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  14420. * @returns the pivot point
  14421. */
  14422. getPivotPoint(): Vector3;
  14423. /**
  14424. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  14425. * @param result the vector3 to store the result
  14426. * @returns this TransformNode.
  14427. */
  14428. getPivotPointToRef(result: Vector3): TransformNode;
  14429. /**
  14430. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  14431. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  14432. */
  14433. getAbsolutePivotPoint(): Vector3;
  14434. /**
  14435. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  14436. * @param result vector3 to store the result
  14437. * @returns this TransformNode.
  14438. */
  14439. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  14440. /**
  14441. * Defines the passed node as the parent of the current node.
  14442. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  14443. * @see https://doc.babylonjs.com/how_to/parenting
  14444. * @param node the node ot set as the parent
  14445. * @returns this TransformNode.
  14446. */
  14447. setParent(node: Nullable<Node>): TransformNode;
  14448. private _nonUniformScaling;
  14449. /**
  14450. * True if the scaling property of this object is non uniform eg. (1,2,1)
  14451. */
  14452. readonly nonUniformScaling: boolean;
  14453. /** @hidden */
  14454. _updateNonUniformScalingState(value: boolean): boolean;
  14455. /**
  14456. * Attach the current TransformNode to another TransformNode associated with a bone
  14457. * @param bone Bone affecting the TransformNode
  14458. * @param affectedTransformNode TransformNode associated with the bone
  14459. * @returns this object
  14460. */
  14461. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  14462. /**
  14463. * Detach the transform node if its associated with a bone
  14464. * @returns this object
  14465. */
  14466. detachFromBone(): TransformNode;
  14467. private static _rotationAxisCache;
  14468. /**
  14469. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  14470. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14471. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14472. * The passed axis is also normalized.
  14473. * @param axis the axis to rotate around
  14474. * @param amount the amount to rotate in radians
  14475. * @param space Space to rotate in (Default: local)
  14476. * @returns the TransformNode.
  14477. */
  14478. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  14479. /**
  14480. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  14481. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  14482. * The passed axis is also normalized. .
  14483. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  14484. * @param point the point to rotate around
  14485. * @param axis the axis to rotate around
  14486. * @param amount the amount to rotate in radians
  14487. * @returns the TransformNode
  14488. */
  14489. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  14490. /**
  14491. * Translates the mesh along the axis vector for the passed distance in the given space.
  14492. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  14493. * @param axis the axis to translate in
  14494. * @param distance the distance to translate
  14495. * @param space Space to rotate in (Default: local)
  14496. * @returns the TransformNode.
  14497. */
  14498. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  14499. /**
  14500. * Adds a rotation step to the mesh current rotation.
  14501. * x, y, z are Euler angles expressed in radians.
  14502. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  14503. * This means this rotation is made in the mesh local space only.
  14504. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  14505. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  14506. * ```javascript
  14507. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  14508. * ```
  14509. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  14510. * 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.
  14511. * @param x Rotation to add
  14512. * @param y Rotation to add
  14513. * @param z Rotation to add
  14514. * @returns the TransformNode.
  14515. */
  14516. addRotation(x: number, y: number, z: number): TransformNode;
  14517. /**
  14518. * @hidden
  14519. */
  14520. protected _getEffectiveParent(): Nullable<Node>;
  14521. /**
  14522. * Computes the world matrix of the node
  14523. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14524. * @returns the world matrix
  14525. */
  14526. computeWorldMatrix(force?: boolean): Matrix;
  14527. protected _afterComputeWorldMatrix(): void;
  14528. /**
  14529. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  14530. * @param func callback function to add
  14531. *
  14532. * @returns the TransformNode.
  14533. */
  14534. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14535. /**
  14536. * Removes a registered callback function.
  14537. * @param func callback function to remove
  14538. * @returns the TransformNode.
  14539. */
  14540. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  14541. /**
  14542. * Gets the position of the current mesh in camera space
  14543. * @param camera defines the camera to use
  14544. * @returns a position
  14545. */
  14546. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  14547. /**
  14548. * Returns the distance from the mesh to the active camera
  14549. * @param camera defines the camera to use
  14550. * @returns the distance
  14551. */
  14552. getDistanceToCamera(camera?: Nullable<Camera>): number;
  14553. /**
  14554. * Clone the current transform node
  14555. * @param name Name of the new clone
  14556. * @param newParent New parent for the clone
  14557. * @param doNotCloneChildren Do not clone children hierarchy
  14558. * @returns the new transform node
  14559. */
  14560. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  14561. /**
  14562. * Serializes the objects information.
  14563. * @param currentSerializationObject defines the object to serialize in
  14564. * @returns the serialized object
  14565. */
  14566. serialize(currentSerializationObject?: any): any;
  14567. /**
  14568. * Returns a new TransformNode object parsed from the source provided.
  14569. * @param parsedTransformNode is the source.
  14570. * @param scene the scne the object belongs to
  14571. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  14572. * @returns a new TransformNode object parsed from the source provided.
  14573. */
  14574. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  14575. /**
  14576. * Get all child-transformNodes of this node
  14577. * @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
  14578. * @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
  14579. * @returns an array of TransformNode
  14580. */
  14581. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  14582. /**
  14583. * Releases resources associated with this transform node.
  14584. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  14585. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  14586. */
  14587. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  14588. /**
  14589. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  14590. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  14591. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  14592. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  14593. * @returns the current mesh
  14594. */
  14595. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  14596. private _syncAbsoluteScalingAndRotation;
  14597. }
  14598. }
  14599. declare module "babylonjs/Gamepads/Controllers/poseEnabledController" {
  14600. import { Observable } from "babylonjs/Misc/observable";
  14601. import { Nullable } from "babylonjs/types";
  14602. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14603. import { TransformNode } from "babylonjs/Meshes/transformNode";
  14604. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14605. import { Ray } from "babylonjs/Culling/ray";
  14606. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  14607. import { PoseControlled, DevicePose } from "babylonjs/Cameras/VR/webVRCamera";
  14608. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  14609. /**
  14610. * Defines the types of pose enabled controllers that are supported
  14611. */
  14612. export enum PoseEnabledControllerType {
  14613. /**
  14614. * HTC Vive
  14615. */
  14616. VIVE = 0,
  14617. /**
  14618. * Oculus Rift
  14619. */
  14620. OCULUS = 1,
  14621. /**
  14622. * Windows mixed reality
  14623. */
  14624. WINDOWS = 2,
  14625. /**
  14626. * Samsung gear VR
  14627. */
  14628. GEAR_VR = 3,
  14629. /**
  14630. * Google Daydream
  14631. */
  14632. DAYDREAM = 4,
  14633. /**
  14634. * Generic
  14635. */
  14636. GENERIC = 5
  14637. }
  14638. /**
  14639. * Defines the MutableGamepadButton interface for the state of a gamepad button
  14640. */
  14641. export interface MutableGamepadButton {
  14642. /**
  14643. * Value of the button/trigger
  14644. */
  14645. value: number;
  14646. /**
  14647. * If the button/trigger is currently touched
  14648. */
  14649. touched: boolean;
  14650. /**
  14651. * If the button/trigger is currently pressed
  14652. */
  14653. pressed: boolean;
  14654. }
  14655. /**
  14656. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  14657. * @hidden
  14658. */
  14659. export interface ExtendedGamepadButton extends GamepadButton {
  14660. /**
  14661. * If the button/trigger is currently pressed
  14662. */
  14663. readonly pressed: boolean;
  14664. /**
  14665. * If the button/trigger is currently touched
  14666. */
  14667. readonly touched: boolean;
  14668. /**
  14669. * Value of the button/trigger
  14670. */
  14671. readonly value: number;
  14672. }
  14673. /** @hidden */
  14674. export interface _GamePadFactory {
  14675. /**
  14676. * Returns wether or not the current gamepad can be created for this type of controller.
  14677. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14678. * @returns true if it can be created, otherwise false
  14679. */
  14680. canCreate(gamepadInfo: any): boolean;
  14681. /**
  14682. * Creates a new instance of the Gamepad.
  14683. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  14684. * @returns the new gamepad instance
  14685. */
  14686. create(gamepadInfo: any): Gamepad;
  14687. }
  14688. /**
  14689. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14690. */
  14691. export class PoseEnabledControllerHelper {
  14692. /** @hidden */
  14693. static _ControllerFactories: _GamePadFactory[];
  14694. /** @hidden */
  14695. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  14696. /**
  14697. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  14698. * @param vrGamepad the gamepad to initialized
  14699. * @returns a vr controller of the type the gamepad identified as
  14700. */
  14701. static InitiateController(vrGamepad: any): Gamepad;
  14702. }
  14703. /**
  14704. * Defines the PoseEnabledController object that contains state of a vr capable controller
  14705. */
  14706. export class PoseEnabledController extends Gamepad implements PoseControlled {
  14707. /**
  14708. * If the controller is used in a webXR session
  14709. */
  14710. isXR: boolean;
  14711. private _deviceRoomPosition;
  14712. private _deviceRoomRotationQuaternion;
  14713. /**
  14714. * The device position in babylon space
  14715. */
  14716. devicePosition: Vector3;
  14717. /**
  14718. * The device rotation in babylon space
  14719. */
  14720. deviceRotationQuaternion: Quaternion;
  14721. /**
  14722. * The scale factor of the device in babylon space
  14723. */
  14724. deviceScaleFactor: number;
  14725. /**
  14726. * (Likely devicePosition should be used instead) The device position in its room space
  14727. */
  14728. position: Vector3;
  14729. /**
  14730. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  14731. */
  14732. rotationQuaternion: Quaternion;
  14733. /**
  14734. * The type of controller (Eg. Windows mixed reality)
  14735. */
  14736. controllerType: PoseEnabledControllerType;
  14737. protected _calculatedPosition: Vector3;
  14738. private _calculatedRotation;
  14739. /**
  14740. * The raw pose from the device
  14741. */
  14742. rawPose: DevicePose;
  14743. private _trackPosition;
  14744. private _maxRotationDistFromHeadset;
  14745. private _draggedRoomRotation;
  14746. /**
  14747. * @hidden
  14748. */
  14749. _disableTrackPosition(fixedPosition: Vector3): void;
  14750. /**
  14751. * Internal, the mesh attached to the controller
  14752. * @hidden
  14753. */
  14754. _mesh: Nullable<AbstractMesh>;
  14755. private _poseControlledCamera;
  14756. private _leftHandSystemQuaternion;
  14757. /**
  14758. * Internal, matrix used to convert room space to babylon space
  14759. * @hidden
  14760. */
  14761. _deviceToWorld: Matrix;
  14762. /**
  14763. * Node to be used when casting a ray from the controller
  14764. * @hidden
  14765. */
  14766. _pointingPoseNode: Nullable<TransformNode>;
  14767. /**
  14768. * Name of the child mesh that can be used to cast a ray from the controller
  14769. */
  14770. static readonly POINTING_POSE: string;
  14771. /**
  14772. * Creates a new PoseEnabledController from a gamepad
  14773. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  14774. */
  14775. constructor(browserGamepad: any);
  14776. private _workingMatrix;
  14777. /**
  14778. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  14779. */
  14780. update(): void;
  14781. /**
  14782. * Updates only the pose device and mesh without doing any button event checking
  14783. */
  14784. protected _updatePoseAndMesh(): void;
  14785. /**
  14786. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  14787. * @param poseData raw pose fromthe device
  14788. */
  14789. updateFromDevice(poseData: DevicePose): void;
  14790. /**
  14791. * @hidden
  14792. */
  14793. _meshAttachedObservable: Observable<AbstractMesh>;
  14794. /**
  14795. * Attaches a mesh to the controller
  14796. * @param mesh the mesh to be attached
  14797. */
  14798. attachToMesh(mesh: AbstractMesh): void;
  14799. /**
  14800. * Attaches the controllers mesh to a camera
  14801. * @param camera the camera the mesh should be attached to
  14802. */
  14803. attachToPoseControlledCamera(camera: TargetCamera): void;
  14804. /**
  14805. * Disposes of the controller
  14806. */
  14807. dispose(): void;
  14808. /**
  14809. * The mesh that is attached to the controller
  14810. */
  14811. readonly mesh: Nullable<AbstractMesh>;
  14812. /**
  14813. * Gets the ray of the controller in the direction the controller is pointing
  14814. * @param length the length the resulting ray should be
  14815. * @returns a ray in the direction the controller is pointing
  14816. */
  14817. getForwardRay(length?: number): Ray;
  14818. }
  14819. }
  14820. declare module "babylonjs/Gamepads/Controllers/webVRController" {
  14821. import { Observable } from "babylonjs/Misc/observable";
  14822. import { Scene } from "babylonjs/scene";
  14823. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  14824. import { PoseEnabledController, ExtendedGamepadButton, MutableGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  14825. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  14826. import { Nullable } from "babylonjs/types";
  14827. /**
  14828. * Defines the WebVRController object that represents controllers tracked in 3D space
  14829. */
  14830. export abstract class WebVRController extends PoseEnabledController {
  14831. /**
  14832. * Internal, the default controller model for the controller
  14833. */
  14834. protected _defaultModel: Nullable<AbstractMesh>;
  14835. /**
  14836. * Fired when the trigger state has changed
  14837. */
  14838. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  14839. /**
  14840. * Fired when the main button state has changed
  14841. */
  14842. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14843. /**
  14844. * Fired when the secondary button state has changed
  14845. */
  14846. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  14847. /**
  14848. * Fired when the pad state has changed
  14849. */
  14850. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  14851. /**
  14852. * Fired when controllers stick values have changed
  14853. */
  14854. onPadValuesChangedObservable: Observable<StickValues>;
  14855. /**
  14856. * Array of button availible on the controller
  14857. */
  14858. protected _buttons: Array<MutableGamepadButton>;
  14859. private _onButtonStateChange;
  14860. /**
  14861. * Fired when a controller button's state has changed
  14862. * @param callback the callback containing the button that was modified
  14863. */
  14864. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  14865. /**
  14866. * X and Y axis corresponding to the controllers joystick
  14867. */
  14868. pad: StickValues;
  14869. /**
  14870. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  14871. */
  14872. hand: string;
  14873. /**
  14874. * The default controller model for the controller
  14875. */
  14876. readonly defaultModel: Nullable<AbstractMesh>;
  14877. /**
  14878. * Creates a new WebVRController from a gamepad
  14879. * @param vrGamepad the gamepad that the WebVRController should be created from
  14880. */
  14881. constructor(vrGamepad: any);
  14882. /**
  14883. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  14884. */
  14885. update(): void;
  14886. /**
  14887. * Function to be called when a button is modified
  14888. */
  14889. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  14890. /**
  14891. * Loads a mesh and attaches it to the controller
  14892. * @param scene the scene the mesh should be added to
  14893. * @param meshLoaded callback for when the mesh has been loaded
  14894. */
  14895. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  14896. private _setButtonValue;
  14897. private _changes;
  14898. private _checkChanges;
  14899. /**
  14900. * Disposes of th webVRCOntroller
  14901. */
  14902. dispose(): void;
  14903. }
  14904. }
  14905. declare module "babylonjs/Lights/hemisphericLight" {
  14906. import { Nullable } from "babylonjs/types";
  14907. import { Scene } from "babylonjs/scene";
  14908. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  14909. import { Color3 } from "babylonjs/Maths/math.color";
  14910. import { Effect } from "babylonjs/Materials/effect";
  14911. import { Light } from "babylonjs/Lights/light";
  14912. import { IShadowGenerator } from "babylonjs/Lights/Shadows/shadowGenerator";
  14913. /**
  14914. * The HemisphericLight simulates the ambient environment light,
  14915. * so the passed direction is the light reflection direction, not the incoming direction.
  14916. */
  14917. export class HemisphericLight extends Light {
  14918. /**
  14919. * The groundColor is the light in the opposite direction to the one specified during creation.
  14920. * 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.
  14921. */
  14922. groundColor: Color3;
  14923. /**
  14924. * The light reflection direction, not the incoming direction.
  14925. */
  14926. direction: Vector3;
  14927. /**
  14928. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  14929. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  14930. * The HemisphericLight can't cast shadows.
  14931. * Documentation : https://doc.babylonjs.com/babylon101/lights
  14932. * @param name The friendly name of the light
  14933. * @param direction The direction of the light reflection
  14934. * @param scene The scene the light belongs to
  14935. */
  14936. constructor(name: string, direction: Vector3, scene: Scene);
  14937. protected _buildUniformLayout(): void;
  14938. /**
  14939. * Returns the string "HemisphericLight".
  14940. * @return The class name
  14941. */
  14942. getClassName(): string;
  14943. /**
  14944. * Sets the HemisphericLight direction towards the passed target (Vector3).
  14945. * Returns the updated direction.
  14946. * @param target The target the direction should point to
  14947. * @return The computed direction
  14948. */
  14949. setDirectionToTarget(target: Vector3): Vector3;
  14950. /**
  14951. * Returns the shadow generator associated to the light.
  14952. * @returns Always null for hemispheric lights because it does not support shadows.
  14953. */
  14954. getShadowGenerator(): Nullable<IShadowGenerator>;
  14955. /**
  14956. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  14957. * @param effect The effect to update
  14958. * @param lightIndex The index of the light in the effect to update
  14959. * @returns The hemispheric light
  14960. */
  14961. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  14962. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  14963. /**
  14964. * Computes the world matrix of the node
  14965. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  14966. * @param useWasUpdatedFlag defines a reserved property
  14967. * @returns the world matrix
  14968. */
  14969. computeWorldMatrix(): Matrix;
  14970. /**
  14971. * Returns the integer 3.
  14972. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  14973. */
  14974. getTypeID(): number;
  14975. /**
  14976. * Prepares the list of defines specific to the light type.
  14977. * @param defines the list of defines
  14978. * @param lightIndex defines the index of the light for the effect
  14979. */
  14980. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  14981. }
  14982. }
  14983. declare module "babylonjs/Shaders/vrMultiviewToSingleview.fragment" {
  14984. /** @hidden */
  14985. export var vrMultiviewToSingleviewPixelShader: {
  14986. name: string;
  14987. shader: string;
  14988. };
  14989. }
  14990. declare module "babylonjs/Materials/Textures/MultiviewRenderTarget" {
  14991. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  14992. import { Scene } from "babylonjs/scene";
  14993. /**
  14994. * Renders to multiple views with a single draw call
  14995. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  14996. */
  14997. export class MultiviewRenderTarget extends RenderTargetTexture {
  14998. /**
  14999. * Creates a multiview render target
  15000. * @param scene scene used with the render target
  15001. * @param size the size of the render target (used for each view)
  15002. */
  15003. constructor(scene: Scene, size?: number | {
  15004. width: number;
  15005. height: number;
  15006. } | {
  15007. ratio: number;
  15008. });
  15009. /**
  15010. * @hidden
  15011. * @param faceIndex the face index, if its a cube texture
  15012. */
  15013. _bindFrameBuffer(faceIndex?: number): void;
  15014. /**
  15015. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  15016. * @returns the view count
  15017. */
  15018. getViewCount(): number;
  15019. }
  15020. }
  15021. declare module "babylonjs/Maths/math.frustum" {
  15022. import { Matrix } from "babylonjs/Maths/math.vector";
  15023. import { DeepImmutable } from "babylonjs/types";
  15024. import { Plane } from "babylonjs/Maths/math.plane";
  15025. /**
  15026. * Represents a camera frustum
  15027. */
  15028. export class Frustum {
  15029. /**
  15030. * Gets the planes representing the frustum
  15031. * @param transform matrix to be applied to the returned planes
  15032. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  15033. */
  15034. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  15035. /**
  15036. * Gets the near frustum plane transformed by the transform matrix
  15037. * @param transform transformation matrix to be applied to the resulting frustum plane
  15038. * @param frustumPlane the resuling frustum plane
  15039. */
  15040. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15041. /**
  15042. * Gets the far frustum plane transformed by the transform matrix
  15043. * @param transform transformation matrix to be applied to the resulting frustum plane
  15044. * @param frustumPlane the resuling frustum plane
  15045. */
  15046. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15047. /**
  15048. * Gets the left frustum plane transformed by the transform matrix
  15049. * @param transform transformation matrix to be applied to the resulting frustum plane
  15050. * @param frustumPlane the resuling frustum plane
  15051. */
  15052. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15053. /**
  15054. * Gets the right frustum plane transformed by the transform matrix
  15055. * @param transform transformation matrix to be applied to the resulting frustum plane
  15056. * @param frustumPlane the resuling frustum plane
  15057. */
  15058. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15059. /**
  15060. * Gets the top frustum plane transformed by the transform matrix
  15061. * @param transform transformation matrix to be applied to the resulting frustum plane
  15062. * @param frustumPlane the resuling frustum plane
  15063. */
  15064. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15065. /**
  15066. * Gets the bottom frustum plane transformed by the transform matrix
  15067. * @param transform transformation matrix to be applied to the resulting frustum plane
  15068. * @param frustumPlane the resuling frustum plane
  15069. */
  15070. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  15071. /**
  15072. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  15073. * @param transform transformation matrix to be applied to the resulting frustum planes
  15074. * @param frustumPlanes the resuling frustum planes
  15075. */
  15076. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  15077. }
  15078. }
  15079. declare module "babylonjs/Engines/Extensions/engine.multiview" {
  15080. import { Camera } from "babylonjs/Cameras/camera";
  15081. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15082. import { Nullable } from "babylonjs/types";
  15083. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  15084. import { Matrix } from "babylonjs/Maths/math.vector";
  15085. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  15086. module "babylonjs/Engines/engine" {
  15087. interface Engine {
  15088. /**
  15089. * Creates a new multiview render target
  15090. * @param width defines the width of the texture
  15091. * @param height defines the height of the texture
  15092. * @returns the created multiview texture
  15093. */
  15094. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  15095. /**
  15096. * Binds a multiview framebuffer to be drawn to
  15097. * @param multiviewTexture texture to bind
  15098. */
  15099. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  15100. }
  15101. }
  15102. module "babylonjs/Cameras/camera" {
  15103. interface Camera {
  15104. /**
  15105. * @hidden
  15106. * 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)
  15107. */
  15108. _useMultiviewToSingleView: boolean;
  15109. /**
  15110. * @hidden
  15111. * 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)
  15112. */
  15113. _multiviewTexture: Nullable<RenderTargetTexture>;
  15114. /**
  15115. * @hidden
  15116. * ensures the multiview texture of the camera exists and has the specified width/height
  15117. * @param width height to set on the multiview texture
  15118. * @param height width to set on the multiview texture
  15119. */
  15120. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  15121. }
  15122. }
  15123. module "babylonjs/scene" {
  15124. interface Scene {
  15125. /** @hidden */
  15126. _transformMatrixR: Matrix;
  15127. /** @hidden */
  15128. _multiviewSceneUbo: Nullable<UniformBuffer>;
  15129. /** @hidden */
  15130. _createMultiviewUbo(): void;
  15131. /** @hidden */
  15132. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  15133. /** @hidden */
  15134. _renderMultiviewToSingleView(camera: Camera): void;
  15135. }
  15136. }
  15137. }
  15138. declare module "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess" {
  15139. import { Camera } from "babylonjs/Cameras/camera";
  15140. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  15141. import "babylonjs/Shaders/vrMultiviewToSingleview.fragment";
  15142. import "babylonjs/Engines/Extensions/engine.multiview";
  15143. /**
  15144. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  15145. * This will not be used for webXR as it supports displaying texture arrays directly
  15146. */
  15147. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  15148. /**
  15149. * Initializes a VRMultiviewToSingleview
  15150. * @param name name of the post process
  15151. * @param camera camera to be applied to
  15152. * @param scaleFactor scaling factor to the size of the output texture
  15153. */
  15154. constructor(name: string, camera: Camera, scaleFactor: number);
  15155. }
  15156. }
  15157. declare module "babylonjs/Cameras/RigModes/webVRRigMode" { }
  15158. declare module "babylonjs/Engines/Extensions/engine.webVR" {
  15159. import { Nullable } from "babylonjs/types";
  15160. import { Size } from "babylonjs/Maths/math.size";
  15161. import { Observable } from "babylonjs/Misc/observable";
  15162. /**
  15163. * Interface used to define additional presentation attributes
  15164. */
  15165. export interface IVRPresentationAttributes {
  15166. /**
  15167. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  15168. */
  15169. highRefreshRate: boolean;
  15170. /**
  15171. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  15172. */
  15173. foveationLevel: number;
  15174. }
  15175. module "babylonjs/Engines/engine" {
  15176. interface Engine {
  15177. /** @hidden */
  15178. _vrDisplay: any;
  15179. /** @hidden */
  15180. _vrSupported: boolean;
  15181. /** @hidden */
  15182. _oldSize: Size;
  15183. /** @hidden */
  15184. _oldHardwareScaleFactor: number;
  15185. /** @hidden */
  15186. _vrExclusivePointerMode: boolean;
  15187. /** @hidden */
  15188. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  15189. /** @hidden */
  15190. _onVRDisplayPointerRestricted: () => void;
  15191. /** @hidden */
  15192. _onVRDisplayPointerUnrestricted: () => void;
  15193. /** @hidden */
  15194. _onVrDisplayConnect: Nullable<(display: any) => void>;
  15195. /** @hidden */
  15196. _onVrDisplayDisconnect: Nullable<() => void>;
  15197. /** @hidden */
  15198. _onVrDisplayPresentChange: Nullable<() => void>;
  15199. /**
  15200. * Observable signaled when VR display mode changes
  15201. */
  15202. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  15203. /**
  15204. * Observable signaled when VR request present is complete
  15205. */
  15206. onVRRequestPresentComplete: Observable<boolean>;
  15207. /**
  15208. * Observable signaled when VR request present starts
  15209. */
  15210. onVRRequestPresentStart: Observable<Engine>;
  15211. /**
  15212. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  15213. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  15214. */
  15215. isInVRExclusivePointerMode: boolean;
  15216. /**
  15217. * Gets a boolean indicating if a webVR device was detected
  15218. * @returns true if a webVR device was detected
  15219. */
  15220. isVRDevicePresent(): boolean;
  15221. /**
  15222. * Gets the current webVR device
  15223. * @returns the current webVR device (or null)
  15224. */
  15225. getVRDevice(): any;
  15226. /**
  15227. * Initializes a webVR display and starts listening to display change events
  15228. * The onVRDisplayChangedObservable will be notified upon these changes
  15229. * @returns A promise containing a VRDisplay and if vr is supported
  15230. */
  15231. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  15232. /** @hidden */
  15233. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  15234. /**
  15235. * Gets or sets the presentation attributes used to configure VR rendering
  15236. */
  15237. vrPresentationAttributes?: IVRPresentationAttributes;
  15238. /**
  15239. * Call this function to switch to webVR mode
  15240. * Will do nothing if webVR is not supported or if there is no webVR device
  15241. * @see http://doc.babylonjs.com/how_to/webvr_camera
  15242. */
  15243. enableVR(): void;
  15244. /** @hidden */
  15245. _onVRFullScreenTriggered(): void;
  15246. }
  15247. }
  15248. }
  15249. declare module "babylonjs/Cameras/VR/webVRCamera" {
  15250. import { Nullable } from "babylonjs/types";
  15251. import { Observable } from "babylonjs/Misc/observable";
  15252. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  15253. import { Scene } from "babylonjs/scene";
  15254. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  15255. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  15256. import { Node } from "babylonjs/node";
  15257. import { Ray } from "babylonjs/Culling/ray";
  15258. import "babylonjs/Cameras/RigModes/webVRRigMode";
  15259. import "babylonjs/Engines/Extensions/engine.webVR";
  15260. /**
  15261. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  15262. * IMPORTANT!! The data is right-hand data.
  15263. * @export
  15264. * @interface DevicePose
  15265. */
  15266. export interface DevicePose {
  15267. /**
  15268. * The position of the device, values in array are [x,y,z].
  15269. */
  15270. readonly position: Nullable<Float32Array>;
  15271. /**
  15272. * The linearVelocity of the device, values in array are [x,y,z].
  15273. */
  15274. readonly linearVelocity: Nullable<Float32Array>;
  15275. /**
  15276. * The linearAcceleration of the device, values in array are [x,y,z].
  15277. */
  15278. readonly linearAcceleration: Nullable<Float32Array>;
  15279. /**
  15280. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  15281. */
  15282. readonly orientation: Nullable<Float32Array>;
  15283. /**
  15284. * The angularVelocity of the device, values in array are [x,y,z].
  15285. */
  15286. readonly angularVelocity: Nullable<Float32Array>;
  15287. /**
  15288. * The angularAcceleration of the device, values in array are [x,y,z].
  15289. */
  15290. readonly angularAcceleration: Nullable<Float32Array>;
  15291. }
  15292. /**
  15293. * Interface representing a pose controlled object in Babylon.
  15294. * A pose controlled object has both regular pose values as well as pose values
  15295. * from an external device such as a VR head mounted display
  15296. */
  15297. export interface PoseControlled {
  15298. /**
  15299. * The position of the object in babylon space.
  15300. */
  15301. position: Vector3;
  15302. /**
  15303. * The rotation quaternion of the object in babylon space.
  15304. */
  15305. rotationQuaternion: Quaternion;
  15306. /**
  15307. * The position of the device in babylon space.
  15308. */
  15309. devicePosition?: Vector3;
  15310. /**
  15311. * The rotation quaternion of the device in babylon space.
  15312. */
  15313. deviceRotationQuaternion: Quaternion;
  15314. /**
  15315. * The raw pose coming from the device.
  15316. */
  15317. rawPose: Nullable<DevicePose>;
  15318. /**
  15319. * The scale of the device to be used when translating from device space to babylon space.
  15320. */
  15321. deviceScaleFactor: number;
  15322. /**
  15323. * Updates the poseControlled values based on the input device pose.
  15324. * @param poseData the pose data to update the object with
  15325. */
  15326. updateFromDevice(poseData: DevicePose): void;
  15327. }
  15328. /**
  15329. * Set of options to customize the webVRCamera
  15330. */
  15331. export interface WebVROptions {
  15332. /**
  15333. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  15334. */
  15335. trackPosition?: boolean;
  15336. /**
  15337. * Sets the scale of the vrDevice in babylon space. (default: 1)
  15338. */
  15339. positionScale?: number;
  15340. /**
  15341. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  15342. */
  15343. displayName?: string;
  15344. /**
  15345. * Should the native controller meshes be initialized. (default: true)
  15346. */
  15347. controllerMeshes?: boolean;
  15348. /**
  15349. * Creating a default HemiLight only on controllers. (default: true)
  15350. */
  15351. defaultLightingOnControllers?: boolean;
  15352. /**
  15353. * If you don't want to use the default VR button of the helper. (default: false)
  15354. */
  15355. useCustomVRButton?: boolean;
  15356. /**
  15357. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  15358. */
  15359. customVRButton?: HTMLButtonElement;
  15360. /**
  15361. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  15362. */
  15363. rayLength?: number;
  15364. /**
  15365. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  15366. */
  15367. defaultHeight?: number;
  15368. /**
  15369. * If multiview should be used if availible (default: false)
  15370. */
  15371. useMultiview?: boolean;
  15372. }
  15373. /**
  15374. * This represents a WebVR camera.
  15375. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  15376. * @example http://doc.babylonjs.com/how_to/webvr_camera
  15377. */
  15378. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  15379. private webVROptions;
  15380. /**
  15381. * @hidden
  15382. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  15383. */
  15384. _vrDevice: any;
  15385. /**
  15386. * The rawPose of the vrDevice.
  15387. */
  15388. rawPose: Nullable<DevicePose>;
  15389. private _onVREnabled;
  15390. private _specsVersion;
  15391. private _attached;
  15392. private _frameData;
  15393. protected _descendants: Array<Node>;
  15394. private _deviceRoomPosition;
  15395. /** @hidden */
  15396. _deviceRoomRotationQuaternion: Quaternion;
  15397. private _standingMatrix;
  15398. /**
  15399. * Represents device position in babylon space.
  15400. */
  15401. devicePosition: Vector3;
  15402. /**
  15403. * Represents device rotation in babylon space.
  15404. */
  15405. deviceRotationQuaternion: Quaternion;
  15406. /**
  15407. * The scale of the device to be used when translating from device space to babylon space.
  15408. */
  15409. deviceScaleFactor: number;
  15410. private _deviceToWorld;
  15411. private _worldToDevice;
  15412. /**
  15413. * References to the webVR controllers for the vrDevice.
  15414. */
  15415. controllers: Array<WebVRController>;
  15416. /**
  15417. * Emits an event when a controller is attached.
  15418. */
  15419. onControllersAttachedObservable: Observable<WebVRController[]>;
  15420. /**
  15421. * Emits an event when a controller's mesh has been loaded;
  15422. */
  15423. onControllerMeshLoadedObservable: Observable<WebVRController>;
  15424. /**
  15425. * Emits an event when the HMD's pose has been updated.
  15426. */
  15427. onPoseUpdatedFromDeviceObservable: Observable<any>;
  15428. private _poseSet;
  15429. /**
  15430. * If the rig cameras be used as parent instead of this camera.
  15431. */
  15432. rigParenting: boolean;
  15433. private _lightOnControllers;
  15434. private _defaultHeight?;
  15435. /**
  15436. * Instantiates a WebVRFreeCamera.
  15437. * @param name The name of the WebVRFreeCamera
  15438. * @param position The starting anchor position for the camera
  15439. * @param scene The scene the camera belongs to
  15440. * @param webVROptions a set of customizable options for the webVRCamera
  15441. */
  15442. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  15443. /**
  15444. * Gets the device distance from the ground in meters.
  15445. * @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.
  15446. */
  15447. deviceDistanceToRoomGround(): number;
  15448. /**
  15449. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15450. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  15451. */
  15452. useStandingMatrix(callback?: (bool: boolean) => void): void;
  15453. /**
  15454. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  15455. * @returns A promise with a boolean set to if the standing matrix is supported.
  15456. */
  15457. useStandingMatrixAsync(): Promise<boolean>;
  15458. /**
  15459. * Disposes the camera
  15460. */
  15461. dispose(): void;
  15462. /**
  15463. * Gets a vrController by name.
  15464. * @param name The name of the controller to retreive
  15465. * @returns the controller matching the name specified or null if not found
  15466. */
  15467. getControllerByName(name: string): Nullable<WebVRController>;
  15468. private _leftController;
  15469. /**
  15470. * The controller corresponding to the users left hand.
  15471. */
  15472. readonly leftController: Nullable<WebVRController>;
  15473. private _rightController;
  15474. /**
  15475. * The controller corresponding to the users right hand.
  15476. */
  15477. readonly rightController: Nullable<WebVRController>;
  15478. /**
  15479. * Casts a ray forward from the vrCamera's gaze.
  15480. * @param length Length of the ray (default: 100)
  15481. * @returns the ray corresponding to the gaze
  15482. */
  15483. getForwardRay(length?: number): Ray;
  15484. /**
  15485. * @hidden
  15486. * Updates the camera based on device's frame data
  15487. */
  15488. _checkInputs(): void;
  15489. /**
  15490. * Updates the poseControlled values based on the input device pose.
  15491. * @param poseData Pose coming from the device
  15492. */
  15493. updateFromDevice(poseData: DevicePose): void;
  15494. private _htmlElementAttached;
  15495. private _detachIfAttached;
  15496. /**
  15497. * WebVR's attach control will start broadcasting frames to the device.
  15498. * Note that in certain browsers (chrome for example) this function must be called
  15499. * within a user-interaction callback. Example:
  15500. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  15501. *
  15502. * @param element html element to attach the vrDevice to
  15503. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  15504. */
  15505. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  15506. /**
  15507. * Detaches the camera from the html element and disables VR
  15508. *
  15509. * @param element html element to detach from
  15510. */
  15511. detachControl(element: HTMLElement): void;
  15512. /**
  15513. * @returns the name of this class
  15514. */
  15515. getClassName(): string;
  15516. /**
  15517. * Calls resetPose on the vrDisplay
  15518. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  15519. */
  15520. resetToCurrentRotation(): void;
  15521. /**
  15522. * @hidden
  15523. * Updates the rig cameras (left and right eye)
  15524. */
  15525. _updateRigCameras(): void;
  15526. private _workingVector;
  15527. private _oneVector;
  15528. private _workingMatrix;
  15529. private updateCacheCalled;
  15530. private _correctPositionIfNotTrackPosition;
  15531. /**
  15532. * @hidden
  15533. * Updates the cached values of the camera
  15534. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  15535. */
  15536. _updateCache(ignoreParentClass?: boolean): void;
  15537. /**
  15538. * @hidden
  15539. * Get current device position in babylon world
  15540. */
  15541. _computeDevicePosition(): void;
  15542. /**
  15543. * Updates the current device position and rotation in the babylon world
  15544. */
  15545. update(): void;
  15546. /**
  15547. * @hidden
  15548. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  15549. * @returns an identity matrix
  15550. */
  15551. _getViewMatrix(): Matrix;
  15552. private _tmpMatrix;
  15553. /**
  15554. * This function is called by the two RIG cameras.
  15555. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  15556. * @hidden
  15557. */
  15558. _getWebVRViewMatrix(): Matrix;
  15559. /** @hidden */
  15560. _getWebVRProjectionMatrix(): Matrix;
  15561. private _onGamepadConnectedObserver;
  15562. private _onGamepadDisconnectedObserver;
  15563. private _updateCacheWhenTrackingDisabledObserver;
  15564. /**
  15565. * Initializes the controllers and their meshes
  15566. */
  15567. initControllers(): void;
  15568. }
  15569. }
  15570. declare module "babylonjs/PostProcesses/postProcess" {
  15571. import { Nullable } from "babylonjs/types";
  15572. import { SmartArray } from "babylonjs/Misc/smartArray";
  15573. import { Observable } from "babylonjs/Misc/observable";
  15574. import { Vector2 } from "babylonjs/Maths/math.vector";
  15575. import { Camera } from "babylonjs/Cameras/camera";
  15576. import { Effect } from "babylonjs/Materials/effect";
  15577. import "babylonjs/Shaders/postprocess.vertex";
  15578. import { IInspectable } from "babylonjs/Misc/iInspectable";
  15579. import { Engine } from "babylonjs/Engines/engine";
  15580. import { Color4 } from "babylonjs/Maths/math.color";
  15581. import "babylonjs/Engines/Extensions/engine.renderTarget";
  15582. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  15583. /**
  15584. * Size options for a post process
  15585. */
  15586. export type PostProcessOptions = {
  15587. width: number;
  15588. height: number;
  15589. };
  15590. /**
  15591. * PostProcess can be used to apply a shader to a texture after it has been rendered
  15592. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  15593. */
  15594. export class PostProcess {
  15595. /** Name of the PostProcess. */
  15596. name: string;
  15597. /**
  15598. * Gets or sets the unique id of the post process
  15599. */
  15600. uniqueId: number;
  15601. /**
  15602. * Width of the texture to apply the post process on
  15603. */
  15604. width: number;
  15605. /**
  15606. * Height of the texture to apply the post process on
  15607. */
  15608. height: number;
  15609. /**
  15610. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  15611. * @hidden
  15612. */
  15613. _outputTexture: Nullable<InternalTexture>;
  15614. /**
  15615. * Sampling mode used by the shader
  15616. * See https://doc.babylonjs.com/classes/3.1/texture
  15617. */
  15618. renderTargetSamplingMode: number;
  15619. /**
  15620. * Clear color to use when screen clearing
  15621. */
  15622. clearColor: Color4;
  15623. /**
  15624. * If the buffer needs to be cleared before applying the post process. (default: true)
  15625. * Should be set to false if shader will overwrite all previous pixels.
  15626. */
  15627. autoClear: boolean;
  15628. /**
  15629. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  15630. */
  15631. alphaMode: number;
  15632. /**
  15633. * Sets the setAlphaBlendConstants of the babylon engine
  15634. */
  15635. alphaConstants: Color4;
  15636. /**
  15637. * Animations to be used for the post processing
  15638. */
  15639. animations: import("babylonjs/Animations/animation").Animation[];
  15640. /**
  15641. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  15642. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  15643. */
  15644. enablePixelPerfectMode: boolean;
  15645. /**
  15646. * Force the postprocess to be applied without taking in account viewport
  15647. */
  15648. forceFullscreenViewport: boolean;
  15649. /**
  15650. * List of inspectable custom properties (used by the Inspector)
  15651. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  15652. */
  15653. inspectableCustomProperties: IInspectable[];
  15654. /**
  15655. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  15656. *
  15657. * | Value | Type | Description |
  15658. * | ----- | ----------------------------------- | ----------- |
  15659. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  15660. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  15661. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  15662. *
  15663. */
  15664. scaleMode: number;
  15665. /**
  15666. * Force textures to be a power of two (default: false)
  15667. */
  15668. alwaysForcePOT: boolean;
  15669. private _samples;
  15670. /**
  15671. * Number of sample textures (default: 1)
  15672. */
  15673. samples: number;
  15674. /**
  15675. * Modify the scale of the post process to be the same as the viewport (default: false)
  15676. */
  15677. adaptScaleToCurrentViewport: boolean;
  15678. private _camera;
  15679. private _scene;
  15680. private _engine;
  15681. private _options;
  15682. private _reusable;
  15683. private _textureType;
  15684. /**
  15685. * Smart array of input and output textures for the post process.
  15686. * @hidden
  15687. */
  15688. _textures: SmartArray<import("babylonjs/Materials/Textures/internalTexture").InternalTexture>;
  15689. /**
  15690. * The index in _textures that corresponds to the output texture.
  15691. * @hidden
  15692. */
  15693. _currentRenderTextureInd: number;
  15694. private _effect;
  15695. private _samplers;
  15696. private _fragmentUrl;
  15697. private _vertexUrl;
  15698. private _parameters;
  15699. private _scaleRatio;
  15700. protected _indexParameters: any;
  15701. private _shareOutputWithPostProcess;
  15702. private _texelSize;
  15703. private _forcedOutputTexture;
  15704. /**
  15705. * Returns the fragment url or shader name used in the post process.
  15706. * @returns the fragment url or name in the shader store.
  15707. */
  15708. getEffectName(): string;
  15709. /**
  15710. * An event triggered when the postprocess is activated.
  15711. */
  15712. onActivateObservable: Observable<Camera>;
  15713. private _onActivateObserver;
  15714. /**
  15715. * A function that is added to the onActivateObservable
  15716. */
  15717. onActivate: Nullable<(camera: Camera) => void>;
  15718. /**
  15719. * An event triggered when the postprocess changes its size.
  15720. */
  15721. onSizeChangedObservable: Observable<PostProcess>;
  15722. private _onSizeChangedObserver;
  15723. /**
  15724. * A function that is added to the onSizeChangedObservable
  15725. */
  15726. onSizeChanged: (postProcess: PostProcess) => void;
  15727. /**
  15728. * An event triggered when the postprocess applies its effect.
  15729. */
  15730. onApplyObservable: Observable<Effect>;
  15731. private _onApplyObserver;
  15732. /**
  15733. * A function that is added to the onApplyObservable
  15734. */
  15735. onApply: (effect: Effect) => void;
  15736. /**
  15737. * An event triggered before rendering the postprocess
  15738. */
  15739. onBeforeRenderObservable: Observable<Effect>;
  15740. private _onBeforeRenderObserver;
  15741. /**
  15742. * A function that is added to the onBeforeRenderObservable
  15743. */
  15744. onBeforeRender: (effect: Effect) => void;
  15745. /**
  15746. * An event triggered after rendering the postprocess
  15747. */
  15748. onAfterRenderObservable: Observable<Effect>;
  15749. private _onAfterRenderObserver;
  15750. /**
  15751. * A function that is added to the onAfterRenderObservable
  15752. */
  15753. onAfterRender: (efect: Effect) => void;
  15754. /**
  15755. * 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
  15756. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  15757. */
  15758. inputTexture: InternalTexture;
  15759. /**
  15760. * Gets the camera which post process is applied to.
  15761. * @returns The camera the post process is applied to.
  15762. */
  15763. getCamera(): Camera;
  15764. /**
  15765. * Gets the texel size of the postprocess.
  15766. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  15767. */
  15768. readonly texelSize: Vector2;
  15769. /**
  15770. * Creates a new instance PostProcess
  15771. * @param name The name of the PostProcess.
  15772. * @param fragmentUrl The url of the fragment shader to be used.
  15773. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  15774. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  15775. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15776. * @param camera The camera to apply the render pass to.
  15777. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15778. * @param engine The engine which the post process will be applied. (default: current engine)
  15779. * @param reusable If the post process can be reused on the same frame. (default: false)
  15780. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  15781. * @param textureType Type of textures used when performing the post process. (default: 0)
  15782. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  15783. * @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
  15784. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  15785. */
  15786. constructor(
  15787. /** Name of the PostProcess. */
  15788. 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);
  15789. /**
  15790. * Gets a string idenfifying the name of the class
  15791. * @returns "PostProcess" string
  15792. */
  15793. getClassName(): string;
  15794. /**
  15795. * Gets the engine which this post process belongs to.
  15796. * @returns The engine the post process was enabled with.
  15797. */
  15798. getEngine(): Engine;
  15799. /**
  15800. * The effect that is created when initializing the post process.
  15801. * @returns The created effect corresponding the the postprocess.
  15802. */
  15803. getEffect(): Effect;
  15804. /**
  15805. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  15806. * @param postProcess The post process to share the output with.
  15807. * @returns This post process.
  15808. */
  15809. shareOutputWith(postProcess: PostProcess): PostProcess;
  15810. /**
  15811. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  15812. * This should be called if the post process that shares output with this post process is disabled/disposed.
  15813. */
  15814. useOwnOutput(): void;
  15815. /**
  15816. * Updates the effect with the current post process compile time values and recompiles the shader.
  15817. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15818. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15819. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15820. * @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
  15821. * @param onCompiled Called when the shader has been compiled.
  15822. * @param onError Called if there is an error when compiling a shader.
  15823. */
  15824. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15825. /**
  15826. * The post process is reusable if it can be used multiple times within one frame.
  15827. * @returns If the post process is reusable
  15828. */
  15829. isReusable(): boolean;
  15830. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  15831. markTextureDirty(): void;
  15832. /**
  15833. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  15834. * 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.
  15835. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  15836. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  15837. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  15838. * @returns The target texture that was bound to be written to.
  15839. */
  15840. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  15841. /**
  15842. * If the post process is supported.
  15843. */
  15844. readonly isSupported: boolean;
  15845. /**
  15846. * The aspect ratio of the output texture.
  15847. */
  15848. readonly aspectRatio: number;
  15849. /**
  15850. * Get a value indicating if the post-process is ready to be used
  15851. * @returns true if the post-process is ready (shader is compiled)
  15852. */
  15853. isReady(): boolean;
  15854. /**
  15855. * Binds all textures and uniforms to the shader, this will be run on every pass.
  15856. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  15857. */
  15858. apply(): Nullable<Effect>;
  15859. private _disposeTextures;
  15860. /**
  15861. * Disposes the post process.
  15862. * @param camera The camera to dispose the post process on.
  15863. */
  15864. dispose(camera?: Camera): void;
  15865. }
  15866. }
  15867. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration" {
  15868. /** @hidden */
  15869. export var kernelBlurVaryingDeclaration: {
  15870. name: string;
  15871. shader: string;
  15872. };
  15873. }
  15874. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment" {
  15875. /** @hidden */
  15876. export var kernelBlurFragment: {
  15877. name: string;
  15878. shader: string;
  15879. };
  15880. }
  15881. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2" {
  15882. /** @hidden */
  15883. export var kernelBlurFragment2: {
  15884. name: string;
  15885. shader: string;
  15886. };
  15887. }
  15888. declare module "babylonjs/Shaders/kernelBlur.fragment" {
  15889. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15890. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  15891. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment";
  15892. import "babylonjs/Shaders/ShadersInclude/kernelBlurFragment2";
  15893. /** @hidden */
  15894. export var kernelBlurPixelShader: {
  15895. name: string;
  15896. shader: string;
  15897. };
  15898. }
  15899. declare module "babylonjs/Shaders/ShadersInclude/kernelBlurVertex" {
  15900. /** @hidden */
  15901. export var kernelBlurVertex: {
  15902. name: string;
  15903. shader: string;
  15904. };
  15905. }
  15906. declare module "babylonjs/Shaders/kernelBlur.vertex" {
  15907. import "babylonjs/Shaders/ShadersInclude/kernelBlurVaryingDeclaration";
  15908. import "babylonjs/Shaders/ShadersInclude/kernelBlurVertex";
  15909. /** @hidden */
  15910. export var kernelBlurVertexShader: {
  15911. name: string;
  15912. shader: string;
  15913. };
  15914. }
  15915. declare module "babylonjs/PostProcesses/blurPostProcess" {
  15916. import { Vector2 } from "babylonjs/Maths/math.vector";
  15917. import { Nullable } from "babylonjs/types";
  15918. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  15919. import { Camera } from "babylonjs/Cameras/camera";
  15920. import { Effect } from "babylonjs/Materials/effect";
  15921. import { Engine } from "babylonjs/Engines/engine";
  15922. import "babylonjs/Shaders/kernelBlur.fragment";
  15923. import "babylonjs/Shaders/kernelBlur.vertex";
  15924. /**
  15925. * The Blur Post Process which blurs an image based on a kernel and direction.
  15926. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  15927. */
  15928. export class BlurPostProcess extends PostProcess {
  15929. /** The direction in which to blur the image. */
  15930. direction: Vector2;
  15931. private blockCompilation;
  15932. protected _kernel: number;
  15933. protected _idealKernel: number;
  15934. protected _packedFloat: boolean;
  15935. private _staticDefines;
  15936. /**
  15937. * Sets the length in pixels of the blur sample region
  15938. */
  15939. /**
  15940. * Gets the length in pixels of the blur sample region
  15941. */
  15942. kernel: number;
  15943. /**
  15944. * Sets wether or not the blur needs to unpack/repack floats
  15945. */
  15946. /**
  15947. * Gets wether or not the blur is unpacking/repacking floats
  15948. */
  15949. packedFloat: boolean;
  15950. /**
  15951. * Creates a new instance BlurPostProcess
  15952. * @param name The name of the effect.
  15953. * @param direction The direction in which to blur the image.
  15954. * @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.
  15955. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  15956. * @param camera The camera to apply the render pass to.
  15957. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  15958. * @param engine The engine which the post process will be applied. (default: current engine)
  15959. * @param reusable If the post process can be reused on the same frame. (default: false)
  15960. * @param textureType Type of textures used when performing the post process. (default: 0)
  15961. * @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)
  15962. */
  15963. constructor(name: string,
  15964. /** The direction in which to blur the image. */
  15965. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  15966. /**
  15967. * Updates the effect with the current post process compile time values and recompiles the shader.
  15968. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  15969. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  15970. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  15971. * @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
  15972. * @param onCompiled Called when the shader has been compiled.
  15973. * @param onError Called if there is an error when compiling a shader.
  15974. */
  15975. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15976. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  15977. /**
  15978. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  15979. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  15980. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  15981. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  15982. * The gaps between physical kernels are compensated for in the weighting of the samples
  15983. * @param idealKernel Ideal blur kernel.
  15984. * @return Nearest best kernel.
  15985. */
  15986. protected _nearestBestKernel(idealKernel: number): number;
  15987. /**
  15988. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  15989. * @param x The point on the Gaussian distribution to sample.
  15990. * @return the value of the Gaussian function at x.
  15991. */
  15992. protected _gaussianWeight(x: number): number;
  15993. /**
  15994. * Generates a string that can be used as a floating point number in GLSL.
  15995. * @param x Value to print.
  15996. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  15997. * @return GLSL float string.
  15998. */
  15999. protected _glslFloat(x: number, decimalFigures?: number): string;
  16000. }
  16001. }
  16002. declare module "babylonjs/Materials/Textures/mirrorTexture" {
  16003. import { Scene } from "babylonjs/scene";
  16004. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  16005. import { Plane } from "babylonjs/Maths/math.plane";
  16006. /**
  16007. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16008. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16009. * You can then easily use it as a reflectionTexture on a flat surface.
  16010. * In case the surface is not a plane, please consider relying on reflection probes.
  16011. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16012. */
  16013. export class MirrorTexture extends RenderTargetTexture {
  16014. private scene;
  16015. /**
  16016. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  16017. * 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.
  16018. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16019. */
  16020. mirrorPlane: Plane;
  16021. /**
  16022. * Define the blur ratio used to blur the reflection if needed.
  16023. */
  16024. blurRatio: number;
  16025. /**
  16026. * Define the adaptive blur kernel used to blur the reflection if needed.
  16027. * This will autocompute the closest best match for the `blurKernel`
  16028. */
  16029. adaptiveBlurKernel: number;
  16030. /**
  16031. * Define the blur kernel used to blur the reflection if needed.
  16032. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16033. */
  16034. blurKernel: number;
  16035. /**
  16036. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  16037. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16038. */
  16039. blurKernelX: number;
  16040. /**
  16041. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  16042. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  16043. */
  16044. blurKernelY: number;
  16045. private _autoComputeBlurKernel;
  16046. protected _onRatioRescale(): void;
  16047. private _updateGammaSpace;
  16048. private _imageProcessingConfigChangeObserver;
  16049. private _transformMatrix;
  16050. private _mirrorMatrix;
  16051. private _savedViewMatrix;
  16052. private _blurX;
  16053. private _blurY;
  16054. private _adaptiveBlurKernel;
  16055. private _blurKernelX;
  16056. private _blurKernelY;
  16057. private _blurRatio;
  16058. /**
  16059. * Instantiates a Mirror Texture.
  16060. * Mirror texture can be used to simulate the view from a mirror in a scene.
  16061. * It will dynamically be rendered every frame to adapt to the camera point of view.
  16062. * You can then easily use it as a reflectionTexture on a flat surface.
  16063. * In case the surface is not a plane, please consider relying on reflection probes.
  16064. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  16065. * @param name
  16066. * @param size
  16067. * @param scene
  16068. * @param generateMipMaps
  16069. * @param type
  16070. * @param samplingMode
  16071. * @param generateDepthBuffer
  16072. */
  16073. constructor(name: string, size: number | {
  16074. width: number;
  16075. height: number;
  16076. } | {
  16077. ratio: number;
  16078. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  16079. private _preparePostProcesses;
  16080. /**
  16081. * Clone the mirror texture.
  16082. * @returns the cloned texture
  16083. */
  16084. clone(): MirrorTexture;
  16085. /**
  16086. * Serialize the texture to a JSON representation you could use in Parse later on
  16087. * @returns the serialized JSON representation
  16088. */
  16089. serialize(): any;
  16090. /**
  16091. * Dispose the texture and release its associated resources.
  16092. */
  16093. dispose(): void;
  16094. }
  16095. }
  16096. declare module "babylonjs/Materials/Textures/texture" {
  16097. import { Observable } from "babylonjs/Misc/observable";
  16098. import { Nullable } from "babylonjs/types";
  16099. import { Matrix } from "babylonjs/Maths/math.vector";
  16100. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  16101. import { IInspectable } from "babylonjs/Misc/iInspectable";
  16102. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  16103. import { Scene } from "babylonjs/scene";
  16104. /**
  16105. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16106. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16107. */
  16108. export class Texture extends BaseTexture {
  16109. /**
  16110. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  16111. */
  16112. static SerializeBuffers: boolean;
  16113. /** @hidden */
  16114. static _CubeTextureParser: (jsonTexture: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => import("babylonjs/Materials/Textures/cubeTexture").CubeTexture;
  16115. /** @hidden */
  16116. static _CreateMirror: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/mirrorTexture").MirrorTexture;
  16117. /** @hidden */
  16118. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: import("babylonjs/scene").Scene, generateMipMaps: boolean) => import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture;
  16119. /** nearest is mag = nearest and min = nearest and mip = linear */
  16120. static readonly NEAREST_SAMPLINGMODE: number;
  16121. /** nearest is mag = nearest and min = nearest and mip = linear */
  16122. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  16123. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16124. static readonly BILINEAR_SAMPLINGMODE: number;
  16125. /** Bilinear is mag = linear and min = linear and mip = nearest */
  16126. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  16127. /** Trilinear is mag = linear and min = linear and mip = linear */
  16128. static readonly TRILINEAR_SAMPLINGMODE: number;
  16129. /** Trilinear is mag = linear and min = linear and mip = linear */
  16130. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  16131. /** mag = nearest and min = nearest and mip = nearest */
  16132. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  16133. /** mag = nearest and min = linear and mip = nearest */
  16134. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  16135. /** mag = nearest and min = linear and mip = linear */
  16136. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  16137. /** mag = nearest and min = linear and mip = none */
  16138. static readonly NEAREST_LINEAR: number;
  16139. /** mag = nearest and min = nearest and mip = none */
  16140. static readonly NEAREST_NEAREST: number;
  16141. /** mag = linear and min = nearest and mip = nearest */
  16142. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  16143. /** mag = linear and min = nearest and mip = linear */
  16144. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  16145. /** mag = linear and min = linear and mip = none */
  16146. static readonly LINEAR_LINEAR: number;
  16147. /** mag = linear and min = nearest and mip = none */
  16148. static readonly LINEAR_NEAREST: number;
  16149. /** Explicit coordinates mode */
  16150. static readonly EXPLICIT_MODE: number;
  16151. /** Spherical coordinates mode */
  16152. static readonly SPHERICAL_MODE: number;
  16153. /** Planar coordinates mode */
  16154. static readonly PLANAR_MODE: number;
  16155. /** Cubic coordinates mode */
  16156. static readonly CUBIC_MODE: number;
  16157. /** Projection coordinates mode */
  16158. static readonly PROJECTION_MODE: number;
  16159. /** Inverse Cubic coordinates mode */
  16160. static readonly SKYBOX_MODE: number;
  16161. /** Inverse Cubic coordinates mode */
  16162. static readonly INVCUBIC_MODE: number;
  16163. /** Equirectangular coordinates mode */
  16164. static readonly EQUIRECTANGULAR_MODE: number;
  16165. /** Equirectangular Fixed coordinates mode */
  16166. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  16167. /** Equirectangular Fixed Mirrored coordinates mode */
  16168. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  16169. /** Texture is not repeating outside of 0..1 UVs */
  16170. static readonly CLAMP_ADDRESSMODE: number;
  16171. /** Texture is repeating outside of 0..1 UVs */
  16172. static readonly WRAP_ADDRESSMODE: number;
  16173. /** Texture is repeating and mirrored */
  16174. static readonly MIRROR_ADDRESSMODE: number;
  16175. /**
  16176. * 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
  16177. */
  16178. static UseSerializedUrlIfAny: boolean;
  16179. /**
  16180. * Define the url of the texture.
  16181. */
  16182. url: Nullable<string>;
  16183. /**
  16184. * Define an offset on the texture to offset the u coordinates of the UVs
  16185. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16186. */
  16187. uOffset: number;
  16188. /**
  16189. * Define an offset on the texture to offset the v coordinates of the UVs
  16190. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  16191. */
  16192. vOffset: number;
  16193. /**
  16194. * Define an offset on the texture to scale the u coordinates of the UVs
  16195. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16196. */
  16197. uScale: number;
  16198. /**
  16199. * Define an offset on the texture to scale the v coordinates of the UVs
  16200. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  16201. */
  16202. vScale: number;
  16203. /**
  16204. * Define an offset on the texture to rotate around the u coordinates of the UVs
  16205. * @see http://doc.babylonjs.com/how_to/more_materials
  16206. */
  16207. uAng: number;
  16208. /**
  16209. * Define an offset on the texture to rotate around the v coordinates of the UVs
  16210. * @see http://doc.babylonjs.com/how_to/more_materials
  16211. */
  16212. vAng: number;
  16213. /**
  16214. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  16215. * @see http://doc.babylonjs.com/how_to/more_materials
  16216. */
  16217. wAng: number;
  16218. /**
  16219. * Defines the center of rotation (U)
  16220. */
  16221. uRotationCenter: number;
  16222. /**
  16223. * Defines the center of rotation (V)
  16224. */
  16225. vRotationCenter: number;
  16226. /**
  16227. * Defines the center of rotation (W)
  16228. */
  16229. wRotationCenter: number;
  16230. /**
  16231. * Are mip maps generated for this texture or not.
  16232. */
  16233. readonly noMipmap: boolean;
  16234. /**
  16235. * List of inspectable custom properties (used by the Inspector)
  16236. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  16237. */
  16238. inspectableCustomProperties: Nullable<IInspectable[]>;
  16239. private _noMipmap;
  16240. /** @hidden */
  16241. _invertY: boolean;
  16242. private _rowGenerationMatrix;
  16243. private _cachedTextureMatrix;
  16244. private _projectionModeMatrix;
  16245. private _t0;
  16246. private _t1;
  16247. private _t2;
  16248. private _cachedUOffset;
  16249. private _cachedVOffset;
  16250. private _cachedUScale;
  16251. private _cachedVScale;
  16252. private _cachedUAng;
  16253. private _cachedVAng;
  16254. private _cachedWAng;
  16255. private _cachedProjectionMatrixId;
  16256. private _cachedCoordinatesMode;
  16257. /** @hidden */
  16258. protected _initialSamplingMode: number;
  16259. /** @hidden */
  16260. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  16261. private _deleteBuffer;
  16262. protected _format: Nullable<number>;
  16263. private _delayedOnLoad;
  16264. private _delayedOnError;
  16265. private _mimeType?;
  16266. /**
  16267. * Observable triggered once the texture has been loaded.
  16268. */
  16269. onLoadObservable: Observable<Texture>;
  16270. protected _isBlocking: boolean;
  16271. /**
  16272. * Is the texture preventing material to render while loading.
  16273. * If false, a default texture will be used instead of the loading one during the preparation step.
  16274. */
  16275. isBlocking: boolean;
  16276. /**
  16277. * Get the current sampling mode associated with the texture.
  16278. */
  16279. readonly samplingMode: number;
  16280. /**
  16281. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  16282. */
  16283. readonly invertY: boolean;
  16284. /**
  16285. * Instantiates a new texture.
  16286. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  16287. * @see http://doc.babylonjs.com/babylon101/materials#texture
  16288. * @param url defines the url of the picture to load as a texture
  16289. * @param scene defines the scene or engine the texture will belong to
  16290. * @param noMipmap defines if the texture will require mip maps or not
  16291. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  16292. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16293. * @param onLoad defines a callback triggered when the texture has been loaded
  16294. * @param onError defines a callback triggered when an error occurred during the loading session
  16295. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  16296. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  16297. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16298. * @param mimeType defines an optional mime type information
  16299. */
  16300. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  16301. /**
  16302. * Update the url (and optional buffer) of this texture if url was null during construction.
  16303. * @param url the url of the texture
  16304. * @param buffer the buffer of the texture (defaults to null)
  16305. * @param onLoad callback called when the texture is loaded (defaults to null)
  16306. */
  16307. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  16308. /**
  16309. * Finish the loading sequence of a texture flagged as delayed load.
  16310. * @hidden
  16311. */
  16312. delayLoad(): void;
  16313. private _prepareRowForTextureGeneration;
  16314. /**
  16315. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  16316. * @returns the transform matrix of the texture.
  16317. */
  16318. getTextureMatrix(): Matrix;
  16319. /**
  16320. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  16321. * @returns The reflection texture transform
  16322. */
  16323. getReflectionTextureMatrix(): Matrix;
  16324. /**
  16325. * Clones the texture.
  16326. * @returns the cloned texture
  16327. */
  16328. clone(): Texture;
  16329. /**
  16330. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  16331. * @returns The JSON representation of the texture
  16332. */
  16333. serialize(): any;
  16334. /**
  16335. * Get the current class name of the texture useful for serialization or dynamic coding.
  16336. * @returns "Texture"
  16337. */
  16338. getClassName(): string;
  16339. /**
  16340. * Dispose the texture and release its associated resources.
  16341. */
  16342. dispose(): void;
  16343. /**
  16344. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  16345. * @param parsedTexture Define the JSON representation of the texture
  16346. * @param scene Define the scene the parsed texture should be instantiated in
  16347. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  16348. * @returns The parsed texture if successful
  16349. */
  16350. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  16351. /**
  16352. * Creates a texture from its base 64 representation.
  16353. * @param data Define the base64 payload without the data: prefix
  16354. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16355. * @param scene Define the scene the texture should belong to
  16356. * @param noMipmap Forces the texture to not create mip map information if true
  16357. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16358. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16359. * @param onLoad define a callback triggered when the texture has been loaded
  16360. * @param onError define a callback triggered when an error occurred during the loading session
  16361. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16362. * @returns the created texture
  16363. */
  16364. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  16365. /**
  16366. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  16367. * @param data Define the base64 payload without the data: prefix
  16368. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  16369. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  16370. * @param scene Define the scene the texture should belong to
  16371. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  16372. * @param noMipmap Forces the texture to not create mip map information if true
  16373. * @param invertY define if the texture needs to be inverted on the y axis during loading
  16374. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  16375. * @param onLoad define a callback triggered when the texture has been loaded
  16376. * @param onError define a callback triggered when an error occurred during the loading session
  16377. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  16378. * @returns the created texture
  16379. */
  16380. 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;
  16381. }
  16382. }
  16383. declare module "babylonjs/PostProcesses/postProcessManager" {
  16384. import { Nullable } from "babylonjs/types";
  16385. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16386. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  16387. import { Scene } from "babylonjs/scene";
  16388. /**
  16389. * PostProcessManager is used to manage one or more post processes or post process pipelines
  16390. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  16391. */
  16392. export class PostProcessManager {
  16393. private _scene;
  16394. private _indexBuffer;
  16395. private _vertexBuffers;
  16396. /**
  16397. * Creates a new instance PostProcess
  16398. * @param scene The scene that the post process is associated with.
  16399. */
  16400. constructor(scene: Scene);
  16401. private _prepareBuffers;
  16402. private _buildIndexBuffer;
  16403. /**
  16404. * Rebuilds the vertex buffers of the manager.
  16405. * @hidden
  16406. */
  16407. _rebuild(): void;
  16408. /**
  16409. * Prepares a frame to be run through a post process.
  16410. * @param sourceTexture The input texture to the post procesess. (default: null)
  16411. * @param postProcesses An array of post processes to be run. (default: null)
  16412. * @returns True if the post processes were able to be run.
  16413. * @hidden
  16414. */
  16415. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  16416. /**
  16417. * Manually render a set of post processes to a texture.
  16418. * @param postProcesses An array of post processes to be run.
  16419. * @param targetTexture The target texture to render to.
  16420. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  16421. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  16422. * @param lodLevel defines which lod of the texture to render to
  16423. */
  16424. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  16425. /**
  16426. * Finalize the result of the output of the postprocesses.
  16427. * @param doNotPresent If true the result will not be displayed to the screen.
  16428. * @param targetTexture The target texture to render to.
  16429. * @param faceIndex The index of the face to bind the target texture to.
  16430. * @param postProcesses The array of post processes to render.
  16431. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  16432. * @hidden
  16433. */
  16434. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  16435. /**
  16436. * Disposes of the post process manager.
  16437. */
  16438. dispose(): void;
  16439. }
  16440. }
  16441. declare module "babylonjs/Misc/gradients" {
  16442. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  16443. /** Interface used by value gradients (color, factor, ...) */
  16444. export interface IValueGradient {
  16445. /**
  16446. * Gets or sets the gradient value (between 0 and 1)
  16447. */
  16448. gradient: number;
  16449. }
  16450. /** Class used to store color4 gradient */
  16451. export class ColorGradient implements IValueGradient {
  16452. /**
  16453. * Gets or sets the gradient value (between 0 and 1)
  16454. */
  16455. gradient: number;
  16456. /**
  16457. * Gets or sets first associated color
  16458. */
  16459. color1: Color4;
  16460. /**
  16461. * Gets or sets second associated color
  16462. */
  16463. color2?: Color4;
  16464. /**
  16465. * Will get a color picked randomly between color1 and color2.
  16466. * If color2 is undefined then color1 will be used
  16467. * @param result defines the target Color4 to store the result in
  16468. */
  16469. getColorToRef(result: Color4): void;
  16470. }
  16471. /** Class used to store color 3 gradient */
  16472. export class Color3Gradient implements IValueGradient {
  16473. /**
  16474. * Gets or sets the gradient value (between 0 and 1)
  16475. */
  16476. gradient: number;
  16477. /**
  16478. * Gets or sets the associated color
  16479. */
  16480. color: Color3;
  16481. }
  16482. /** Class used to store factor gradient */
  16483. export class FactorGradient implements IValueGradient {
  16484. /**
  16485. * Gets or sets the gradient value (between 0 and 1)
  16486. */
  16487. gradient: number;
  16488. /**
  16489. * Gets or sets first associated factor
  16490. */
  16491. factor1: number;
  16492. /**
  16493. * Gets or sets second associated factor
  16494. */
  16495. factor2?: number;
  16496. /**
  16497. * Will get a number picked randomly between factor1 and factor2.
  16498. * If factor2 is undefined then factor1 will be used
  16499. * @returns the picked number
  16500. */
  16501. getFactor(): number;
  16502. }
  16503. /**
  16504. * Helper used to simplify some generic gradient tasks
  16505. */
  16506. export class GradientHelper {
  16507. /**
  16508. * Gets the current gradient from an array of IValueGradient
  16509. * @param ratio defines the current ratio to get
  16510. * @param gradients defines the array of IValueGradient
  16511. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  16512. */
  16513. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  16514. }
  16515. }
  16516. declare module "babylonjs/Engines/Extensions/engine.dynamicTexture" {
  16517. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16518. import { Nullable } from "babylonjs/types";
  16519. module "babylonjs/Engines/thinEngine" {
  16520. interface ThinEngine {
  16521. /**
  16522. * Creates a dynamic texture
  16523. * @param width defines the width of the texture
  16524. * @param height defines the height of the texture
  16525. * @param generateMipMaps defines if the engine should generate the mip levels
  16526. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  16527. * @returns the dynamic texture inside an InternalTexture
  16528. */
  16529. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  16530. /**
  16531. * Update the content of a dynamic texture
  16532. * @param texture defines the texture to update
  16533. * @param canvas defines the canvas containing the source
  16534. * @param invertY defines if data must be stored with Y axis inverted
  16535. * @param premulAlpha defines if alpha is stored as premultiplied
  16536. * @param format defines the format of the data
  16537. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  16538. */
  16539. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  16540. }
  16541. }
  16542. }
  16543. declare module "babylonjs/Misc/canvasGenerator" {
  16544. /**
  16545. * Helper class used to generate a canvas to manipulate images
  16546. */
  16547. export class CanvasGenerator {
  16548. /**
  16549. * Create a new canvas (or offscreen canvas depending on the context)
  16550. * @param width defines the expected width
  16551. * @param height defines the expected height
  16552. * @return a new canvas or offscreen canvas
  16553. */
  16554. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  16555. }
  16556. }
  16557. declare module "babylonjs/Materials/Textures/dynamicTexture" {
  16558. import { Scene } from "babylonjs/scene";
  16559. import { Texture } from "babylonjs/Materials/Textures/texture";
  16560. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  16561. /**
  16562. * A class extending Texture allowing drawing on a texture
  16563. * @see http://doc.babylonjs.com/how_to/dynamictexture
  16564. */
  16565. export class DynamicTexture extends Texture {
  16566. private _generateMipMaps;
  16567. private _canvas;
  16568. private _context;
  16569. private _engine;
  16570. /**
  16571. * Creates a DynamicTexture
  16572. * @param name defines the name of the texture
  16573. * @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
  16574. * @param scene defines the scene where you want the texture
  16575. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  16576. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  16577. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  16578. */
  16579. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  16580. /**
  16581. * Get the current class name of the texture useful for serialization or dynamic coding.
  16582. * @returns "DynamicTexture"
  16583. */
  16584. getClassName(): string;
  16585. /**
  16586. * Gets the current state of canRescale
  16587. */
  16588. readonly canRescale: boolean;
  16589. private _recreate;
  16590. /**
  16591. * Scales the texture
  16592. * @param ratio the scale factor to apply to both width and height
  16593. */
  16594. scale(ratio: number): void;
  16595. /**
  16596. * Resizes the texture
  16597. * @param width the new width
  16598. * @param height the new height
  16599. */
  16600. scaleTo(width: number, height: number): void;
  16601. /**
  16602. * Gets the context of the canvas used by the texture
  16603. * @returns the canvas context of the dynamic texture
  16604. */
  16605. getContext(): CanvasRenderingContext2D;
  16606. /**
  16607. * Clears the texture
  16608. */
  16609. clear(): void;
  16610. /**
  16611. * Updates the texture
  16612. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16613. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  16614. */
  16615. update(invertY?: boolean, premulAlpha?: boolean): void;
  16616. /**
  16617. * Draws text onto the texture
  16618. * @param text defines the text to be drawn
  16619. * @param x defines the placement of the text from the left
  16620. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  16621. * @param font defines the font to be used with font-style, font-size, font-name
  16622. * @param color defines the color used for the text
  16623. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  16624. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  16625. * @param update defines whether texture is immediately update (default is true)
  16626. */
  16627. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  16628. /**
  16629. * Clones the texture
  16630. * @returns the clone of the texture.
  16631. */
  16632. clone(): DynamicTexture;
  16633. /**
  16634. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  16635. * @returns a serialized dynamic texture object
  16636. */
  16637. serialize(): any;
  16638. /** @hidden */
  16639. _rebuild(): void;
  16640. }
  16641. }
  16642. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent" {
  16643. import { Scene } from "babylonjs/scene";
  16644. import { ISceneComponent } from "babylonjs/sceneComponent";
  16645. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16646. module "babylonjs/abstractScene" {
  16647. interface AbstractScene {
  16648. /**
  16649. * The list of procedural textures added to the scene
  16650. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16651. */
  16652. proceduralTextures: Array<ProceduralTexture>;
  16653. }
  16654. }
  16655. /**
  16656. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  16657. * in a given scene.
  16658. */
  16659. export class ProceduralTextureSceneComponent implements ISceneComponent {
  16660. /**
  16661. * The component name helpfull to identify the component in the list of scene components.
  16662. */
  16663. readonly name: string;
  16664. /**
  16665. * The scene the component belongs to.
  16666. */
  16667. scene: Scene;
  16668. /**
  16669. * Creates a new instance of the component for the given scene
  16670. * @param scene Defines the scene to register the component in
  16671. */
  16672. constructor(scene: Scene);
  16673. /**
  16674. * Registers the component in a given scene
  16675. */
  16676. register(): void;
  16677. /**
  16678. * Rebuilds the elements related to this component in case of
  16679. * context lost for instance.
  16680. */
  16681. rebuild(): void;
  16682. /**
  16683. * Disposes the component and the associated ressources.
  16684. */
  16685. dispose(): void;
  16686. private _beforeClear;
  16687. }
  16688. }
  16689. declare module "babylonjs/Engines/Extensions/engine.renderTargetCube" {
  16690. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  16691. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  16692. module "babylonjs/Engines/thinEngine" {
  16693. interface ThinEngine {
  16694. /**
  16695. * Creates a new render target cube texture
  16696. * @param size defines the size of the texture
  16697. * @param options defines the options used to create the texture
  16698. * @returns a new render target cube texture stored in an InternalTexture
  16699. */
  16700. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  16701. }
  16702. }
  16703. }
  16704. declare module "babylonjs/Shaders/procedural.vertex" {
  16705. /** @hidden */
  16706. export var proceduralVertexShader: {
  16707. name: string;
  16708. shader: string;
  16709. };
  16710. }
  16711. declare module "babylonjs/Materials/Textures/Procedurals/proceduralTexture" {
  16712. import { Observable } from "babylonjs/Misc/observable";
  16713. import { Nullable } from "babylonjs/types";
  16714. import { Scene } from "babylonjs/scene";
  16715. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  16716. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  16717. import { Effect } from "babylonjs/Materials/effect";
  16718. import { Texture } from "babylonjs/Materials/Textures/texture";
  16719. import "babylonjs/Engines/Extensions/engine.renderTarget";
  16720. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  16721. import "babylonjs/Shaders/procedural.vertex";
  16722. /**
  16723. * 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.
  16724. * This is the base class of any Procedural texture and contains most of the shareable code.
  16725. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16726. */
  16727. export class ProceduralTexture extends Texture {
  16728. isCube: boolean;
  16729. /**
  16730. * Define if the texture is enabled or not (disabled texture will not render)
  16731. */
  16732. isEnabled: boolean;
  16733. /**
  16734. * Define if the texture must be cleared before rendering (default is true)
  16735. */
  16736. autoClear: boolean;
  16737. /**
  16738. * Callback called when the texture is generated
  16739. */
  16740. onGenerated: () => void;
  16741. /**
  16742. * Event raised when the texture is generated
  16743. */
  16744. onGeneratedObservable: Observable<ProceduralTexture>;
  16745. /** @hidden */
  16746. _generateMipMaps: boolean;
  16747. /** @hidden **/
  16748. _effect: Effect;
  16749. /** @hidden */
  16750. _textures: {
  16751. [key: string]: Texture;
  16752. };
  16753. private _size;
  16754. private _currentRefreshId;
  16755. private _refreshRate;
  16756. private _vertexBuffers;
  16757. private _indexBuffer;
  16758. private _uniforms;
  16759. private _samplers;
  16760. private _fragment;
  16761. private _floats;
  16762. private _ints;
  16763. private _floatsArrays;
  16764. private _colors3;
  16765. private _colors4;
  16766. private _vectors2;
  16767. private _vectors3;
  16768. private _matrices;
  16769. private _fallbackTexture;
  16770. private _fallbackTextureUsed;
  16771. private _engine;
  16772. private _cachedDefines;
  16773. private _contentUpdateId;
  16774. private _contentData;
  16775. /**
  16776. * Instantiates a new procedural texture.
  16777. * 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.
  16778. * This is the base class of any Procedural texture and contains most of the shareable code.
  16779. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  16780. * @param name Define the name of the texture
  16781. * @param size Define the size of the texture to create
  16782. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  16783. * @param scene Define the scene the texture belongs to
  16784. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  16785. * @param generateMipMaps Define if the texture should creates mip maps or not
  16786. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  16787. */
  16788. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  16789. /**
  16790. * The effect that is created when initializing the post process.
  16791. * @returns The created effect corresponding the the postprocess.
  16792. */
  16793. getEffect(): Effect;
  16794. /**
  16795. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  16796. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  16797. */
  16798. getContent(): Nullable<ArrayBufferView>;
  16799. private _createIndexBuffer;
  16800. /** @hidden */
  16801. _rebuild(): void;
  16802. /**
  16803. * Resets the texture in order to recreate its associated resources.
  16804. * This can be called in case of context loss
  16805. */
  16806. reset(): void;
  16807. protected _getDefines(): string;
  16808. /**
  16809. * Is the texture ready to be used ? (rendered at least once)
  16810. * @returns true if ready, otherwise, false.
  16811. */
  16812. isReady(): boolean;
  16813. /**
  16814. * Resets the refresh counter of the texture and start bak from scratch.
  16815. * Could be useful to regenerate the texture if it is setup to render only once.
  16816. */
  16817. resetRefreshCounter(): void;
  16818. /**
  16819. * Set the fragment shader to use in order to render the texture.
  16820. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  16821. */
  16822. setFragment(fragment: any): void;
  16823. /**
  16824. * Define the refresh rate of the texture or the rendering frequency.
  16825. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  16826. */
  16827. refreshRate: number;
  16828. /** @hidden */
  16829. _shouldRender(): boolean;
  16830. /**
  16831. * Get the size the texture is rendering at.
  16832. * @returns the size (texture is always squared)
  16833. */
  16834. getRenderSize(): number;
  16835. /**
  16836. * Resize the texture to new value.
  16837. * @param size Define the new size the texture should have
  16838. * @param generateMipMaps Define whether the new texture should create mip maps
  16839. */
  16840. resize(size: number, generateMipMaps: boolean): void;
  16841. private _checkUniform;
  16842. /**
  16843. * Set a texture in the shader program used to render.
  16844. * @param name Define the name of the uniform samplers as defined in the shader
  16845. * @param texture Define the texture to bind to this sampler
  16846. * @return the texture itself allowing "fluent" like uniform updates
  16847. */
  16848. setTexture(name: string, texture: Texture): ProceduralTexture;
  16849. /**
  16850. * Set a float in the shader.
  16851. * @param name Define the name of the uniform as defined in the shader
  16852. * @param value Define the value to give to the uniform
  16853. * @return the texture itself allowing "fluent" like uniform updates
  16854. */
  16855. setFloat(name: string, value: number): ProceduralTexture;
  16856. /**
  16857. * Set a int in the shader.
  16858. * @param name Define the name of the uniform as defined in the shader
  16859. * @param value Define the value to give to the uniform
  16860. * @return the texture itself allowing "fluent" like uniform updates
  16861. */
  16862. setInt(name: string, value: number): ProceduralTexture;
  16863. /**
  16864. * Set an array of floats in the shader.
  16865. * @param name Define the name of the uniform as defined in the shader
  16866. * @param value Define the value to give to the uniform
  16867. * @return the texture itself allowing "fluent" like uniform updates
  16868. */
  16869. setFloats(name: string, value: number[]): ProceduralTexture;
  16870. /**
  16871. * Set a vec3 in the shader from a Color3.
  16872. * @param name Define the name of the uniform as defined in the shader
  16873. * @param value Define the value to give to the uniform
  16874. * @return the texture itself allowing "fluent" like uniform updates
  16875. */
  16876. setColor3(name: string, value: Color3): ProceduralTexture;
  16877. /**
  16878. * Set a vec4 in the shader from a Color4.
  16879. * @param name Define the name of the uniform as defined in the shader
  16880. * @param value Define the value to give to the uniform
  16881. * @return the texture itself allowing "fluent" like uniform updates
  16882. */
  16883. setColor4(name: string, value: Color4): ProceduralTexture;
  16884. /**
  16885. * Set a vec2 in the shader from a Vector2.
  16886. * @param name Define the name of the uniform as defined in the shader
  16887. * @param value Define the value to give to the uniform
  16888. * @return the texture itself allowing "fluent" like uniform updates
  16889. */
  16890. setVector2(name: string, value: Vector2): ProceduralTexture;
  16891. /**
  16892. * Set a vec3 in the shader from a Vector3.
  16893. * @param name Define the name of the uniform as defined in the shader
  16894. * @param value Define the value to give to the uniform
  16895. * @return the texture itself allowing "fluent" like uniform updates
  16896. */
  16897. setVector3(name: string, value: Vector3): ProceduralTexture;
  16898. /**
  16899. * Set a mat4 in the shader from a MAtrix.
  16900. * @param name Define the name of the uniform as defined in the shader
  16901. * @param value Define the value to give to the uniform
  16902. * @return the texture itself allowing "fluent" like uniform updates
  16903. */
  16904. setMatrix(name: string, value: Matrix): ProceduralTexture;
  16905. /**
  16906. * Render the texture to its associated render target.
  16907. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  16908. */
  16909. render(useCameraPostProcess?: boolean): void;
  16910. /**
  16911. * Clone the texture.
  16912. * @returns the cloned texture
  16913. */
  16914. clone(): ProceduralTexture;
  16915. /**
  16916. * Dispose the texture and release its asoociated resources.
  16917. */
  16918. dispose(): void;
  16919. }
  16920. }
  16921. declare module "babylonjs/Particles/baseParticleSystem" {
  16922. import { Nullable } from "babylonjs/types";
  16923. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  16924. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  16925. import { ImageProcessingConfiguration, ImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  16926. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  16927. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  16928. import { Scene } from "babylonjs/scene";
  16929. import { ColorGradient, FactorGradient, Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  16930. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, CylinderDirectedParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  16931. import { Texture } from "babylonjs/Materials/Textures/texture";
  16932. import { Color4 } from "babylonjs/Maths/math.color";
  16933. import { Animation } from "babylonjs/Animations/animation";
  16934. /**
  16935. * This represents the base class for particle system in Babylon.
  16936. * 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.
  16937. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  16938. * @example https://doc.babylonjs.com/babylon101/particles
  16939. */
  16940. export class BaseParticleSystem {
  16941. /**
  16942. * Source color is added to the destination color without alpha affecting the result
  16943. */
  16944. static BLENDMODE_ONEONE: number;
  16945. /**
  16946. * Blend current color and particle color using particle’s alpha
  16947. */
  16948. static BLENDMODE_STANDARD: number;
  16949. /**
  16950. * Add current color and particle color multiplied by particle’s alpha
  16951. */
  16952. static BLENDMODE_ADD: number;
  16953. /**
  16954. * Multiply current color with particle color
  16955. */
  16956. static BLENDMODE_MULTIPLY: number;
  16957. /**
  16958. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  16959. */
  16960. static BLENDMODE_MULTIPLYADD: number;
  16961. /**
  16962. * List of animations used by the particle system.
  16963. */
  16964. animations: Animation[];
  16965. /**
  16966. * The id of the Particle system.
  16967. */
  16968. id: string;
  16969. /**
  16970. * The friendly name of the Particle system.
  16971. */
  16972. name: string;
  16973. /**
  16974. * The rendering group used by the Particle system to chose when to render.
  16975. */
  16976. renderingGroupId: number;
  16977. /**
  16978. * The emitter represents the Mesh or position we are attaching the particle system to.
  16979. */
  16980. emitter: Nullable<AbstractMesh | Vector3>;
  16981. /**
  16982. * The maximum number of particles to emit per frame
  16983. */
  16984. emitRate: number;
  16985. /**
  16986. * If you want to launch only a few particles at once, that can be done, as well.
  16987. */
  16988. manualEmitCount: number;
  16989. /**
  16990. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  16991. */
  16992. updateSpeed: number;
  16993. /**
  16994. * The amount of time the particle system is running (depends of the overall update speed).
  16995. */
  16996. targetStopDuration: number;
  16997. /**
  16998. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  16999. */
  17000. disposeOnStop: boolean;
  17001. /**
  17002. * Minimum power of emitting particles.
  17003. */
  17004. minEmitPower: number;
  17005. /**
  17006. * Maximum power of emitting particles.
  17007. */
  17008. maxEmitPower: number;
  17009. /**
  17010. * Minimum life time of emitting particles.
  17011. */
  17012. minLifeTime: number;
  17013. /**
  17014. * Maximum life time of emitting particles.
  17015. */
  17016. maxLifeTime: number;
  17017. /**
  17018. * Minimum Size of emitting particles.
  17019. */
  17020. minSize: number;
  17021. /**
  17022. * Maximum Size of emitting particles.
  17023. */
  17024. maxSize: number;
  17025. /**
  17026. * Minimum scale of emitting particles on X axis.
  17027. */
  17028. minScaleX: number;
  17029. /**
  17030. * Maximum scale of emitting particles on X axis.
  17031. */
  17032. maxScaleX: number;
  17033. /**
  17034. * Minimum scale of emitting particles on Y axis.
  17035. */
  17036. minScaleY: number;
  17037. /**
  17038. * Maximum scale of emitting particles on Y axis.
  17039. */
  17040. maxScaleY: number;
  17041. /**
  17042. * Gets or sets the minimal initial rotation in radians.
  17043. */
  17044. minInitialRotation: number;
  17045. /**
  17046. * Gets or sets the maximal initial rotation in radians.
  17047. */
  17048. maxInitialRotation: number;
  17049. /**
  17050. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  17051. */
  17052. minAngularSpeed: number;
  17053. /**
  17054. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  17055. */
  17056. maxAngularSpeed: number;
  17057. /**
  17058. * The texture used to render each particle. (this can be a spritesheet)
  17059. */
  17060. particleTexture: Nullable<Texture>;
  17061. /**
  17062. * The layer mask we are rendering the particles through.
  17063. */
  17064. layerMask: number;
  17065. /**
  17066. * This can help using your own shader to render the particle system.
  17067. * The according effect will be created
  17068. */
  17069. customShader: any;
  17070. /**
  17071. * By default particle system starts as soon as they are created. This prevents the
  17072. * automatic start to happen and let you decide when to start emitting particles.
  17073. */
  17074. preventAutoStart: boolean;
  17075. private _noiseTexture;
  17076. /**
  17077. * Gets or sets a texture used to add random noise to particle positions
  17078. */
  17079. noiseTexture: Nullable<ProceduralTexture>;
  17080. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  17081. noiseStrength: Vector3;
  17082. /**
  17083. * Callback triggered when the particle animation is ending.
  17084. */
  17085. onAnimationEnd: Nullable<() => void>;
  17086. /**
  17087. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  17088. */
  17089. blendMode: number;
  17090. /**
  17091. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  17092. * to override the particles.
  17093. */
  17094. forceDepthWrite: boolean;
  17095. /** 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 */
  17096. preWarmCycles: number;
  17097. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  17098. preWarmStepOffset: number;
  17099. /**
  17100. * 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)
  17101. */
  17102. spriteCellChangeSpeed: number;
  17103. /**
  17104. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  17105. */
  17106. startSpriteCellID: number;
  17107. /**
  17108. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  17109. */
  17110. endSpriteCellID: number;
  17111. /**
  17112. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  17113. */
  17114. spriteCellWidth: number;
  17115. /**
  17116. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  17117. */
  17118. spriteCellHeight: number;
  17119. /**
  17120. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  17121. */
  17122. spriteRandomStartCell: boolean;
  17123. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  17124. translationPivot: Vector2;
  17125. /** @hidden */
  17126. protected _isAnimationSheetEnabled: boolean;
  17127. /**
  17128. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  17129. */
  17130. beginAnimationOnStart: boolean;
  17131. /**
  17132. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  17133. */
  17134. beginAnimationFrom: number;
  17135. /**
  17136. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  17137. */
  17138. beginAnimationTo: number;
  17139. /**
  17140. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  17141. */
  17142. beginAnimationLoop: boolean;
  17143. /**
  17144. * Gets or sets a world offset applied to all particles
  17145. */
  17146. worldOffset: Vector3;
  17147. /**
  17148. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  17149. */
  17150. isAnimationSheetEnabled: boolean;
  17151. /**
  17152. * Get hosting scene
  17153. * @returns the scene
  17154. */
  17155. getScene(): Scene;
  17156. /**
  17157. * You can use gravity if you want to give an orientation to your particles.
  17158. */
  17159. gravity: Vector3;
  17160. protected _colorGradients: Nullable<Array<ColorGradient>>;
  17161. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  17162. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  17163. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  17164. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  17165. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  17166. protected _dragGradients: Nullable<Array<FactorGradient>>;
  17167. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  17168. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  17169. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  17170. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  17171. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  17172. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  17173. /**
  17174. * Defines the delay in milliseconds before starting the system (0 by default)
  17175. */
  17176. startDelay: number;
  17177. /**
  17178. * Gets the current list of drag gradients.
  17179. * You must use addDragGradient and removeDragGradient to udpate this list
  17180. * @returns the list of drag gradients
  17181. */
  17182. getDragGradients(): Nullable<Array<FactorGradient>>;
  17183. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  17184. limitVelocityDamping: number;
  17185. /**
  17186. * Gets the current list of limit velocity gradients.
  17187. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  17188. * @returns the list of limit velocity gradients
  17189. */
  17190. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  17191. /**
  17192. * Gets the current list of color gradients.
  17193. * You must use addColorGradient and removeColorGradient to udpate this list
  17194. * @returns the list of color gradients
  17195. */
  17196. getColorGradients(): Nullable<Array<ColorGradient>>;
  17197. /**
  17198. * Gets the current list of size gradients.
  17199. * You must use addSizeGradient and removeSizeGradient to udpate this list
  17200. * @returns the list of size gradients
  17201. */
  17202. getSizeGradients(): Nullable<Array<FactorGradient>>;
  17203. /**
  17204. * Gets the current list of color remap gradients.
  17205. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  17206. * @returns the list of color remap gradients
  17207. */
  17208. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  17209. /**
  17210. * Gets the current list of alpha remap gradients.
  17211. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  17212. * @returns the list of alpha remap gradients
  17213. */
  17214. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  17215. /**
  17216. * Gets the current list of life time gradients.
  17217. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  17218. * @returns the list of life time gradients
  17219. */
  17220. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  17221. /**
  17222. * Gets the current list of angular speed gradients.
  17223. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  17224. * @returns the list of angular speed gradients
  17225. */
  17226. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  17227. /**
  17228. * Gets the current list of velocity gradients.
  17229. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  17230. * @returns the list of velocity gradients
  17231. */
  17232. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  17233. /**
  17234. * Gets the current list of start size gradients.
  17235. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  17236. * @returns the list of start size gradients
  17237. */
  17238. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  17239. /**
  17240. * Gets the current list of emit rate gradients.
  17241. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  17242. * @returns the list of emit rate gradients
  17243. */
  17244. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  17245. /**
  17246. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17247. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17248. */
  17249. direction1: Vector3;
  17250. /**
  17251. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  17252. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17253. */
  17254. direction2: Vector3;
  17255. /**
  17256. * 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.
  17257. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17258. */
  17259. minEmitBox: Vector3;
  17260. /**
  17261. * 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.
  17262. * This only works when particleEmitterTyps is a BoxParticleEmitter
  17263. */
  17264. maxEmitBox: Vector3;
  17265. /**
  17266. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17267. */
  17268. color1: Color4;
  17269. /**
  17270. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  17271. */
  17272. color2: Color4;
  17273. /**
  17274. * Color the particle will have at the end of its lifetime
  17275. */
  17276. colorDead: Color4;
  17277. /**
  17278. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  17279. */
  17280. textureMask: Color4;
  17281. /**
  17282. * The particle emitter type defines the emitter used by the particle system.
  17283. * It can be for example box, sphere, or cone...
  17284. */
  17285. particleEmitterType: IParticleEmitterType;
  17286. /** @hidden */
  17287. _isSubEmitter: boolean;
  17288. /**
  17289. * Gets or sets the billboard mode to use when isBillboardBased = true.
  17290. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  17291. */
  17292. billboardMode: number;
  17293. protected _isBillboardBased: boolean;
  17294. /**
  17295. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  17296. */
  17297. isBillboardBased: boolean;
  17298. /**
  17299. * The scene the particle system belongs to.
  17300. */
  17301. protected _scene: Scene;
  17302. /**
  17303. * Local cache of defines for image processing.
  17304. */
  17305. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  17306. /**
  17307. * Default configuration related to image processing available in the standard Material.
  17308. */
  17309. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  17310. /**
  17311. * Gets the image processing configuration used either in this material.
  17312. */
  17313. /**
  17314. * Sets the Default image processing configuration used either in the this material.
  17315. *
  17316. * If sets to null, the scene one is in use.
  17317. */
  17318. imageProcessingConfiguration: ImageProcessingConfiguration;
  17319. /**
  17320. * Attaches a new image processing configuration to the Standard Material.
  17321. * @param configuration
  17322. */
  17323. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  17324. /** @hidden */
  17325. protected _reset(): void;
  17326. /** @hidden */
  17327. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  17328. /**
  17329. * Instantiates a particle system.
  17330. * 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.
  17331. * @param name The name of the particle system
  17332. */
  17333. constructor(name: string);
  17334. /**
  17335. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  17336. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17337. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17338. * @returns the emitter
  17339. */
  17340. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  17341. /**
  17342. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  17343. * @param radius The radius of the hemisphere to emit from
  17344. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17345. * @returns the emitter
  17346. */
  17347. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  17348. /**
  17349. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  17350. * @param radius The radius of the sphere to emit from
  17351. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  17352. * @returns the emitter
  17353. */
  17354. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  17355. /**
  17356. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  17357. * @param radius The radius of the sphere to emit from
  17358. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  17359. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  17360. * @returns the emitter
  17361. */
  17362. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  17363. /**
  17364. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  17365. * @param radius The radius of the emission cylinder
  17366. * @param height The height of the emission cylinder
  17367. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  17368. * @param directionRandomizer How much to randomize the particle direction [0-1]
  17369. * @returns the emitter
  17370. */
  17371. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  17372. /**
  17373. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  17374. * @param radius The radius of the cylinder to emit from
  17375. * @param height The height of the emission cylinder
  17376. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  17377. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  17378. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  17379. * @returns the emitter
  17380. */
  17381. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  17382. /**
  17383. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  17384. * @param radius The radius of the cone to emit from
  17385. * @param angle The base angle of the cone
  17386. * @returns the emitter
  17387. */
  17388. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  17389. /**
  17390. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  17391. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  17392. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  17393. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17394. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  17395. * @returns the emitter
  17396. */
  17397. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  17398. }
  17399. }
  17400. declare module "babylonjs/Particles/subEmitter" {
  17401. import { Scene } from "babylonjs/scene";
  17402. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17403. /**
  17404. * Type of sub emitter
  17405. */
  17406. export enum SubEmitterType {
  17407. /**
  17408. * Attached to the particle over it's lifetime
  17409. */
  17410. ATTACHED = 0,
  17411. /**
  17412. * Created when the particle dies
  17413. */
  17414. END = 1
  17415. }
  17416. /**
  17417. * Sub emitter class used to emit particles from an existing particle
  17418. */
  17419. export class SubEmitter {
  17420. /**
  17421. * the particle system to be used by the sub emitter
  17422. */
  17423. particleSystem: ParticleSystem;
  17424. /**
  17425. * Type of the submitter (Default: END)
  17426. */
  17427. type: SubEmitterType;
  17428. /**
  17429. * 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)
  17430. * Note: This only is supported when using an emitter of type Mesh
  17431. */
  17432. inheritDirection: boolean;
  17433. /**
  17434. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  17435. */
  17436. inheritedVelocityAmount: number;
  17437. /**
  17438. * Creates a sub emitter
  17439. * @param particleSystem the particle system to be used by the sub emitter
  17440. */
  17441. constructor(
  17442. /**
  17443. * the particle system to be used by the sub emitter
  17444. */
  17445. particleSystem: ParticleSystem);
  17446. /**
  17447. * Clones the sub emitter
  17448. * @returns the cloned sub emitter
  17449. */
  17450. clone(): SubEmitter;
  17451. /**
  17452. * Serialize current object to a JSON object
  17453. * @returns the serialized object
  17454. */
  17455. serialize(): any;
  17456. /** @hidden */
  17457. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  17458. /**
  17459. * Creates a new SubEmitter from a serialized JSON version
  17460. * @param serializationObject defines the JSON object to read from
  17461. * @param scene defines the hosting scene
  17462. * @param rootUrl defines the rootUrl for data loading
  17463. * @returns a new SubEmitter
  17464. */
  17465. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  17466. /** Release associated resources */
  17467. dispose(): void;
  17468. }
  17469. }
  17470. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration" {
  17471. /** @hidden */
  17472. export var clipPlaneFragmentDeclaration: {
  17473. name: string;
  17474. shader: string;
  17475. };
  17476. }
  17477. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration" {
  17478. /** @hidden */
  17479. export var imageProcessingDeclaration: {
  17480. name: string;
  17481. shader: string;
  17482. };
  17483. }
  17484. declare module "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions" {
  17485. /** @hidden */
  17486. export var imageProcessingFunctions: {
  17487. name: string;
  17488. shader: string;
  17489. };
  17490. }
  17491. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragment" {
  17492. /** @hidden */
  17493. export var clipPlaneFragment: {
  17494. name: string;
  17495. shader: string;
  17496. };
  17497. }
  17498. declare module "babylonjs/Shaders/particles.fragment" {
  17499. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  17500. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  17501. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  17502. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  17503. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  17504. /** @hidden */
  17505. export var particlesPixelShader: {
  17506. name: string;
  17507. shader: string;
  17508. };
  17509. }
  17510. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration" {
  17511. /** @hidden */
  17512. export var clipPlaneVertexDeclaration: {
  17513. name: string;
  17514. shader: string;
  17515. };
  17516. }
  17517. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertex" {
  17518. /** @hidden */
  17519. export var clipPlaneVertex: {
  17520. name: string;
  17521. shader: string;
  17522. };
  17523. }
  17524. declare module "babylonjs/Shaders/particles.vertex" {
  17525. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  17526. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  17527. /** @hidden */
  17528. export var particlesVertexShader: {
  17529. name: string;
  17530. shader: string;
  17531. };
  17532. }
  17533. declare module "babylonjs/Particles/particleSystem" {
  17534. import { Nullable } from "babylonjs/types";
  17535. import { FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  17536. import { Observable } from "babylonjs/Misc/observable";
  17537. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  17538. import { Effect } from "babylonjs/Materials/effect";
  17539. import { Scene, IDisposable } from "babylonjs/scene";
  17540. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  17541. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  17542. import { Particle } from "babylonjs/Particles/particle";
  17543. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17544. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  17545. import "babylonjs/Shaders/particles.fragment";
  17546. import "babylonjs/Shaders/particles.vertex";
  17547. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  17548. /**
  17549. * This represents a particle system in Babylon.
  17550. * 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.
  17551. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  17552. * @example https://doc.babylonjs.com/babylon101/particles
  17553. */
  17554. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  17555. /**
  17556. * Billboard mode will only apply to Y axis
  17557. */
  17558. static readonly BILLBOARDMODE_Y: number;
  17559. /**
  17560. * Billboard mode will apply to all axes
  17561. */
  17562. static readonly BILLBOARDMODE_ALL: number;
  17563. /**
  17564. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  17565. */
  17566. static readonly BILLBOARDMODE_STRETCHED: number;
  17567. /**
  17568. * This function can be defined to provide custom update for active particles.
  17569. * This function will be called instead of regular update (age, position, color, etc.).
  17570. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  17571. */
  17572. updateFunction: (particles: Particle[]) => void;
  17573. private _emitterWorldMatrix;
  17574. /**
  17575. * This function can be defined to specify initial direction for every new particle.
  17576. * It by default use the emitterType defined function
  17577. */
  17578. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  17579. /**
  17580. * This function can be defined to specify initial position for every new particle.
  17581. * It by default use the emitterType defined function
  17582. */
  17583. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  17584. /**
  17585. * @hidden
  17586. */
  17587. _inheritedVelocityOffset: Vector3;
  17588. /**
  17589. * An event triggered when the system is disposed
  17590. */
  17591. onDisposeObservable: Observable<ParticleSystem>;
  17592. private _onDisposeObserver;
  17593. /**
  17594. * Sets a callback that will be triggered when the system is disposed
  17595. */
  17596. onDispose: () => void;
  17597. private _particles;
  17598. private _epsilon;
  17599. private _capacity;
  17600. private _stockParticles;
  17601. private _newPartsExcess;
  17602. private _vertexData;
  17603. private _vertexBuffer;
  17604. private _vertexBuffers;
  17605. private _spriteBuffer;
  17606. private _indexBuffer;
  17607. private _effect;
  17608. private _customEffect;
  17609. private _cachedDefines;
  17610. private _scaledColorStep;
  17611. private _colorDiff;
  17612. private _scaledDirection;
  17613. private _scaledGravity;
  17614. private _currentRenderId;
  17615. private _alive;
  17616. private _useInstancing;
  17617. private _started;
  17618. private _stopped;
  17619. private _actualFrame;
  17620. private _scaledUpdateSpeed;
  17621. private _vertexBufferSize;
  17622. /** @hidden */
  17623. _currentEmitRateGradient: Nullable<FactorGradient>;
  17624. /** @hidden */
  17625. _currentEmitRate1: number;
  17626. /** @hidden */
  17627. _currentEmitRate2: number;
  17628. /** @hidden */
  17629. _currentStartSizeGradient: Nullable<FactorGradient>;
  17630. /** @hidden */
  17631. _currentStartSize1: number;
  17632. /** @hidden */
  17633. _currentStartSize2: number;
  17634. private readonly _rawTextureWidth;
  17635. private _rampGradientsTexture;
  17636. private _useRampGradients;
  17637. /** Gets or sets a boolean indicating that ramp gradients must be used
  17638. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  17639. */
  17640. useRampGradients: boolean;
  17641. /**
  17642. * 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.
  17643. * 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: [])
  17644. */
  17645. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  17646. private _subEmitters;
  17647. /**
  17648. * @hidden
  17649. * If the particle systems emitter should be disposed when the particle system is disposed
  17650. */
  17651. _disposeEmitterOnDispose: boolean;
  17652. /**
  17653. * The current active Sub-systems, this property is used by the root particle system only.
  17654. */
  17655. activeSubSystems: Array<ParticleSystem>;
  17656. private _rootParticleSystem;
  17657. /**
  17658. * Gets the current list of active particles
  17659. */
  17660. readonly particles: Particle[];
  17661. /**
  17662. * Returns the string "ParticleSystem"
  17663. * @returns a string containing the class name
  17664. */
  17665. getClassName(): string;
  17666. /**
  17667. * Instantiates a particle system.
  17668. * 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.
  17669. * @param name The name of the particle system
  17670. * @param capacity The max number of particles alive at the same time
  17671. * @param scene The scene the particle system belongs to
  17672. * @param customEffect a custom effect used to change the way particles are rendered by default
  17673. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  17674. * @param epsilon Offset used to render the particles
  17675. */
  17676. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  17677. private _addFactorGradient;
  17678. private _removeFactorGradient;
  17679. /**
  17680. * Adds a new life time gradient
  17681. * @param gradient defines the gradient to use (between 0 and 1)
  17682. * @param factor defines the life time factor to affect to the specified gradient
  17683. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17684. * @returns the current particle system
  17685. */
  17686. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17687. /**
  17688. * Remove a specific life time gradient
  17689. * @param gradient defines the gradient to remove
  17690. * @returns the current particle system
  17691. */
  17692. removeLifeTimeGradient(gradient: number): IParticleSystem;
  17693. /**
  17694. * Adds a new size gradient
  17695. * @param gradient defines the gradient to use (between 0 and 1)
  17696. * @param factor defines the size factor to affect to the specified gradient
  17697. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17698. * @returns the current particle system
  17699. */
  17700. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17701. /**
  17702. * Remove a specific size gradient
  17703. * @param gradient defines the gradient to remove
  17704. * @returns the current particle system
  17705. */
  17706. removeSizeGradient(gradient: number): IParticleSystem;
  17707. /**
  17708. * Adds a new color remap gradient
  17709. * @param gradient defines the gradient to use (between 0 and 1)
  17710. * @param min defines the color remap minimal range
  17711. * @param max defines the color remap maximal range
  17712. * @returns the current particle system
  17713. */
  17714. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17715. /**
  17716. * Remove a specific color remap gradient
  17717. * @param gradient defines the gradient to remove
  17718. * @returns the current particle system
  17719. */
  17720. removeColorRemapGradient(gradient: number): IParticleSystem;
  17721. /**
  17722. * Adds a new alpha remap gradient
  17723. * @param gradient defines the gradient to use (between 0 and 1)
  17724. * @param min defines the alpha remap minimal range
  17725. * @param max defines the alpha remap maximal range
  17726. * @returns the current particle system
  17727. */
  17728. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  17729. /**
  17730. * Remove a specific alpha remap gradient
  17731. * @param gradient defines the gradient to remove
  17732. * @returns the current particle system
  17733. */
  17734. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  17735. /**
  17736. * Adds a new angular speed gradient
  17737. * @param gradient defines the gradient to use (between 0 and 1)
  17738. * @param factor defines the angular speed to affect to the specified gradient
  17739. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17740. * @returns the current particle system
  17741. */
  17742. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17743. /**
  17744. * Remove a specific angular speed gradient
  17745. * @param gradient defines the gradient to remove
  17746. * @returns the current particle system
  17747. */
  17748. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  17749. /**
  17750. * Adds a new velocity gradient
  17751. * @param gradient defines the gradient to use (between 0 and 1)
  17752. * @param factor defines the velocity to affect to the specified gradient
  17753. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17754. * @returns the current particle system
  17755. */
  17756. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17757. /**
  17758. * Remove a specific velocity gradient
  17759. * @param gradient defines the gradient to remove
  17760. * @returns the current particle system
  17761. */
  17762. removeVelocityGradient(gradient: number): IParticleSystem;
  17763. /**
  17764. * Adds a new limit velocity gradient
  17765. * @param gradient defines the gradient to use (between 0 and 1)
  17766. * @param factor defines the limit velocity value to affect to the specified gradient
  17767. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17768. * @returns the current particle system
  17769. */
  17770. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17771. /**
  17772. * Remove a specific limit velocity gradient
  17773. * @param gradient defines the gradient to remove
  17774. * @returns the current particle system
  17775. */
  17776. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  17777. /**
  17778. * Adds a new drag gradient
  17779. * @param gradient defines the gradient to use (between 0 and 1)
  17780. * @param factor defines the drag value to affect to the specified gradient
  17781. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17782. * @returns the current particle system
  17783. */
  17784. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17785. /**
  17786. * Remove a specific drag gradient
  17787. * @param gradient defines the gradient to remove
  17788. * @returns the current particle system
  17789. */
  17790. removeDragGradient(gradient: number): IParticleSystem;
  17791. /**
  17792. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  17793. * @param gradient defines the gradient to use (between 0 and 1)
  17794. * @param factor defines the emit rate value to affect to the specified gradient
  17795. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17796. * @returns the current particle system
  17797. */
  17798. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17799. /**
  17800. * Remove a specific emit rate gradient
  17801. * @param gradient defines the gradient to remove
  17802. * @returns the current particle system
  17803. */
  17804. removeEmitRateGradient(gradient: number): IParticleSystem;
  17805. /**
  17806. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  17807. * @param gradient defines the gradient to use (between 0 and 1)
  17808. * @param factor defines the start size value to affect to the specified gradient
  17809. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  17810. * @returns the current particle system
  17811. */
  17812. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  17813. /**
  17814. * Remove a specific start size gradient
  17815. * @param gradient defines the gradient to remove
  17816. * @returns the current particle system
  17817. */
  17818. removeStartSizeGradient(gradient: number): IParticleSystem;
  17819. private _createRampGradientTexture;
  17820. /**
  17821. * Gets the current list of ramp gradients.
  17822. * You must use addRampGradient and removeRampGradient to udpate this list
  17823. * @returns the list of ramp gradients
  17824. */
  17825. getRampGradients(): Nullable<Array<Color3Gradient>>;
  17826. /**
  17827. * Adds a new ramp gradient used to remap particle colors
  17828. * @param gradient defines the gradient to use (between 0 and 1)
  17829. * @param color defines the color to affect to the specified gradient
  17830. * @returns the current particle system
  17831. */
  17832. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  17833. /**
  17834. * Remove a specific ramp gradient
  17835. * @param gradient defines the gradient to remove
  17836. * @returns the current particle system
  17837. */
  17838. removeRampGradient(gradient: number): ParticleSystem;
  17839. /**
  17840. * Adds a new color gradient
  17841. * @param gradient defines the gradient to use (between 0 and 1)
  17842. * @param color1 defines the color to affect to the specified gradient
  17843. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  17844. * @returns this particle system
  17845. */
  17846. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  17847. /**
  17848. * Remove a specific color gradient
  17849. * @param gradient defines the gradient to remove
  17850. * @returns this particle system
  17851. */
  17852. removeColorGradient(gradient: number): IParticleSystem;
  17853. private _fetchR;
  17854. protected _reset(): void;
  17855. private _resetEffect;
  17856. private _createVertexBuffers;
  17857. private _createIndexBuffer;
  17858. /**
  17859. * Gets the maximum number of particles active at the same time.
  17860. * @returns The max number of active particles.
  17861. */
  17862. getCapacity(): number;
  17863. /**
  17864. * Gets whether there are still active particles in the system.
  17865. * @returns True if it is alive, otherwise false.
  17866. */
  17867. isAlive(): boolean;
  17868. /**
  17869. * Gets if the system has been started. (Note: this will still be true after stop is called)
  17870. * @returns True if it has been started, otherwise false.
  17871. */
  17872. isStarted(): boolean;
  17873. private _prepareSubEmitterInternalArray;
  17874. /**
  17875. * Starts the particle system and begins to emit
  17876. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  17877. */
  17878. start(delay?: number): void;
  17879. /**
  17880. * Stops the particle system.
  17881. * @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.
  17882. */
  17883. stop(stopSubEmitters?: boolean): void;
  17884. /**
  17885. * Remove all active particles
  17886. */
  17887. reset(): void;
  17888. /**
  17889. * @hidden (for internal use only)
  17890. */
  17891. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  17892. /**
  17893. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  17894. * Its lifetime will start back at 0.
  17895. */
  17896. recycleParticle: (particle: Particle) => void;
  17897. private _stopSubEmitters;
  17898. private _createParticle;
  17899. private _removeFromRoot;
  17900. private _emitFromParticle;
  17901. private _update;
  17902. /** @hidden */
  17903. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  17904. /** @hidden */
  17905. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  17906. /** @hidden */
  17907. private _getEffect;
  17908. /**
  17909. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  17910. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  17911. */
  17912. animate(preWarmOnly?: boolean): void;
  17913. private _appendParticleVertices;
  17914. /**
  17915. * Rebuilds the particle system.
  17916. */
  17917. rebuild(): void;
  17918. /**
  17919. * Is this system ready to be used/rendered
  17920. * @return true if the system is ready
  17921. */
  17922. isReady(): boolean;
  17923. private _render;
  17924. /**
  17925. * Renders the particle system in its current state.
  17926. * @returns the current number of particles
  17927. */
  17928. render(): number;
  17929. /**
  17930. * Disposes the particle system and free the associated resources
  17931. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  17932. */
  17933. dispose(disposeTexture?: boolean): void;
  17934. /**
  17935. * Clones the particle system.
  17936. * @param name The name of the cloned object
  17937. * @param newEmitter The new emitter to use
  17938. * @returns the cloned particle system
  17939. */
  17940. clone(name: string, newEmitter: any): ParticleSystem;
  17941. /**
  17942. * Serializes the particle system to a JSON object.
  17943. * @returns the JSON object
  17944. */
  17945. serialize(): any;
  17946. /** @hidden */
  17947. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  17948. /** @hidden */
  17949. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  17950. /**
  17951. * Parses a JSON object to create a particle system.
  17952. * @param parsedParticleSystem The JSON object to parse
  17953. * @param scene The scene to create the particle system in
  17954. * @param rootUrl The root url to use to load external dependencies like texture
  17955. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  17956. * @returns the Parsed particle system
  17957. */
  17958. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  17959. }
  17960. }
  17961. declare module "babylonjs/Particles/particle" {
  17962. import { Nullable } from "babylonjs/types";
  17963. import { Vector2, Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  17964. import { Color4 } from "babylonjs/Maths/math.color";
  17965. import { ParticleSystem } from "babylonjs/Particles/particleSystem";
  17966. import { SubEmitter } from "babylonjs/Particles/subEmitter";
  17967. import { ColorGradient, FactorGradient } from "babylonjs/Misc/gradients";
  17968. /**
  17969. * A particle represents one of the element emitted by a particle system.
  17970. * This is mainly define by its coordinates, direction, velocity and age.
  17971. */
  17972. export class Particle {
  17973. /**
  17974. * The particle system the particle belongs to.
  17975. */
  17976. particleSystem: ParticleSystem;
  17977. private static _Count;
  17978. /**
  17979. * Unique ID of the particle
  17980. */
  17981. id: number;
  17982. /**
  17983. * The world position of the particle in the scene.
  17984. */
  17985. position: Vector3;
  17986. /**
  17987. * The world direction of the particle in the scene.
  17988. */
  17989. direction: Vector3;
  17990. /**
  17991. * The color of the particle.
  17992. */
  17993. color: Color4;
  17994. /**
  17995. * The color change of the particle per step.
  17996. */
  17997. colorStep: Color4;
  17998. /**
  17999. * Defines how long will the life of the particle be.
  18000. */
  18001. lifeTime: number;
  18002. /**
  18003. * The current age of the particle.
  18004. */
  18005. age: number;
  18006. /**
  18007. * The current size of the particle.
  18008. */
  18009. size: number;
  18010. /**
  18011. * The current scale of the particle.
  18012. */
  18013. scale: Vector2;
  18014. /**
  18015. * The current angle of the particle.
  18016. */
  18017. angle: number;
  18018. /**
  18019. * Defines how fast is the angle changing.
  18020. */
  18021. angularSpeed: number;
  18022. /**
  18023. * Defines the cell index used by the particle to be rendered from a sprite.
  18024. */
  18025. cellIndex: number;
  18026. /**
  18027. * The information required to support color remapping
  18028. */
  18029. remapData: Vector4;
  18030. /** @hidden */
  18031. _randomCellOffset?: number;
  18032. /** @hidden */
  18033. _initialDirection: Nullable<Vector3>;
  18034. /** @hidden */
  18035. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  18036. /** @hidden */
  18037. _initialStartSpriteCellID: number;
  18038. /** @hidden */
  18039. _initialEndSpriteCellID: number;
  18040. /** @hidden */
  18041. _currentColorGradient: Nullable<ColorGradient>;
  18042. /** @hidden */
  18043. _currentColor1: Color4;
  18044. /** @hidden */
  18045. _currentColor2: Color4;
  18046. /** @hidden */
  18047. _currentSizeGradient: Nullable<FactorGradient>;
  18048. /** @hidden */
  18049. _currentSize1: number;
  18050. /** @hidden */
  18051. _currentSize2: number;
  18052. /** @hidden */
  18053. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  18054. /** @hidden */
  18055. _currentAngularSpeed1: number;
  18056. /** @hidden */
  18057. _currentAngularSpeed2: number;
  18058. /** @hidden */
  18059. _currentVelocityGradient: Nullable<FactorGradient>;
  18060. /** @hidden */
  18061. _currentVelocity1: number;
  18062. /** @hidden */
  18063. _currentVelocity2: number;
  18064. /** @hidden */
  18065. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  18066. /** @hidden */
  18067. _currentLimitVelocity1: number;
  18068. /** @hidden */
  18069. _currentLimitVelocity2: number;
  18070. /** @hidden */
  18071. _currentDragGradient: Nullable<FactorGradient>;
  18072. /** @hidden */
  18073. _currentDrag1: number;
  18074. /** @hidden */
  18075. _currentDrag2: number;
  18076. /** @hidden */
  18077. _randomNoiseCoordinates1: Vector3;
  18078. /** @hidden */
  18079. _randomNoiseCoordinates2: Vector3;
  18080. /**
  18081. * Creates a new instance Particle
  18082. * @param particleSystem the particle system the particle belongs to
  18083. */
  18084. constructor(
  18085. /**
  18086. * The particle system the particle belongs to.
  18087. */
  18088. particleSystem: ParticleSystem);
  18089. private updateCellInfoFromSystem;
  18090. /**
  18091. * Defines how the sprite cell index is updated for the particle
  18092. */
  18093. updateCellIndex(): void;
  18094. /** @hidden */
  18095. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  18096. /** @hidden */
  18097. _inheritParticleInfoToSubEmitters(): void;
  18098. /** @hidden */
  18099. _reset(): void;
  18100. /**
  18101. * Copy the properties of particle to another one.
  18102. * @param other the particle to copy the information to.
  18103. */
  18104. copyTo(other: Particle): void;
  18105. }
  18106. }
  18107. declare module "babylonjs/Particles/EmitterTypes/IParticleEmitterType" {
  18108. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18109. import { Effect } from "babylonjs/Materials/effect";
  18110. import { Particle } from "babylonjs/Particles/particle";
  18111. /**
  18112. * Particle emitter represents a volume emitting particles.
  18113. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  18114. */
  18115. export interface IParticleEmitterType {
  18116. /**
  18117. * Called by the particle System when the direction is computed for the created particle.
  18118. * @param worldMatrix is the world matrix of the particle system
  18119. * @param directionToUpdate is the direction vector to update with the result
  18120. * @param particle is the particle we are computed the direction for
  18121. */
  18122. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18123. /**
  18124. * Called by the particle System when the position is computed for the created particle.
  18125. * @param worldMatrix is the world matrix of the particle system
  18126. * @param positionToUpdate is the position vector to update with the result
  18127. * @param particle is the particle we are computed the position for
  18128. */
  18129. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18130. /**
  18131. * Clones the current emitter and returns a copy of it
  18132. * @returns the new emitter
  18133. */
  18134. clone(): IParticleEmitterType;
  18135. /**
  18136. * Called by the GPUParticleSystem to setup the update shader
  18137. * @param effect defines the update shader
  18138. */
  18139. applyToShader(effect: Effect): void;
  18140. /**
  18141. * Returns a string to use to update the GPU particles update shader
  18142. * @returns the effect defines string
  18143. */
  18144. getEffectDefines(): string;
  18145. /**
  18146. * Returns a string representing the class name
  18147. * @returns a string containing the class name
  18148. */
  18149. getClassName(): string;
  18150. /**
  18151. * Serializes the particle system to a JSON object.
  18152. * @returns the JSON object
  18153. */
  18154. serialize(): any;
  18155. /**
  18156. * Parse properties from a JSON object
  18157. * @param serializationObject defines the JSON object
  18158. */
  18159. parse(serializationObject: any): void;
  18160. }
  18161. }
  18162. declare module "babylonjs/Particles/EmitterTypes/boxParticleEmitter" {
  18163. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18164. import { Effect } from "babylonjs/Materials/effect";
  18165. import { Particle } from "babylonjs/Particles/particle";
  18166. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18167. /**
  18168. * Particle emitter emitting particles from the inside of a box.
  18169. * It emits the particles randomly between 2 given directions.
  18170. */
  18171. export class BoxParticleEmitter implements IParticleEmitterType {
  18172. /**
  18173. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18174. */
  18175. direction1: Vector3;
  18176. /**
  18177. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18178. */
  18179. direction2: Vector3;
  18180. /**
  18181. * 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.
  18182. */
  18183. minEmitBox: Vector3;
  18184. /**
  18185. * 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.
  18186. */
  18187. maxEmitBox: Vector3;
  18188. /**
  18189. * Creates a new instance BoxParticleEmitter
  18190. */
  18191. constructor();
  18192. /**
  18193. * Called by the particle System when the direction is computed for the created particle.
  18194. * @param worldMatrix is the world matrix of the particle system
  18195. * @param directionToUpdate is the direction vector to update with the result
  18196. * @param particle is the particle we are computed the direction for
  18197. */
  18198. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18199. /**
  18200. * Called by the particle System when the position is computed for the created particle.
  18201. * @param worldMatrix is the world matrix of the particle system
  18202. * @param positionToUpdate is the position vector to update with the result
  18203. * @param particle is the particle we are computed the position for
  18204. */
  18205. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18206. /**
  18207. * Clones the current emitter and returns a copy of it
  18208. * @returns the new emitter
  18209. */
  18210. clone(): BoxParticleEmitter;
  18211. /**
  18212. * Called by the GPUParticleSystem to setup the update shader
  18213. * @param effect defines the update shader
  18214. */
  18215. applyToShader(effect: Effect): void;
  18216. /**
  18217. * Returns a string to use to update the GPU particles update shader
  18218. * @returns a string containng the defines string
  18219. */
  18220. getEffectDefines(): string;
  18221. /**
  18222. * Returns the string "BoxParticleEmitter"
  18223. * @returns a string containing the class name
  18224. */
  18225. getClassName(): string;
  18226. /**
  18227. * Serializes the particle system to a JSON object.
  18228. * @returns the JSON object
  18229. */
  18230. serialize(): any;
  18231. /**
  18232. * Parse properties from a JSON object
  18233. * @param serializationObject defines the JSON object
  18234. */
  18235. parse(serializationObject: any): void;
  18236. }
  18237. }
  18238. declare module "babylonjs/Particles/EmitterTypes/coneParticleEmitter" {
  18239. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18240. import { Effect } from "babylonjs/Materials/effect";
  18241. import { Particle } from "babylonjs/Particles/particle";
  18242. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18243. /**
  18244. * Particle emitter emitting particles from the inside of a cone.
  18245. * It emits the particles alongside the cone volume from the base to the particle.
  18246. * The emission direction might be randomized.
  18247. */
  18248. export class ConeParticleEmitter implements IParticleEmitterType {
  18249. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18250. directionRandomizer: number;
  18251. private _radius;
  18252. private _angle;
  18253. private _height;
  18254. /**
  18255. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  18256. */
  18257. radiusRange: number;
  18258. /**
  18259. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  18260. */
  18261. heightRange: number;
  18262. /**
  18263. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  18264. */
  18265. emitFromSpawnPointOnly: boolean;
  18266. /**
  18267. * Gets or sets the radius of the emission cone
  18268. */
  18269. radius: number;
  18270. /**
  18271. * Gets or sets the angle of the emission cone
  18272. */
  18273. angle: number;
  18274. private _buildHeight;
  18275. /**
  18276. * Creates a new instance ConeParticleEmitter
  18277. * @param radius the radius of the emission cone (1 by default)
  18278. * @param angle the cone base angle (PI by default)
  18279. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  18280. */
  18281. constructor(radius?: number, angle?: number,
  18282. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  18283. directionRandomizer?: number);
  18284. /**
  18285. * Called by the particle System when the direction is computed for the created particle.
  18286. * @param worldMatrix is the world matrix of the particle system
  18287. * @param directionToUpdate is the direction vector to update with the result
  18288. * @param particle is the particle we are computed the direction for
  18289. */
  18290. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18291. /**
  18292. * Called by the particle System when the position is computed for the created particle.
  18293. * @param worldMatrix is the world matrix of the particle system
  18294. * @param positionToUpdate is the position vector to update with the result
  18295. * @param particle is the particle we are computed the position for
  18296. */
  18297. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18298. /**
  18299. * Clones the current emitter and returns a copy of it
  18300. * @returns the new emitter
  18301. */
  18302. clone(): ConeParticleEmitter;
  18303. /**
  18304. * Called by the GPUParticleSystem to setup the update shader
  18305. * @param effect defines the update shader
  18306. */
  18307. applyToShader(effect: Effect): void;
  18308. /**
  18309. * Returns a string to use to update the GPU particles update shader
  18310. * @returns a string containng the defines string
  18311. */
  18312. getEffectDefines(): string;
  18313. /**
  18314. * Returns the string "ConeParticleEmitter"
  18315. * @returns a string containing the class name
  18316. */
  18317. getClassName(): string;
  18318. /**
  18319. * Serializes the particle system to a JSON object.
  18320. * @returns the JSON object
  18321. */
  18322. serialize(): any;
  18323. /**
  18324. * Parse properties from a JSON object
  18325. * @param serializationObject defines the JSON object
  18326. */
  18327. parse(serializationObject: any): void;
  18328. }
  18329. }
  18330. declare module "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter" {
  18331. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18332. import { Effect } from "babylonjs/Materials/effect";
  18333. import { Particle } from "babylonjs/Particles/particle";
  18334. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18335. /**
  18336. * Particle emitter emitting particles from the inside of a cylinder.
  18337. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  18338. */
  18339. export class CylinderParticleEmitter implements IParticleEmitterType {
  18340. /**
  18341. * The radius of the emission cylinder.
  18342. */
  18343. radius: number;
  18344. /**
  18345. * The height of the emission cylinder.
  18346. */
  18347. height: number;
  18348. /**
  18349. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18350. */
  18351. radiusRange: number;
  18352. /**
  18353. * How much to randomize the particle direction [0-1].
  18354. */
  18355. directionRandomizer: number;
  18356. /**
  18357. * Creates a new instance CylinderParticleEmitter
  18358. * @param radius the radius of the emission cylinder (1 by default)
  18359. * @param height the height of the emission cylinder (1 by default)
  18360. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18361. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18362. */
  18363. constructor(
  18364. /**
  18365. * The radius of the emission cylinder.
  18366. */
  18367. radius?: number,
  18368. /**
  18369. * The height of the emission cylinder.
  18370. */
  18371. height?: number,
  18372. /**
  18373. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18374. */
  18375. radiusRange?: number,
  18376. /**
  18377. * How much to randomize the particle direction [0-1].
  18378. */
  18379. directionRandomizer?: number);
  18380. /**
  18381. * Called by the particle System when the direction is computed for the created particle.
  18382. * @param worldMatrix is the world matrix of the particle system
  18383. * @param directionToUpdate is the direction vector to update with the result
  18384. * @param particle is the particle we are computed the direction for
  18385. */
  18386. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18387. /**
  18388. * Called by the particle System when the position is computed for the created particle.
  18389. * @param worldMatrix is the world matrix of the particle system
  18390. * @param positionToUpdate is the position vector to update with the result
  18391. * @param particle is the particle we are computed the position for
  18392. */
  18393. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18394. /**
  18395. * Clones the current emitter and returns a copy of it
  18396. * @returns the new emitter
  18397. */
  18398. clone(): CylinderParticleEmitter;
  18399. /**
  18400. * Called by the GPUParticleSystem to setup the update shader
  18401. * @param effect defines the update shader
  18402. */
  18403. applyToShader(effect: Effect): void;
  18404. /**
  18405. * Returns a string to use to update the GPU particles update shader
  18406. * @returns a string containng the defines string
  18407. */
  18408. getEffectDefines(): string;
  18409. /**
  18410. * Returns the string "CylinderParticleEmitter"
  18411. * @returns a string containing the class name
  18412. */
  18413. getClassName(): string;
  18414. /**
  18415. * Serializes the particle system to a JSON object.
  18416. * @returns the JSON object
  18417. */
  18418. serialize(): any;
  18419. /**
  18420. * Parse properties from a JSON object
  18421. * @param serializationObject defines the JSON object
  18422. */
  18423. parse(serializationObject: any): void;
  18424. }
  18425. /**
  18426. * Particle emitter emitting particles from the inside of a cylinder.
  18427. * It emits the particles randomly between two vectors.
  18428. */
  18429. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  18430. /**
  18431. * The min limit of the emission direction.
  18432. */
  18433. direction1: Vector3;
  18434. /**
  18435. * The max limit of the emission direction.
  18436. */
  18437. direction2: Vector3;
  18438. /**
  18439. * Creates a new instance CylinderDirectedParticleEmitter
  18440. * @param radius the radius of the emission cylinder (1 by default)
  18441. * @param height the height of the emission cylinder (1 by default)
  18442. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18443. * @param direction1 the min limit of the emission direction (up vector by default)
  18444. * @param direction2 the max limit of the emission direction (up vector by default)
  18445. */
  18446. constructor(radius?: number, height?: number, radiusRange?: number,
  18447. /**
  18448. * The min limit of the emission direction.
  18449. */
  18450. direction1?: Vector3,
  18451. /**
  18452. * The max limit of the emission direction.
  18453. */
  18454. direction2?: Vector3);
  18455. /**
  18456. * Called by the particle System when the direction is computed for the created particle.
  18457. * @param worldMatrix is the world matrix of the particle system
  18458. * @param directionToUpdate is the direction vector to update with the result
  18459. * @param particle is the particle we are computed the direction for
  18460. */
  18461. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18462. /**
  18463. * Clones the current emitter and returns a copy of it
  18464. * @returns the new emitter
  18465. */
  18466. clone(): CylinderDirectedParticleEmitter;
  18467. /**
  18468. * Called by the GPUParticleSystem to setup the update shader
  18469. * @param effect defines the update shader
  18470. */
  18471. applyToShader(effect: Effect): void;
  18472. /**
  18473. * Returns a string to use to update the GPU particles update shader
  18474. * @returns a string containng the defines string
  18475. */
  18476. getEffectDefines(): string;
  18477. /**
  18478. * Returns the string "CylinderDirectedParticleEmitter"
  18479. * @returns a string containing the class name
  18480. */
  18481. getClassName(): string;
  18482. /**
  18483. * Serializes the particle system to a JSON object.
  18484. * @returns the JSON object
  18485. */
  18486. serialize(): any;
  18487. /**
  18488. * Parse properties from a JSON object
  18489. * @param serializationObject defines the JSON object
  18490. */
  18491. parse(serializationObject: any): void;
  18492. }
  18493. }
  18494. declare module "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter" {
  18495. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18496. import { Effect } from "babylonjs/Materials/effect";
  18497. import { Particle } from "babylonjs/Particles/particle";
  18498. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18499. /**
  18500. * Particle emitter emitting particles from the inside of a hemisphere.
  18501. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  18502. */
  18503. export class HemisphericParticleEmitter implements IParticleEmitterType {
  18504. /**
  18505. * The radius of the emission hemisphere.
  18506. */
  18507. radius: number;
  18508. /**
  18509. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18510. */
  18511. radiusRange: number;
  18512. /**
  18513. * How much to randomize the particle direction [0-1].
  18514. */
  18515. directionRandomizer: number;
  18516. /**
  18517. * Creates a new instance HemisphericParticleEmitter
  18518. * @param radius the radius of the emission hemisphere (1 by default)
  18519. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18520. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18521. */
  18522. constructor(
  18523. /**
  18524. * The radius of the emission hemisphere.
  18525. */
  18526. radius?: number,
  18527. /**
  18528. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18529. */
  18530. radiusRange?: number,
  18531. /**
  18532. * How much to randomize the particle direction [0-1].
  18533. */
  18534. directionRandomizer?: number);
  18535. /**
  18536. * Called by the particle System when the direction is computed for the created particle.
  18537. * @param worldMatrix is the world matrix of the particle system
  18538. * @param directionToUpdate is the direction vector to update with the result
  18539. * @param particle is the particle we are computed the direction for
  18540. */
  18541. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18542. /**
  18543. * Called by the particle System when the position is computed for the created particle.
  18544. * @param worldMatrix is the world matrix of the particle system
  18545. * @param positionToUpdate is the position vector to update with the result
  18546. * @param particle is the particle we are computed the position for
  18547. */
  18548. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18549. /**
  18550. * Clones the current emitter and returns a copy of it
  18551. * @returns the new emitter
  18552. */
  18553. clone(): HemisphericParticleEmitter;
  18554. /**
  18555. * Called by the GPUParticleSystem to setup the update shader
  18556. * @param effect defines the update shader
  18557. */
  18558. applyToShader(effect: Effect): void;
  18559. /**
  18560. * Returns a string to use to update the GPU particles update shader
  18561. * @returns a string containng the defines string
  18562. */
  18563. getEffectDefines(): string;
  18564. /**
  18565. * Returns the string "HemisphericParticleEmitter"
  18566. * @returns a string containing the class name
  18567. */
  18568. getClassName(): string;
  18569. /**
  18570. * Serializes the particle system to a JSON object.
  18571. * @returns the JSON object
  18572. */
  18573. serialize(): any;
  18574. /**
  18575. * Parse properties from a JSON object
  18576. * @param serializationObject defines the JSON object
  18577. */
  18578. parse(serializationObject: any): void;
  18579. }
  18580. }
  18581. declare module "babylonjs/Particles/EmitterTypes/pointParticleEmitter" {
  18582. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18583. import { Effect } from "babylonjs/Materials/effect";
  18584. import { Particle } from "babylonjs/Particles/particle";
  18585. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18586. /**
  18587. * Particle emitter emitting particles from a point.
  18588. * It emits the particles randomly between 2 given directions.
  18589. */
  18590. export class PointParticleEmitter implements IParticleEmitterType {
  18591. /**
  18592. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18593. */
  18594. direction1: Vector3;
  18595. /**
  18596. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  18597. */
  18598. direction2: Vector3;
  18599. /**
  18600. * Creates a new instance PointParticleEmitter
  18601. */
  18602. constructor();
  18603. /**
  18604. * Called by the particle System when the direction is computed for the created particle.
  18605. * @param worldMatrix is the world matrix of the particle system
  18606. * @param directionToUpdate is the direction vector to update with the result
  18607. * @param particle is the particle we are computed the direction for
  18608. */
  18609. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18610. /**
  18611. * Called by the particle System when the position is computed for the created particle.
  18612. * @param worldMatrix is the world matrix of the particle system
  18613. * @param positionToUpdate is the position vector to update with the result
  18614. * @param particle is the particle we are computed the position for
  18615. */
  18616. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18617. /**
  18618. * Clones the current emitter and returns a copy of it
  18619. * @returns the new emitter
  18620. */
  18621. clone(): PointParticleEmitter;
  18622. /**
  18623. * Called by the GPUParticleSystem to setup the update shader
  18624. * @param effect defines the update shader
  18625. */
  18626. applyToShader(effect: Effect): void;
  18627. /**
  18628. * Returns a string to use to update the GPU particles update shader
  18629. * @returns a string containng the defines string
  18630. */
  18631. getEffectDefines(): string;
  18632. /**
  18633. * Returns the string "PointParticleEmitter"
  18634. * @returns a string containing the class name
  18635. */
  18636. getClassName(): string;
  18637. /**
  18638. * Serializes the particle system to a JSON object.
  18639. * @returns the JSON object
  18640. */
  18641. serialize(): any;
  18642. /**
  18643. * Parse properties from a JSON object
  18644. * @param serializationObject defines the JSON object
  18645. */
  18646. parse(serializationObject: any): void;
  18647. }
  18648. }
  18649. declare module "babylonjs/Particles/EmitterTypes/sphereParticleEmitter" {
  18650. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  18651. import { Effect } from "babylonjs/Materials/effect";
  18652. import { Particle } from "babylonjs/Particles/particle";
  18653. import { IParticleEmitterType } from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18654. /**
  18655. * Particle emitter emitting particles from the inside of a sphere.
  18656. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  18657. */
  18658. export class SphereParticleEmitter implements IParticleEmitterType {
  18659. /**
  18660. * The radius of the emission sphere.
  18661. */
  18662. radius: number;
  18663. /**
  18664. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18665. */
  18666. radiusRange: number;
  18667. /**
  18668. * How much to randomize the particle direction [0-1].
  18669. */
  18670. directionRandomizer: number;
  18671. /**
  18672. * Creates a new instance SphereParticleEmitter
  18673. * @param radius the radius of the emission sphere (1 by default)
  18674. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  18675. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  18676. */
  18677. constructor(
  18678. /**
  18679. * The radius of the emission sphere.
  18680. */
  18681. radius?: number,
  18682. /**
  18683. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  18684. */
  18685. radiusRange?: number,
  18686. /**
  18687. * How much to randomize the particle direction [0-1].
  18688. */
  18689. directionRandomizer?: number);
  18690. /**
  18691. * Called by the particle System when the direction is computed for the created particle.
  18692. * @param worldMatrix is the world matrix of the particle system
  18693. * @param directionToUpdate is the direction vector to update with the result
  18694. * @param particle is the particle we are computed the direction for
  18695. */
  18696. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18697. /**
  18698. * Called by the particle System when the position is computed for the created particle.
  18699. * @param worldMatrix is the world matrix of the particle system
  18700. * @param positionToUpdate is the position vector to update with the result
  18701. * @param particle is the particle we are computed the position for
  18702. */
  18703. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  18704. /**
  18705. * Clones the current emitter and returns a copy of it
  18706. * @returns the new emitter
  18707. */
  18708. clone(): SphereParticleEmitter;
  18709. /**
  18710. * Called by the GPUParticleSystem to setup the update shader
  18711. * @param effect defines the update shader
  18712. */
  18713. applyToShader(effect: Effect): void;
  18714. /**
  18715. * Returns a string to use to update the GPU particles update shader
  18716. * @returns a string containng the defines string
  18717. */
  18718. getEffectDefines(): string;
  18719. /**
  18720. * Returns the string "SphereParticleEmitter"
  18721. * @returns a string containing the class name
  18722. */
  18723. getClassName(): string;
  18724. /**
  18725. * Serializes the particle system to a JSON object.
  18726. * @returns the JSON object
  18727. */
  18728. serialize(): any;
  18729. /**
  18730. * Parse properties from a JSON object
  18731. * @param serializationObject defines the JSON object
  18732. */
  18733. parse(serializationObject: any): void;
  18734. }
  18735. /**
  18736. * Particle emitter emitting particles from the inside of a sphere.
  18737. * It emits the particles randomly between two vectors.
  18738. */
  18739. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  18740. /**
  18741. * The min limit of the emission direction.
  18742. */
  18743. direction1: Vector3;
  18744. /**
  18745. * The max limit of the emission direction.
  18746. */
  18747. direction2: Vector3;
  18748. /**
  18749. * Creates a new instance SphereDirectedParticleEmitter
  18750. * @param radius the radius of the emission sphere (1 by default)
  18751. * @param direction1 the min limit of the emission direction (up vector by default)
  18752. * @param direction2 the max limit of the emission direction (up vector by default)
  18753. */
  18754. constructor(radius?: number,
  18755. /**
  18756. * The min limit of the emission direction.
  18757. */
  18758. direction1?: Vector3,
  18759. /**
  18760. * The max limit of the emission direction.
  18761. */
  18762. direction2?: Vector3);
  18763. /**
  18764. * Called by the particle System when the direction is computed for the created particle.
  18765. * @param worldMatrix is the world matrix of the particle system
  18766. * @param directionToUpdate is the direction vector to update with the result
  18767. * @param particle is the particle we are computed the direction for
  18768. */
  18769. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  18770. /**
  18771. * Clones the current emitter and returns a copy of it
  18772. * @returns the new emitter
  18773. */
  18774. clone(): SphereDirectedParticleEmitter;
  18775. /**
  18776. * Called by the GPUParticleSystem to setup the update shader
  18777. * @param effect defines the update shader
  18778. */
  18779. applyToShader(effect: Effect): void;
  18780. /**
  18781. * Returns a string to use to update the GPU particles update shader
  18782. * @returns a string containng the defines string
  18783. */
  18784. getEffectDefines(): string;
  18785. /**
  18786. * Returns the string "SphereDirectedParticleEmitter"
  18787. * @returns a string containing the class name
  18788. */
  18789. getClassName(): string;
  18790. /**
  18791. * Serializes the particle system to a JSON object.
  18792. * @returns the JSON object
  18793. */
  18794. serialize(): any;
  18795. /**
  18796. * Parse properties from a JSON object
  18797. * @param serializationObject defines the JSON object
  18798. */
  18799. parse(serializationObject: any): void;
  18800. }
  18801. }
  18802. declare module "babylonjs/Particles/EmitterTypes/index" {
  18803. export * from "babylonjs/Particles/EmitterTypes/boxParticleEmitter";
  18804. export * from "babylonjs/Particles/EmitterTypes/coneParticleEmitter";
  18805. export * from "babylonjs/Particles/EmitterTypes/cylinderParticleEmitter";
  18806. export * from "babylonjs/Particles/EmitterTypes/hemisphericParticleEmitter";
  18807. export * from "babylonjs/Particles/EmitterTypes/IParticleEmitterType";
  18808. export * from "babylonjs/Particles/EmitterTypes/pointParticleEmitter";
  18809. export * from "babylonjs/Particles/EmitterTypes/sphereParticleEmitter";
  18810. }
  18811. declare module "babylonjs/Particles/IParticleSystem" {
  18812. import { Nullable } from "babylonjs/types";
  18813. import { Vector2, Vector3 } from "babylonjs/Maths/math.vector";
  18814. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  18815. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  18816. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  18817. import { Texture } from "babylonjs/Materials/Textures/texture";
  18818. import { BoxParticleEmitter, IParticleEmitterType, PointParticleEmitter, HemisphericParticleEmitter, SphereParticleEmitter, SphereDirectedParticleEmitter, CylinderParticleEmitter, ConeParticleEmitter } from "babylonjs/Particles/EmitterTypes/index";
  18819. import { Scene } from "babylonjs/scene";
  18820. import { ColorGradient, FactorGradient, Color3Gradient } from "babylonjs/Misc/gradients";
  18821. import { Animation } from "babylonjs/Animations/animation";
  18822. /**
  18823. * Interface representing a particle system in Babylon.js.
  18824. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  18825. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  18826. */
  18827. export interface IParticleSystem {
  18828. /**
  18829. * List of animations used by the particle system.
  18830. */
  18831. animations: Animation[];
  18832. /**
  18833. * The id of the Particle system.
  18834. */
  18835. id: string;
  18836. /**
  18837. * The name of the Particle system.
  18838. */
  18839. name: string;
  18840. /**
  18841. * The emitter represents the Mesh or position we are attaching the particle system to.
  18842. */
  18843. emitter: Nullable<AbstractMesh | Vector3>;
  18844. /**
  18845. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  18846. */
  18847. isBillboardBased: boolean;
  18848. /**
  18849. * The rendering group used by the Particle system to chose when to render.
  18850. */
  18851. renderingGroupId: number;
  18852. /**
  18853. * The layer mask we are rendering the particles through.
  18854. */
  18855. layerMask: number;
  18856. /**
  18857. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  18858. */
  18859. updateSpeed: number;
  18860. /**
  18861. * The amount of time the particle system is running (depends of the overall update speed).
  18862. */
  18863. targetStopDuration: number;
  18864. /**
  18865. * The texture used to render each particle. (this can be a spritesheet)
  18866. */
  18867. particleTexture: Nullable<Texture>;
  18868. /**
  18869. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  18870. */
  18871. blendMode: number;
  18872. /**
  18873. * Minimum life time of emitting particles.
  18874. */
  18875. minLifeTime: number;
  18876. /**
  18877. * Maximum life time of emitting particles.
  18878. */
  18879. maxLifeTime: number;
  18880. /**
  18881. * Minimum Size of emitting particles.
  18882. */
  18883. minSize: number;
  18884. /**
  18885. * Maximum Size of emitting particles.
  18886. */
  18887. maxSize: number;
  18888. /**
  18889. * Minimum scale of emitting particles on X axis.
  18890. */
  18891. minScaleX: number;
  18892. /**
  18893. * Maximum scale of emitting particles on X axis.
  18894. */
  18895. maxScaleX: number;
  18896. /**
  18897. * Minimum scale of emitting particles on Y axis.
  18898. */
  18899. minScaleY: number;
  18900. /**
  18901. * Maximum scale of emitting particles on Y axis.
  18902. */
  18903. maxScaleY: number;
  18904. /**
  18905. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18906. */
  18907. color1: Color4;
  18908. /**
  18909. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  18910. */
  18911. color2: Color4;
  18912. /**
  18913. * Color the particle will have at the end of its lifetime.
  18914. */
  18915. colorDead: Color4;
  18916. /**
  18917. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  18918. */
  18919. emitRate: number;
  18920. /**
  18921. * You can use gravity if you want to give an orientation to your particles.
  18922. */
  18923. gravity: Vector3;
  18924. /**
  18925. * Minimum power of emitting particles.
  18926. */
  18927. minEmitPower: number;
  18928. /**
  18929. * Maximum power of emitting particles.
  18930. */
  18931. maxEmitPower: number;
  18932. /**
  18933. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  18934. */
  18935. minAngularSpeed: number;
  18936. /**
  18937. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  18938. */
  18939. maxAngularSpeed: number;
  18940. /**
  18941. * Gets or sets the minimal initial rotation in radians.
  18942. */
  18943. minInitialRotation: number;
  18944. /**
  18945. * Gets or sets the maximal initial rotation in radians.
  18946. */
  18947. maxInitialRotation: number;
  18948. /**
  18949. * The particle emitter type defines the emitter used by the particle system.
  18950. * It can be for example box, sphere, or cone...
  18951. */
  18952. particleEmitterType: Nullable<IParticleEmitterType>;
  18953. /**
  18954. * Defines the delay in milliseconds before starting the system (0 by default)
  18955. */
  18956. startDelay: number;
  18957. /**
  18958. * 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
  18959. */
  18960. preWarmCycles: number;
  18961. /**
  18962. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  18963. */
  18964. preWarmStepOffset: number;
  18965. /**
  18966. * 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)
  18967. */
  18968. spriteCellChangeSpeed: number;
  18969. /**
  18970. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  18971. */
  18972. startSpriteCellID: number;
  18973. /**
  18974. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  18975. */
  18976. endSpriteCellID: number;
  18977. /**
  18978. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  18979. */
  18980. spriteCellWidth: number;
  18981. /**
  18982. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  18983. */
  18984. spriteCellHeight: number;
  18985. /**
  18986. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  18987. */
  18988. spriteRandomStartCell: boolean;
  18989. /**
  18990. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  18991. */
  18992. isAnimationSheetEnabled: boolean;
  18993. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  18994. translationPivot: Vector2;
  18995. /**
  18996. * Gets or sets a texture used to add random noise to particle positions
  18997. */
  18998. noiseTexture: Nullable<BaseTexture>;
  18999. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  19000. noiseStrength: Vector3;
  19001. /**
  19002. * Gets or sets the billboard mode to use when isBillboardBased = true.
  19003. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  19004. */
  19005. billboardMode: number;
  19006. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  19007. limitVelocityDamping: number;
  19008. /**
  19009. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  19010. */
  19011. beginAnimationOnStart: boolean;
  19012. /**
  19013. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  19014. */
  19015. beginAnimationFrom: number;
  19016. /**
  19017. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  19018. */
  19019. beginAnimationTo: number;
  19020. /**
  19021. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  19022. */
  19023. beginAnimationLoop: boolean;
  19024. /**
  19025. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  19026. */
  19027. disposeOnStop: boolean;
  19028. /**
  19029. * Gets the maximum number of particles active at the same time.
  19030. * @returns The max number of active particles.
  19031. */
  19032. getCapacity(): number;
  19033. /**
  19034. * Gets if the system has been started. (Note: this will still be true after stop is called)
  19035. * @returns True if it has been started, otherwise false.
  19036. */
  19037. isStarted(): boolean;
  19038. /**
  19039. * Animates the particle system for this frame.
  19040. */
  19041. animate(): void;
  19042. /**
  19043. * Renders the particle system in its current state.
  19044. * @returns the current number of particles
  19045. */
  19046. render(): number;
  19047. /**
  19048. * Dispose the particle system and frees its associated resources.
  19049. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  19050. */
  19051. dispose(disposeTexture?: boolean): void;
  19052. /**
  19053. * Clones the particle system.
  19054. * @param name The name of the cloned object
  19055. * @param newEmitter The new emitter to use
  19056. * @returns the cloned particle system
  19057. */
  19058. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  19059. /**
  19060. * Serializes the particle system to a JSON object.
  19061. * @returns the JSON object
  19062. */
  19063. serialize(): any;
  19064. /**
  19065. * Rebuild the particle system
  19066. */
  19067. rebuild(): void;
  19068. /**
  19069. * Starts the particle system and begins to emit
  19070. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  19071. */
  19072. start(delay?: number): void;
  19073. /**
  19074. * Stops the particle system.
  19075. */
  19076. stop(): void;
  19077. /**
  19078. * Remove all active particles
  19079. */
  19080. reset(): void;
  19081. /**
  19082. * Is this system ready to be used/rendered
  19083. * @return true if the system is ready
  19084. */
  19085. isReady(): boolean;
  19086. /**
  19087. * Adds a new color gradient
  19088. * @param gradient defines the gradient to use (between 0 and 1)
  19089. * @param color1 defines the color to affect to the specified gradient
  19090. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  19091. * @returns the current particle system
  19092. */
  19093. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  19094. /**
  19095. * Remove a specific color gradient
  19096. * @param gradient defines the gradient to remove
  19097. * @returns the current particle system
  19098. */
  19099. removeColorGradient(gradient: number): IParticleSystem;
  19100. /**
  19101. * Adds a new size gradient
  19102. * @param gradient defines the gradient to use (between 0 and 1)
  19103. * @param factor defines the size factor to affect to the specified gradient
  19104. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19105. * @returns the current particle system
  19106. */
  19107. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19108. /**
  19109. * Remove a specific size gradient
  19110. * @param gradient defines the gradient to remove
  19111. * @returns the current particle system
  19112. */
  19113. removeSizeGradient(gradient: number): IParticleSystem;
  19114. /**
  19115. * Gets the current list of color gradients.
  19116. * You must use addColorGradient and removeColorGradient to udpate this list
  19117. * @returns the list of color gradients
  19118. */
  19119. getColorGradients(): Nullable<Array<ColorGradient>>;
  19120. /**
  19121. * Gets the current list of size gradients.
  19122. * You must use addSizeGradient and removeSizeGradient to udpate this list
  19123. * @returns the list of size gradients
  19124. */
  19125. getSizeGradients(): Nullable<Array<FactorGradient>>;
  19126. /**
  19127. * Gets the current list of angular speed gradients.
  19128. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  19129. * @returns the list of angular speed gradients
  19130. */
  19131. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  19132. /**
  19133. * Adds a new angular speed gradient
  19134. * @param gradient defines the gradient to use (between 0 and 1)
  19135. * @param factor defines the angular speed to affect to the specified gradient
  19136. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19137. * @returns the current particle system
  19138. */
  19139. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19140. /**
  19141. * Remove a specific angular speed gradient
  19142. * @param gradient defines the gradient to remove
  19143. * @returns the current particle system
  19144. */
  19145. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  19146. /**
  19147. * Gets the current list of velocity gradients.
  19148. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  19149. * @returns the list of velocity gradients
  19150. */
  19151. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  19152. /**
  19153. * Adds a new velocity gradient
  19154. * @param gradient defines the gradient to use (between 0 and 1)
  19155. * @param factor defines the velocity to affect to the specified gradient
  19156. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19157. * @returns the current particle system
  19158. */
  19159. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19160. /**
  19161. * Remove a specific velocity gradient
  19162. * @param gradient defines the gradient to remove
  19163. * @returns the current particle system
  19164. */
  19165. removeVelocityGradient(gradient: number): IParticleSystem;
  19166. /**
  19167. * Gets the current list of limit velocity gradients.
  19168. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  19169. * @returns the list of limit velocity gradients
  19170. */
  19171. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  19172. /**
  19173. * Adds a new limit velocity gradient
  19174. * @param gradient defines the gradient to use (between 0 and 1)
  19175. * @param factor defines the limit velocity to affect to the specified gradient
  19176. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19177. * @returns the current particle system
  19178. */
  19179. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19180. /**
  19181. * Remove a specific limit velocity gradient
  19182. * @param gradient defines the gradient to remove
  19183. * @returns the current particle system
  19184. */
  19185. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  19186. /**
  19187. * Adds a new drag gradient
  19188. * @param gradient defines the gradient to use (between 0 and 1)
  19189. * @param factor defines the drag to affect to the specified gradient
  19190. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19191. * @returns the current particle system
  19192. */
  19193. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19194. /**
  19195. * Remove a specific drag gradient
  19196. * @param gradient defines the gradient to remove
  19197. * @returns the current particle system
  19198. */
  19199. removeDragGradient(gradient: number): IParticleSystem;
  19200. /**
  19201. * Gets the current list of drag gradients.
  19202. * You must use addDragGradient and removeDragGradient to udpate this list
  19203. * @returns the list of drag gradients
  19204. */
  19205. getDragGradients(): Nullable<Array<FactorGradient>>;
  19206. /**
  19207. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  19208. * @param gradient defines the gradient to use (between 0 and 1)
  19209. * @param factor defines the emit rate to affect to the specified gradient
  19210. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19211. * @returns the current particle system
  19212. */
  19213. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19214. /**
  19215. * Remove a specific emit rate gradient
  19216. * @param gradient defines the gradient to remove
  19217. * @returns the current particle system
  19218. */
  19219. removeEmitRateGradient(gradient: number): IParticleSystem;
  19220. /**
  19221. * Gets the current list of emit rate gradients.
  19222. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  19223. * @returns the list of emit rate gradients
  19224. */
  19225. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  19226. /**
  19227. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  19228. * @param gradient defines the gradient to use (between 0 and 1)
  19229. * @param factor defines the start size to affect to the specified gradient
  19230. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19231. * @returns the current particle system
  19232. */
  19233. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19234. /**
  19235. * Remove a specific start size gradient
  19236. * @param gradient defines the gradient to remove
  19237. * @returns the current particle system
  19238. */
  19239. removeStartSizeGradient(gradient: number): IParticleSystem;
  19240. /**
  19241. * Gets the current list of start size gradients.
  19242. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  19243. * @returns the list of start size gradients
  19244. */
  19245. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  19246. /**
  19247. * Adds a new life time gradient
  19248. * @param gradient defines the gradient to use (between 0 and 1)
  19249. * @param factor defines the life time factor to affect to the specified gradient
  19250. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  19251. * @returns the current particle system
  19252. */
  19253. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  19254. /**
  19255. * Remove a specific life time gradient
  19256. * @param gradient defines the gradient to remove
  19257. * @returns the current particle system
  19258. */
  19259. removeLifeTimeGradient(gradient: number): IParticleSystem;
  19260. /**
  19261. * Gets the current list of life time gradients.
  19262. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  19263. * @returns the list of life time gradients
  19264. */
  19265. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  19266. /**
  19267. * Gets the current list of color gradients.
  19268. * You must use addColorGradient and removeColorGradient to udpate this list
  19269. * @returns the list of color gradients
  19270. */
  19271. getColorGradients(): Nullable<Array<ColorGradient>>;
  19272. /**
  19273. * Adds a new ramp gradient used to remap particle colors
  19274. * @param gradient defines the gradient to use (between 0 and 1)
  19275. * @param color defines the color to affect to the specified gradient
  19276. * @returns the current particle system
  19277. */
  19278. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  19279. /**
  19280. * Gets the current list of ramp gradients.
  19281. * You must use addRampGradient and removeRampGradient to udpate this list
  19282. * @returns the list of ramp gradients
  19283. */
  19284. getRampGradients(): Nullable<Array<Color3Gradient>>;
  19285. /** Gets or sets a boolean indicating that ramp gradients must be used
  19286. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  19287. */
  19288. useRampGradients: boolean;
  19289. /**
  19290. * Adds a new color remap gradient
  19291. * @param gradient defines the gradient to use (between 0 and 1)
  19292. * @param min defines the color remap minimal range
  19293. * @param max defines the color remap maximal range
  19294. * @returns the current particle system
  19295. */
  19296. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19297. /**
  19298. * Gets the current list of color remap gradients.
  19299. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  19300. * @returns the list of color remap gradients
  19301. */
  19302. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  19303. /**
  19304. * Adds a new alpha remap gradient
  19305. * @param gradient defines the gradient to use (between 0 and 1)
  19306. * @param min defines the alpha remap minimal range
  19307. * @param max defines the alpha remap maximal range
  19308. * @returns the current particle system
  19309. */
  19310. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  19311. /**
  19312. * Gets the current list of alpha remap gradients.
  19313. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  19314. * @returns the list of alpha remap gradients
  19315. */
  19316. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  19317. /**
  19318. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  19319. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19320. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19321. * @returns the emitter
  19322. */
  19323. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  19324. /**
  19325. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  19326. * @param radius The radius of the hemisphere to emit from
  19327. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19328. * @returns the emitter
  19329. */
  19330. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  19331. /**
  19332. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  19333. * @param radius The radius of the sphere to emit from
  19334. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  19335. * @returns the emitter
  19336. */
  19337. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  19338. /**
  19339. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  19340. * @param radius The radius of the sphere to emit from
  19341. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  19342. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  19343. * @returns the emitter
  19344. */
  19345. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19346. /**
  19347. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  19348. * @param radius The radius of the emission cylinder
  19349. * @param height The height of the emission cylinder
  19350. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  19351. * @param directionRandomizer How much to randomize the particle direction [0-1]
  19352. * @returns the emitter
  19353. */
  19354. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  19355. /**
  19356. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  19357. * @param radius The radius of the cylinder to emit from
  19358. * @param height The height of the emission cylinder
  19359. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  19360. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  19361. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  19362. * @returns the emitter
  19363. */
  19364. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  19365. /**
  19366. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  19367. * @param radius The radius of the cone to emit from
  19368. * @param angle The base angle of the cone
  19369. * @returns the emitter
  19370. */
  19371. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  19372. /**
  19373. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  19374. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  19375. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  19376. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19377. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  19378. * @returns the emitter
  19379. */
  19380. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  19381. /**
  19382. * Get hosting scene
  19383. * @returns the scene
  19384. */
  19385. getScene(): Scene;
  19386. }
  19387. }
  19388. declare module "babylonjs/Meshes/instancedMesh" {
  19389. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  19390. import { Vector3, Matrix } from "babylonjs/Maths/math.vector";
  19391. import { Camera } from "babylonjs/Cameras/camera";
  19392. import { Node } from "babylonjs/node";
  19393. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19394. import { Mesh } from "babylonjs/Meshes/mesh";
  19395. import { Material } from "babylonjs/Materials/material";
  19396. import { Skeleton } from "babylonjs/Bones/skeleton";
  19397. import { Light } from "babylonjs/Lights/light";
  19398. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  19399. /**
  19400. * Creates an instance based on a source mesh.
  19401. */
  19402. export class InstancedMesh extends AbstractMesh {
  19403. private _sourceMesh;
  19404. private _currentLOD;
  19405. /** @hidden */
  19406. _indexInSourceMeshInstanceArray: number;
  19407. constructor(name: string, source: Mesh);
  19408. /**
  19409. * Returns the string "InstancedMesh".
  19410. */
  19411. getClassName(): string;
  19412. /** Gets the list of lights affecting that mesh */
  19413. readonly lightSources: Light[];
  19414. _resyncLightSources(): void;
  19415. _resyncLighSource(light: Light): void;
  19416. _removeLightSource(light: Light, dispose: boolean): void;
  19417. /**
  19418. * If the source mesh receives shadows
  19419. */
  19420. readonly receiveShadows: boolean;
  19421. /**
  19422. * The material of the source mesh
  19423. */
  19424. readonly material: Nullable<Material>;
  19425. /**
  19426. * Visibility of the source mesh
  19427. */
  19428. readonly visibility: number;
  19429. /**
  19430. * Skeleton of the source mesh
  19431. */
  19432. readonly skeleton: Nullable<Skeleton>;
  19433. /**
  19434. * Rendering ground id of the source mesh
  19435. */
  19436. renderingGroupId: number;
  19437. /**
  19438. * Returns the total number of vertices (integer).
  19439. */
  19440. getTotalVertices(): number;
  19441. /**
  19442. * Returns a positive integer : the total number of indices in this mesh geometry.
  19443. * @returns the numner of indices or zero if the mesh has no geometry.
  19444. */
  19445. getTotalIndices(): number;
  19446. /**
  19447. * The source mesh of the instance
  19448. */
  19449. readonly sourceMesh: Mesh;
  19450. /**
  19451. * Is this node ready to be used/rendered
  19452. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  19453. * @return {boolean} is it ready
  19454. */
  19455. isReady(completeCheck?: boolean): boolean;
  19456. /**
  19457. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  19458. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  19459. * @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.
  19460. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  19461. */
  19462. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  19463. /**
  19464. * Sets the vertex data of the mesh geometry for the requested `kind`.
  19465. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  19466. * The `data` are either a numeric array either a Float32Array.
  19467. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  19468. * 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).
  19469. * Note that a new underlying VertexBuffer object is created each call.
  19470. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  19471. *
  19472. * Possible `kind` values :
  19473. * - VertexBuffer.PositionKind
  19474. * - VertexBuffer.UVKind
  19475. * - VertexBuffer.UV2Kind
  19476. * - VertexBuffer.UV3Kind
  19477. * - VertexBuffer.UV4Kind
  19478. * - VertexBuffer.UV5Kind
  19479. * - VertexBuffer.UV6Kind
  19480. * - VertexBuffer.ColorKind
  19481. * - VertexBuffer.MatricesIndicesKind
  19482. * - VertexBuffer.MatricesIndicesExtraKind
  19483. * - VertexBuffer.MatricesWeightsKind
  19484. * - VertexBuffer.MatricesWeightsExtraKind
  19485. *
  19486. * Returns the Mesh.
  19487. */
  19488. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  19489. /**
  19490. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  19491. * If the mesh has no geometry, it is simply returned as it is.
  19492. * The `data` are either a numeric array either a Float32Array.
  19493. * No new underlying VertexBuffer object is created.
  19494. * 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.
  19495. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  19496. *
  19497. * Possible `kind` values :
  19498. * - VertexBuffer.PositionKind
  19499. * - VertexBuffer.UVKind
  19500. * - VertexBuffer.UV2Kind
  19501. * - VertexBuffer.UV3Kind
  19502. * - VertexBuffer.UV4Kind
  19503. * - VertexBuffer.UV5Kind
  19504. * - VertexBuffer.UV6Kind
  19505. * - VertexBuffer.ColorKind
  19506. * - VertexBuffer.MatricesIndicesKind
  19507. * - VertexBuffer.MatricesIndicesExtraKind
  19508. * - VertexBuffer.MatricesWeightsKind
  19509. * - VertexBuffer.MatricesWeightsExtraKind
  19510. *
  19511. * Returns the Mesh.
  19512. */
  19513. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  19514. /**
  19515. * Sets the mesh indices.
  19516. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  19517. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  19518. * This method creates a new index buffer each call.
  19519. * Returns the Mesh.
  19520. */
  19521. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  19522. /**
  19523. * Boolean : True if the mesh owns the requested kind of data.
  19524. */
  19525. isVerticesDataPresent(kind: string): boolean;
  19526. /**
  19527. * Returns an array of indices (IndicesArray).
  19528. */
  19529. getIndices(): Nullable<IndicesArray>;
  19530. readonly _positions: Nullable<Vector3[]>;
  19531. /**
  19532. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  19533. * This means the mesh underlying bounding box and sphere are recomputed.
  19534. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  19535. * @returns the current mesh
  19536. */
  19537. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  19538. /** @hidden */
  19539. _preActivate(): InstancedMesh;
  19540. /** @hidden */
  19541. _activate(renderId: number, intermediateRendering: boolean): boolean;
  19542. /** @hidden */
  19543. _postActivate(): void;
  19544. getWorldMatrix(): Matrix;
  19545. readonly isAnInstance: boolean;
  19546. /**
  19547. * Returns the current associated LOD AbstractMesh.
  19548. */
  19549. getLOD(camera: Camera): AbstractMesh;
  19550. /** @hidden */
  19551. _syncSubMeshes(): InstancedMesh;
  19552. /** @hidden */
  19553. _generatePointsArray(): boolean;
  19554. /**
  19555. * Creates a new InstancedMesh from the current mesh.
  19556. * - name (string) : the cloned mesh name
  19557. * - newParent (optional Node) : the optional Node to parent the clone to.
  19558. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  19559. *
  19560. * Returns the clone.
  19561. */
  19562. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  19563. /**
  19564. * Disposes the InstancedMesh.
  19565. * Returns nothing.
  19566. */
  19567. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  19568. }
  19569. module "babylonjs/Meshes/mesh" {
  19570. interface Mesh {
  19571. /**
  19572. * Register a custom buffer that will be instanced
  19573. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19574. * @param kind defines the buffer kind
  19575. * @param stride defines the stride in floats
  19576. */
  19577. registerInstancedBuffer(kind: string, stride: number): void;
  19578. /** @hidden */
  19579. _userInstancedBuffersStorage: {
  19580. data: {
  19581. [key: string]: Float32Array;
  19582. };
  19583. sizes: {
  19584. [key: string]: number;
  19585. };
  19586. vertexBuffers: {
  19587. [key: string]: Nullable<VertexBuffer>;
  19588. };
  19589. strides: {
  19590. [key: string]: number;
  19591. };
  19592. };
  19593. }
  19594. }
  19595. module "babylonjs/Meshes/abstractMesh" {
  19596. interface AbstractMesh {
  19597. /**
  19598. * Object used to store instanced buffers defined by user
  19599. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  19600. */
  19601. instancedBuffers: {
  19602. [key: string]: any;
  19603. };
  19604. }
  19605. }
  19606. }
  19607. declare module "babylonjs/Materials/shaderMaterial" {
  19608. import { Scene } from "babylonjs/scene";
  19609. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  19610. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19611. import { Mesh } from "babylonjs/Meshes/mesh";
  19612. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  19613. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  19614. import { Texture } from "babylonjs/Materials/Textures/texture";
  19615. import { Material } from "babylonjs/Materials/material";
  19616. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  19617. /**
  19618. * Defines the options associated with the creation of a shader material.
  19619. */
  19620. export interface IShaderMaterialOptions {
  19621. /**
  19622. * Does the material work in alpha blend mode
  19623. */
  19624. needAlphaBlending: boolean;
  19625. /**
  19626. * Does the material work in alpha test mode
  19627. */
  19628. needAlphaTesting: boolean;
  19629. /**
  19630. * The list of attribute names used in the shader
  19631. */
  19632. attributes: string[];
  19633. /**
  19634. * The list of unifrom names used in the shader
  19635. */
  19636. uniforms: string[];
  19637. /**
  19638. * The list of UBO names used in the shader
  19639. */
  19640. uniformBuffers: string[];
  19641. /**
  19642. * The list of sampler names used in the shader
  19643. */
  19644. samplers: string[];
  19645. /**
  19646. * The list of defines used in the shader
  19647. */
  19648. defines: string[];
  19649. }
  19650. /**
  19651. * 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.
  19652. *
  19653. * This returned material effects how the mesh will look based on the code in the shaders.
  19654. *
  19655. * @see http://doc.babylonjs.com/how_to/shader_material
  19656. */
  19657. export class ShaderMaterial extends Material {
  19658. private _shaderPath;
  19659. private _options;
  19660. private _textures;
  19661. private _textureArrays;
  19662. private _floats;
  19663. private _ints;
  19664. private _floatsArrays;
  19665. private _colors3;
  19666. private _colors3Arrays;
  19667. private _colors4;
  19668. private _colors4Arrays;
  19669. private _vectors2;
  19670. private _vectors3;
  19671. private _vectors4;
  19672. private _matrices;
  19673. private _matrixArrays;
  19674. private _matrices3x3;
  19675. private _matrices2x2;
  19676. private _vectors2Arrays;
  19677. private _vectors3Arrays;
  19678. private _vectors4Arrays;
  19679. private _cachedWorldViewMatrix;
  19680. private _cachedWorldViewProjectionMatrix;
  19681. private _renderId;
  19682. /**
  19683. * Instantiate a new shader material.
  19684. * 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.
  19685. * This returned material effects how the mesh will look based on the code in the shaders.
  19686. * @see http://doc.babylonjs.com/how_to/shader_material
  19687. * @param name Define the name of the material in the scene
  19688. * @param scene Define the scene the material belongs to
  19689. * @param shaderPath Defines the route to the shader code in one of three ways:
  19690. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  19691. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  19692. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  19693. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  19694. * @param options Define the options used to create the shader
  19695. */
  19696. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  19697. /**
  19698. * Gets the shader path used to define the shader code
  19699. * It can be modified to trigger a new compilation
  19700. */
  19701. /**
  19702. * Sets the shader path used to define the shader code
  19703. * It can be modified to trigger a new compilation
  19704. */
  19705. shaderPath: any;
  19706. /**
  19707. * Gets the options used to compile the shader.
  19708. * They can be modified to trigger a new compilation
  19709. */
  19710. readonly options: IShaderMaterialOptions;
  19711. /**
  19712. * Gets the current class name of the material e.g. "ShaderMaterial"
  19713. * Mainly use in serialization.
  19714. * @returns the class name
  19715. */
  19716. getClassName(): string;
  19717. /**
  19718. * Specifies if the material will require alpha blending
  19719. * @returns a boolean specifying if alpha blending is needed
  19720. */
  19721. needAlphaBlending(): boolean;
  19722. /**
  19723. * Specifies if this material should be rendered in alpha test mode
  19724. * @returns a boolean specifying if an alpha test is needed.
  19725. */
  19726. needAlphaTesting(): boolean;
  19727. private _checkUniform;
  19728. /**
  19729. * Set a texture in the shader.
  19730. * @param name Define the name of the uniform samplers as defined in the shader
  19731. * @param texture Define the texture to bind to this sampler
  19732. * @return the material itself allowing "fluent" like uniform updates
  19733. */
  19734. setTexture(name: string, texture: Texture): ShaderMaterial;
  19735. /**
  19736. * Set a texture array in the shader.
  19737. * @param name Define the name of the uniform sampler array as defined in the shader
  19738. * @param textures Define the list of textures to bind to this sampler
  19739. * @return the material itself allowing "fluent" like uniform updates
  19740. */
  19741. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  19742. /**
  19743. * Set a float in the shader.
  19744. * @param name Define the name of the uniform as defined in the shader
  19745. * @param value Define the value to give to the uniform
  19746. * @return the material itself allowing "fluent" like uniform updates
  19747. */
  19748. setFloat(name: string, value: number): ShaderMaterial;
  19749. /**
  19750. * Set a int in the shader.
  19751. * @param name Define the name of the uniform as defined in the shader
  19752. * @param value Define the value to give to the uniform
  19753. * @return the material itself allowing "fluent" like uniform updates
  19754. */
  19755. setInt(name: string, value: number): ShaderMaterial;
  19756. /**
  19757. * Set an array of floats in the shader.
  19758. * @param name Define the name of the uniform as defined in the shader
  19759. * @param value Define the value to give to the uniform
  19760. * @return the material itself allowing "fluent" like uniform updates
  19761. */
  19762. setFloats(name: string, value: number[]): ShaderMaterial;
  19763. /**
  19764. * Set a vec3 in the shader from a Color3.
  19765. * @param name Define the name of the uniform as defined in the shader
  19766. * @param value Define the value to give to the uniform
  19767. * @return the material itself allowing "fluent" like uniform updates
  19768. */
  19769. setColor3(name: string, value: Color3): ShaderMaterial;
  19770. /**
  19771. * Set a vec3 array in the shader from a Color3 array.
  19772. * @param name Define the name of the uniform as defined in the shader
  19773. * @param value Define the value to give to the uniform
  19774. * @return the material itself allowing "fluent" like uniform updates
  19775. */
  19776. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  19777. /**
  19778. * Set a vec4 in the shader from a Color4.
  19779. * @param name Define the name of the uniform as defined in the shader
  19780. * @param value Define the value to give to the uniform
  19781. * @return the material itself allowing "fluent" like uniform updates
  19782. */
  19783. setColor4(name: string, value: Color4): ShaderMaterial;
  19784. /**
  19785. * Set a vec4 array in the shader from a Color4 array.
  19786. * @param name Define the name of the uniform as defined in the shader
  19787. * @param value Define the value to give to the uniform
  19788. * @return the material itself allowing "fluent" like uniform updates
  19789. */
  19790. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  19791. /**
  19792. * Set a vec2 in the shader from a Vector2.
  19793. * @param name Define the name of the uniform as defined in the shader
  19794. * @param value Define the value to give to the uniform
  19795. * @return the material itself allowing "fluent" like uniform updates
  19796. */
  19797. setVector2(name: string, value: Vector2): ShaderMaterial;
  19798. /**
  19799. * Set a vec3 in the shader from a Vector3.
  19800. * @param name Define the name of the uniform as defined in the shader
  19801. * @param value Define the value to give to the uniform
  19802. * @return the material itself allowing "fluent" like uniform updates
  19803. */
  19804. setVector3(name: string, value: Vector3): ShaderMaterial;
  19805. /**
  19806. * Set a vec4 in the shader from a Vector4.
  19807. * @param name Define the name of the uniform as defined in the shader
  19808. * @param value Define the value to give to the uniform
  19809. * @return the material itself allowing "fluent" like uniform updates
  19810. */
  19811. setVector4(name: string, value: Vector4): ShaderMaterial;
  19812. /**
  19813. * Set a mat4 in the shader from a Matrix.
  19814. * @param name Define the name of the uniform as defined in the shader
  19815. * @param value Define the value to give to the uniform
  19816. * @return the material itself allowing "fluent" like uniform updates
  19817. */
  19818. setMatrix(name: string, value: Matrix): ShaderMaterial;
  19819. /**
  19820. * Set a float32Array in the shader from a matrix array.
  19821. * @param name Define the name of the uniform as defined in the shader
  19822. * @param value Define the value to give to the uniform
  19823. * @return the material itself allowing "fluent" like uniform updates
  19824. */
  19825. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  19826. /**
  19827. * Set a mat3 in the shader from a Float32Array.
  19828. * @param name Define the name of the uniform as defined in the shader
  19829. * @param value Define the value to give to the uniform
  19830. * @return the material itself allowing "fluent" like uniform updates
  19831. */
  19832. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  19833. /**
  19834. * Set a mat2 in the shader from a Float32Array.
  19835. * @param name Define the name of the uniform as defined in the shader
  19836. * @param value Define the value to give to the uniform
  19837. * @return the material itself allowing "fluent" like uniform updates
  19838. */
  19839. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  19840. /**
  19841. * Set a vec2 array in the shader from a number array.
  19842. * @param name Define the name of the uniform as defined in the shader
  19843. * @param value Define the value to give to the uniform
  19844. * @return the material itself allowing "fluent" like uniform updates
  19845. */
  19846. setArray2(name: string, value: number[]): ShaderMaterial;
  19847. /**
  19848. * Set a vec3 array in the shader from a number array.
  19849. * @param name Define the name of the uniform as defined in the shader
  19850. * @param value Define the value to give to the uniform
  19851. * @return the material itself allowing "fluent" like uniform updates
  19852. */
  19853. setArray3(name: string, value: number[]): ShaderMaterial;
  19854. /**
  19855. * Set a vec4 array in the shader from a number array.
  19856. * @param name Define the name of the uniform as defined in the shader
  19857. * @param value Define the value to give to the uniform
  19858. * @return the material itself allowing "fluent" like uniform updates
  19859. */
  19860. setArray4(name: string, value: number[]): ShaderMaterial;
  19861. private _checkCache;
  19862. /**
  19863. * Specifies that the submesh is ready to be used
  19864. * @param mesh defines the mesh to check
  19865. * @param subMesh defines which submesh to check
  19866. * @param useInstances specifies that instances should be used
  19867. * @returns a boolean indicating that the submesh is ready or not
  19868. */
  19869. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  19870. /**
  19871. * Checks if the material is ready to render the requested mesh
  19872. * @param mesh Define the mesh to render
  19873. * @param useInstances Define whether or not the material is used with instances
  19874. * @returns true if ready, otherwise false
  19875. */
  19876. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  19877. /**
  19878. * Binds the world matrix to the material
  19879. * @param world defines the world transformation matrix
  19880. */
  19881. bindOnlyWorldMatrix(world: Matrix): void;
  19882. /**
  19883. * Binds the material to the mesh
  19884. * @param world defines the world transformation matrix
  19885. * @param mesh defines the mesh to bind the material to
  19886. */
  19887. bind(world: Matrix, mesh?: Mesh): void;
  19888. /**
  19889. * Gets the active textures from the material
  19890. * @returns an array of textures
  19891. */
  19892. getActiveTextures(): BaseTexture[];
  19893. /**
  19894. * Specifies if the material uses a texture
  19895. * @param texture defines the texture to check against the material
  19896. * @returns a boolean specifying if the material uses the texture
  19897. */
  19898. hasTexture(texture: BaseTexture): boolean;
  19899. /**
  19900. * Makes a duplicate of the material, and gives it a new name
  19901. * @param name defines the new name for the duplicated material
  19902. * @returns the cloned material
  19903. */
  19904. clone(name: string): ShaderMaterial;
  19905. /**
  19906. * Disposes the material
  19907. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  19908. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  19909. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  19910. */
  19911. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  19912. /**
  19913. * Serializes this material in a JSON representation
  19914. * @returns the serialized material object
  19915. */
  19916. serialize(): any;
  19917. /**
  19918. * Creates a shader material from parsed shader material data
  19919. * @param source defines the JSON represnetation of the material
  19920. * @param scene defines the hosting scene
  19921. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  19922. * @returns a new material
  19923. */
  19924. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  19925. }
  19926. }
  19927. declare module "babylonjs/Shaders/color.fragment" {
  19928. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  19929. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  19930. /** @hidden */
  19931. export var colorPixelShader: {
  19932. name: string;
  19933. shader: string;
  19934. };
  19935. }
  19936. declare module "babylonjs/Shaders/color.vertex" {
  19937. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  19938. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  19939. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  19940. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  19941. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  19942. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  19943. /** @hidden */
  19944. export var colorVertexShader: {
  19945. name: string;
  19946. shader: string;
  19947. };
  19948. }
  19949. declare module "babylonjs/Meshes/linesMesh" {
  19950. import { Nullable } from "babylonjs/types";
  19951. import { Scene } from "babylonjs/scene";
  19952. import { Color3 } from "babylonjs/Maths/math.color";
  19953. import { Node } from "babylonjs/node";
  19954. import { SubMesh } from "babylonjs/Meshes/subMesh";
  19955. import { Mesh } from "babylonjs/Meshes/mesh";
  19956. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  19957. import { Effect } from "babylonjs/Materials/effect";
  19958. import { Material } from "babylonjs/Materials/material";
  19959. import "babylonjs/Shaders/color.fragment";
  19960. import "babylonjs/Shaders/color.vertex";
  19961. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  19962. /**
  19963. * Line mesh
  19964. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  19965. */
  19966. export class LinesMesh extends Mesh {
  19967. /**
  19968. * If vertex color should be applied to the mesh
  19969. */
  19970. readonly useVertexColor?: boolean | undefined;
  19971. /**
  19972. * If vertex alpha should be applied to the mesh
  19973. */
  19974. readonly useVertexAlpha?: boolean | undefined;
  19975. /**
  19976. * Color of the line (Default: White)
  19977. */
  19978. color: Color3;
  19979. /**
  19980. * Alpha of the line (Default: 1)
  19981. */
  19982. alpha: number;
  19983. /**
  19984. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  19985. * This margin is expressed in world space coordinates, so its value may vary.
  19986. * Default value is 0.1
  19987. */
  19988. intersectionThreshold: number;
  19989. private _colorShader;
  19990. private color4;
  19991. /**
  19992. * Creates a new LinesMesh
  19993. * @param name defines the name
  19994. * @param scene defines the hosting scene
  19995. * @param parent defines the parent mesh if any
  19996. * @param source defines the optional source LinesMesh used to clone data from
  19997. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  19998. * When false, achieved by calling a clone(), also passing False.
  19999. * This will make creation of children, recursive.
  20000. * @param useVertexColor defines if this LinesMesh supports vertex color
  20001. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  20002. */
  20003. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  20004. /**
  20005. * If vertex color should be applied to the mesh
  20006. */
  20007. useVertexColor?: boolean | undefined,
  20008. /**
  20009. * If vertex alpha should be applied to the mesh
  20010. */
  20011. useVertexAlpha?: boolean | undefined);
  20012. private _addClipPlaneDefine;
  20013. private _removeClipPlaneDefine;
  20014. isReady(): boolean;
  20015. /**
  20016. * Returns the string "LineMesh"
  20017. */
  20018. getClassName(): string;
  20019. /**
  20020. * @hidden
  20021. */
  20022. /**
  20023. * @hidden
  20024. */
  20025. material: Material;
  20026. /**
  20027. * @hidden
  20028. */
  20029. readonly checkCollisions: boolean;
  20030. /** @hidden */
  20031. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  20032. /** @hidden */
  20033. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  20034. /**
  20035. * Disposes of the line mesh
  20036. * @param doNotRecurse If children should be disposed
  20037. */
  20038. dispose(doNotRecurse?: boolean): void;
  20039. /**
  20040. * Returns a new LineMesh object cloned from the current one.
  20041. */
  20042. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  20043. /**
  20044. * Creates a new InstancedLinesMesh object from the mesh model.
  20045. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  20046. * @param name defines the name of the new instance
  20047. * @returns a new InstancedLinesMesh
  20048. */
  20049. createInstance(name: string): InstancedLinesMesh;
  20050. }
  20051. /**
  20052. * Creates an instance based on a source LinesMesh
  20053. */
  20054. export class InstancedLinesMesh extends InstancedMesh {
  20055. /**
  20056. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  20057. * This margin is expressed in world space coordinates, so its value may vary.
  20058. * Initilized with the intersectionThreshold value of the source LinesMesh
  20059. */
  20060. intersectionThreshold: number;
  20061. constructor(name: string, source: LinesMesh);
  20062. /**
  20063. * Returns the string "InstancedLinesMesh".
  20064. */
  20065. getClassName(): string;
  20066. }
  20067. }
  20068. declare module "babylonjs/Shaders/line.fragment" {
  20069. /** @hidden */
  20070. export var linePixelShader: {
  20071. name: string;
  20072. shader: string;
  20073. };
  20074. }
  20075. declare module "babylonjs/Shaders/line.vertex" {
  20076. /** @hidden */
  20077. export var lineVertexShader: {
  20078. name: string;
  20079. shader: string;
  20080. };
  20081. }
  20082. declare module "babylonjs/Rendering/edgesRenderer" {
  20083. import { Nullable } from "babylonjs/types";
  20084. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  20085. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20086. import { Vector3 } from "babylonjs/Maths/math.vector";
  20087. import { IDisposable } from "babylonjs/scene";
  20088. import { ShaderMaterial } from "babylonjs/Materials/shaderMaterial";
  20089. import "babylonjs/Shaders/line.fragment";
  20090. import "babylonjs/Shaders/line.vertex";
  20091. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  20092. module "babylonjs/Meshes/abstractMesh" {
  20093. interface AbstractMesh {
  20094. /**
  20095. * Gets the edgesRenderer associated with the mesh
  20096. */
  20097. edgesRenderer: Nullable<EdgesRenderer>;
  20098. }
  20099. }
  20100. module "babylonjs/Meshes/linesMesh" {
  20101. interface LinesMesh {
  20102. /**
  20103. * Enables the edge rendering mode on the mesh.
  20104. * This mode makes the mesh edges visible
  20105. * @param epsilon defines the maximal distance between two angles to detect a face
  20106. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20107. * @returns the currentAbstractMesh
  20108. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20109. */
  20110. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  20111. }
  20112. }
  20113. module "babylonjs/Meshes/linesMesh" {
  20114. interface InstancedLinesMesh {
  20115. /**
  20116. * Enables the edge rendering mode on the mesh.
  20117. * This mode makes the mesh edges visible
  20118. * @param epsilon defines the maximal distance between two angles to detect a face
  20119. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  20120. * @returns the current InstancedLinesMesh
  20121. * @see https://www.babylonjs-playground.com/#19O9TU#0
  20122. */
  20123. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  20124. }
  20125. }
  20126. /**
  20127. * Defines the minimum contract an Edges renderer should follow.
  20128. */
  20129. export interface IEdgesRenderer extends IDisposable {
  20130. /**
  20131. * Gets or sets a boolean indicating if the edgesRenderer is active
  20132. */
  20133. isEnabled: boolean;
  20134. /**
  20135. * Renders the edges of the attached mesh,
  20136. */
  20137. render(): void;
  20138. /**
  20139. * Checks wether or not the edges renderer is ready to render.
  20140. * @return true if ready, otherwise false.
  20141. */
  20142. isReady(): boolean;
  20143. }
  20144. /**
  20145. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  20146. */
  20147. export class EdgesRenderer implements IEdgesRenderer {
  20148. /**
  20149. * Define the size of the edges with an orthographic camera
  20150. */
  20151. edgesWidthScalerForOrthographic: number;
  20152. /**
  20153. * Define the size of the edges with a perspective camera
  20154. */
  20155. edgesWidthScalerForPerspective: number;
  20156. protected _source: AbstractMesh;
  20157. protected _linesPositions: number[];
  20158. protected _linesNormals: number[];
  20159. protected _linesIndices: number[];
  20160. protected _epsilon: number;
  20161. protected _indicesCount: number;
  20162. protected _lineShader: ShaderMaterial;
  20163. protected _ib: DataBuffer;
  20164. protected _buffers: {
  20165. [key: string]: Nullable<VertexBuffer>;
  20166. };
  20167. protected _checkVerticesInsteadOfIndices: boolean;
  20168. private _meshRebuildObserver;
  20169. private _meshDisposeObserver;
  20170. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  20171. isEnabled: boolean;
  20172. /**
  20173. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  20174. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  20175. * @param source Mesh used to create edges
  20176. * @param epsilon sum of angles in adjacency to check for edge
  20177. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  20178. * @param generateEdgesLines - should generate Lines or only prepare resources.
  20179. */
  20180. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  20181. protected _prepareRessources(): void;
  20182. /** @hidden */
  20183. _rebuild(): void;
  20184. /**
  20185. * Releases the required resources for the edges renderer
  20186. */
  20187. dispose(): void;
  20188. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  20189. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  20190. /**
  20191. * Checks if the pair of p0 and p1 is en edge
  20192. * @param faceIndex
  20193. * @param edge
  20194. * @param faceNormals
  20195. * @param p0
  20196. * @param p1
  20197. * @private
  20198. */
  20199. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  20200. /**
  20201. * push line into the position, normal and index buffer
  20202. * @protected
  20203. */
  20204. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  20205. /**
  20206. * Generates lines edges from adjacencjes
  20207. * @private
  20208. */
  20209. _generateEdgesLines(): void;
  20210. /**
  20211. * Checks wether or not the edges renderer is ready to render.
  20212. * @return true if ready, otherwise false.
  20213. */
  20214. isReady(): boolean;
  20215. /**
  20216. * Renders the edges of the attached mesh,
  20217. */
  20218. render(): void;
  20219. }
  20220. /**
  20221. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  20222. */
  20223. export class LineEdgesRenderer extends EdgesRenderer {
  20224. /**
  20225. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  20226. * @param source LineMesh used to generate edges
  20227. * @param epsilon not important (specified angle for edge detection)
  20228. * @param checkVerticesInsteadOfIndices not important for LineMesh
  20229. */
  20230. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  20231. /**
  20232. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  20233. */
  20234. _generateEdgesLines(): void;
  20235. }
  20236. }
  20237. declare module "babylonjs/Rendering/renderingGroup" {
  20238. import { SmartArray } from "babylonjs/Misc/smartArray";
  20239. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20240. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20241. import { Nullable } from "babylonjs/types";
  20242. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20243. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  20244. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20245. import { Material } from "babylonjs/Materials/material";
  20246. import { Scene } from "babylonjs/scene";
  20247. /**
  20248. * This represents the object necessary to create a rendering group.
  20249. * This is exclusively used and created by the rendering manager.
  20250. * To modify the behavior, you use the available helpers in your scene or meshes.
  20251. * @hidden
  20252. */
  20253. export class RenderingGroup {
  20254. index: number;
  20255. private static _zeroVector;
  20256. private _scene;
  20257. private _opaqueSubMeshes;
  20258. private _transparentSubMeshes;
  20259. private _alphaTestSubMeshes;
  20260. private _depthOnlySubMeshes;
  20261. private _particleSystems;
  20262. private _spriteManagers;
  20263. private _opaqueSortCompareFn;
  20264. private _alphaTestSortCompareFn;
  20265. private _transparentSortCompareFn;
  20266. private _renderOpaque;
  20267. private _renderAlphaTest;
  20268. private _renderTransparent;
  20269. /** @hidden */
  20270. _edgesRenderers: SmartArray<IEdgesRenderer>;
  20271. onBeforeTransparentRendering: () => void;
  20272. /**
  20273. * Set the opaque sort comparison function.
  20274. * If null the sub meshes will be render in the order they were created
  20275. */
  20276. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20277. /**
  20278. * Set the alpha test sort comparison function.
  20279. * If null the sub meshes will be render in the order they were created
  20280. */
  20281. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20282. /**
  20283. * Set the transparent sort comparison function.
  20284. * If null the sub meshes will be render in the order they were created
  20285. */
  20286. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  20287. /**
  20288. * Creates a new rendering group.
  20289. * @param index The rendering group index
  20290. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  20291. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  20292. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  20293. */
  20294. 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>);
  20295. /**
  20296. * Render all the sub meshes contained in the group.
  20297. * @param customRenderFunction Used to override the default render behaviour of the group.
  20298. * @returns true if rendered some submeshes.
  20299. */
  20300. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  20301. /**
  20302. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  20303. * @param subMeshes The submeshes to render
  20304. */
  20305. private renderOpaqueSorted;
  20306. /**
  20307. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  20308. * @param subMeshes The submeshes to render
  20309. */
  20310. private renderAlphaTestSorted;
  20311. /**
  20312. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  20313. * @param subMeshes The submeshes to render
  20314. */
  20315. private renderTransparentSorted;
  20316. /**
  20317. * Renders the submeshes in a specified order.
  20318. * @param subMeshes The submeshes to sort before render
  20319. * @param sortCompareFn The comparison function use to sort
  20320. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  20321. * @param transparent Specifies to activate blending if true
  20322. */
  20323. private static renderSorted;
  20324. /**
  20325. * Renders the submeshes in the order they were dispatched (no sort applied).
  20326. * @param subMeshes The submeshes to render
  20327. */
  20328. private static renderUnsorted;
  20329. /**
  20330. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20331. * are rendered back to front if in the same alpha index.
  20332. *
  20333. * @param a The first submesh
  20334. * @param b The second submesh
  20335. * @returns The result of the comparison
  20336. */
  20337. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  20338. /**
  20339. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20340. * are rendered back to front.
  20341. *
  20342. * @param a The first submesh
  20343. * @param b The second submesh
  20344. * @returns The result of the comparison
  20345. */
  20346. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  20347. /**
  20348. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  20349. * are rendered front to back (prevent overdraw).
  20350. *
  20351. * @param a The first submesh
  20352. * @param b The second submesh
  20353. * @returns The result of the comparison
  20354. */
  20355. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  20356. /**
  20357. * Resets the different lists of submeshes to prepare a new frame.
  20358. */
  20359. prepare(): void;
  20360. dispose(): void;
  20361. /**
  20362. * Inserts the submesh in its correct queue depending on its material.
  20363. * @param subMesh The submesh to dispatch
  20364. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20365. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20366. */
  20367. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20368. dispatchSprites(spriteManager: ISpriteManager): void;
  20369. dispatchParticles(particleSystem: IParticleSystem): void;
  20370. private _renderParticles;
  20371. private _renderSprites;
  20372. }
  20373. }
  20374. declare module "babylonjs/Rendering/renderingManager" {
  20375. import { Nullable } from "babylonjs/types";
  20376. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20377. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20378. import { SmartArray } from "babylonjs/Misc/smartArray";
  20379. import { ISpriteManager } from "babylonjs/Sprites/spriteManager";
  20380. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  20381. import { Material } from "babylonjs/Materials/material";
  20382. import { Scene } from "babylonjs/scene";
  20383. import { Camera } from "babylonjs/Cameras/camera";
  20384. /**
  20385. * Interface describing the different options available in the rendering manager
  20386. * regarding Auto Clear between groups.
  20387. */
  20388. export interface IRenderingManagerAutoClearSetup {
  20389. /**
  20390. * Defines whether or not autoclear is enable.
  20391. */
  20392. autoClear: boolean;
  20393. /**
  20394. * Defines whether or not to autoclear the depth buffer.
  20395. */
  20396. depth: boolean;
  20397. /**
  20398. * Defines whether or not to autoclear the stencil buffer.
  20399. */
  20400. stencil: boolean;
  20401. }
  20402. /**
  20403. * This class is used by the onRenderingGroupObservable
  20404. */
  20405. export class RenderingGroupInfo {
  20406. /**
  20407. * The Scene that being rendered
  20408. */
  20409. scene: Scene;
  20410. /**
  20411. * The camera currently used for the rendering pass
  20412. */
  20413. camera: Nullable<Camera>;
  20414. /**
  20415. * The ID of the renderingGroup being processed
  20416. */
  20417. renderingGroupId: number;
  20418. }
  20419. /**
  20420. * This is the manager responsible of all the rendering for meshes sprites and particles.
  20421. * It is enable to manage the different groups as well as the different necessary sort functions.
  20422. * This should not be used directly aside of the few static configurations
  20423. */
  20424. export class RenderingManager {
  20425. /**
  20426. * The max id used for rendering groups (not included)
  20427. */
  20428. static MAX_RENDERINGGROUPS: number;
  20429. /**
  20430. * The min id used for rendering groups (included)
  20431. */
  20432. static MIN_RENDERINGGROUPS: number;
  20433. /**
  20434. * Used to globally prevent autoclearing scenes.
  20435. */
  20436. static AUTOCLEAR: boolean;
  20437. /**
  20438. * @hidden
  20439. */
  20440. _useSceneAutoClearSetup: boolean;
  20441. private _scene;
  20442. private _renderingGroups;
  20443. private _depthStencilBufferAlreadyCleaned;
  20444. private _autoClearDepthStencil;
  20445. private _customOpaqueSortCompareFn;
  20446. private _customAlphaTestSortCompareFn;
  20447. private _customTransparentSortCompareFn;
  20448. private _renderingGroupInfo;
  20449. /**
  20450. * Instantiates a new rendering group for a particular scene
  20451. * @param scene Defines the scene the groups belongs to
  20452. */
  20453. constructor(scene: Scene);
  20454. private _clearDepthStencilBuffer;
  20455. /**
  20456. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  20457. * @hidden
  20458. */
  20459. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  20460. /**
  20461. * Resets the different information of the group to prepare a new frame
  20462. * @hidden
  20463. */
  20464. reset(): void;
  20465. /**
  20466. * Dispose and release the group and its associated resources.
  20467. * @hidden
  20468. */
  20469. dispose(): void;
  20470. /**
  20471. * Clear the info related to rendering groups preventing retention points during dispose.
  20472. */
  20473. freeRenderingGroups(): void;
  20474. private _prepareRenderingGroup;
  20475. /**
  20476. * Add a sprite manager to the rendering manager in order to render it this frame.
  20477. * @param spriteManager Define the sprite manager to render
  20478. */
  20479. dispatchSprites(spriteManager: ISpriteManager): void;
  20480. /**
  20481. * Add a particle system to the rendering manager in order to render it this frame.
  20482. * @param particleSystem Define the particle system to render
  20483. */
  20484. dispatchParticles(particleSystem: IParticleSystem): void;
  20485. /**
  20486. * Add a submesh to the manager in order to render it this frame
  20487. * @param subMesh The submesh to dispatch
  20488. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  20489. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  20490. */
  20491. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  20492. /**
  20493. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20494. * This allowed control for front to back rendering or reversly depending of the special needs.
  20495. *
  20496. * @param renderingGroupId The rendering group id corresponding to its index
  20497. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20498. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20499. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20500. */
  20501. 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;
  20502. /**
  20503. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20504. *
  20505. * @param renderingGroupId The rendering group id corresponding to its index
  20506. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20507. * @param depth Automatically clears depth between groups if true and autoClear is true.
  20508. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  20509. */
  20510. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  20511. /**
  20512. * Gets the current auto clear configuration for one rendering group of the rendering
  20513. * manager.
  20514. * @param index the rendering group index to get the information for
  20515. * @returns The auto clear setup for the requested rendering group
  20516. */
  20517. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  20518. }
  20519. }
  20520. declare module "babylonjs/Materials/Textures/renderTargetTexture" {
  20521. import { Observable } from "babylonjs/Misc/observable";
  20522. import { SmartArray } from "babylonjs/Misc/smartArray";
  20523. import { Nullable } from "babylonjs/types";
  20524. import { Camera } from "babylonjs/Cameras/camera";
  20525. import { Scene } from "babylonjs/scene";
  20526. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  20527. import { Color4 } from "babylonjs/Maths/math.color";
  20528. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  20529. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20530. import { SubMesh } from "babylonjs/Meshes/subMesh";
  20531. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  20532. import { Texture } from "babylonjs/Materials/Textures/texture";
  20533. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  20534. import { RenderingManager } from "babylonjs/Rendering/renderingManager";
  20535. import "babylonjs/Engines/Extensions/engine.renderTarget";
  20536. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  20537. import { Engine } from "babylonjs/Engines/engine";
  20538. /**
  20539. * This Helps creating a texture that will be created from a camera in your scene.
  20540. * It is basically a dynamic texture that could be used to create special effects for instance.
  20541. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  20542. */
  20543. export class RenderTargetTexture extends Texture {
  20544. isCube: boolean;
  20545. /**
  20546. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  20547. */
  20548. static readonly REFRESHRATE_RENDER_ONCE: number;
  20549. /**
  20550. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  20551. */
  20552. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  20553. /**
  20554. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  20555. * the central point of your effect and can save a lot of performances.
  20556. */
  20557. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  20558. /**
  20559. * Use this predicate to dynamically define the list of mesh you want to render.
  20560. * If set, the renderList property will be overwritten.
  20561. */
  20562. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  20563. private _renderList;
  20564. /**
  20565. * Use this list to define the list of mesh you want to render.
  20566. */
  20567. renderList: Nullable<Array<AbstractMesh>>;
  20568. private _hookArray;
  20569. /**
  20570. * Define if particles should be rendered in your texture.
  20571. */
  20572. renderParticles: boolean;
  20573. /**
  20574. * Define if sprites should be rendered in your texture.
  20575. */
  20576. renderSprites: boolean;
  20577. /**
  20578. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  20579. */
  20580. coordinatesMode: number;
  20581. /**
  20582. * Define the camera used to render the texture.
  20583. */
  20584. activeCamera: Nullable<Camera>;
  20585. /**
  20586. * Override the render function of the texture with your own one.
  20587. */
  20588. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  20589. /**
  20590. * Define if camera post processes should be use while rendering the texture.
  20591. */
  20592. useCameraPostProcesses: boolean;
  20593. /**
  20594. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  20595. */
  20596. ignoreCameraViewport: boolean;
  20597. private _postProcessManager;
  20598. private _postProcesses;
  20599. private _resizeObserver;
  20600. /**
  20601. * An event triggered when the texture is unbind.
  20602. */
  20603. onBeforeBindObservable: Observable<RenderTargetTexture>;
  20604. /**
  20605. * An event triggered when the texture is unbind.
  20606. */
  20607. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  20608. private _onAfterUnbindObserver;
  20609. /**
  20610. * Set a after unbind callback in the texture.
  20611. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  20612. */
  20613. onAfterUnbind: () => void;
  20614. /**
  20615. * An event triggered before rendering the texture
  20616. */
  20617. onBeforeRenderObservable: Observable<number>;
  20618. private _onBeforeRenderObserver;
  20619. /**
  20620. * Set a before render callback in the texture.
  20621. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  20622. */
  20623. onBeforeRender: (faceIndex: number) => void;
  20624. /**
  20625. * An event triggered after rendering the texture
  20626. */
  20627. onAfterRenderObservable: Observable<number>;
  20628. private _onAfterRenderObserver;
  20629. /**
  20630. * Set a after render callback in the texture.
  20631. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  20632. */
  20633. onAfterRender: (faceIndex: number) => void;
  20634. /**
  20635. * An event triggered after the texture clear
  20636. */
  20637. onClearObservable: Observable<Engine>;
  20638. private _onClearObserver;
  20639. /**
  20640. * Set a clear callback in the texture.
  20641. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  20642. */
  20643. onClear: (Engine: Engine) => void;
  20644. /**
  20645. * An event triggered when the texture is resized.
  20646. */
  20647. onResizeObservable: Observable<RenderTargetTexture>;
  20648. /**
  20649. * Define the clear color of the Render Target if it should be different from the scene.
  20650. */
  20651. clearColor: Color4;
  20652. protected _size: number | {
  20653. width: number;
  20654. height: number;
  20655. };
  20656. protected _initialSizeParameter: number | {
  20657. width: number;
  20658. height: number;
  20659. } | {
  20660. ratio: number;
  20661. };
  20662. protected _sizeRatio: Nullable<number>;
  20663. /** @hidden */
  20664. _generateMipMaps: boolean;
  20665. protected _renderingManager: RenderingManager;
  20666. /** @hidden */
  20667. _waitingRenderList: string[];
  20668. protected _doNotChangeAspectRatio: boolean;
  20669. protected _currentRefreshId: number;
  20670. protected _refreshRate: number;
  20671. protected _textureMatrix: Matrix;
  20672. protected _samples: number;
  20673. protected _renderTargetOptions: RenderTargetCreationOptions;
  20674. /**
  20675. * Gets render target creation options that were used.
  20676. */
  20677. readonly renderTargetOptions: RenderTargetCreationOptions;
  20678. protected _engine: Engine;
  20679. protected _onRatioRescale(): void;
  20680. /**
  20681. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  20682. * It must define where the camera used to render the texture is set
  20683. */
  20684. boundingBoxPosition: Vector3;
  20685. private _boundingBoxSize;
  20686. /**
  20687. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  20688. * When defined, the cubemap will switch to local mode
  20689. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  20690. * @example https://www.babylonjs-playground.com/#RNASML
  20691. */
  20692. boundingBoxSize: Vector3;
  20693. /**
  20694. * In case the RTT has been created with a depth texture, get the associated
  20695. * depth texture.
  20696. * Otherwise, return null.
  20697. */
  20698. depthStencilTexture: Nullable<InternalTexture>;
  20699. /**
  20700. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  20701. * or used a shadow, depth texture...
  20702. * @param name The friendly name of the texture
  20703. * @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)
  20704. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  20705. * @param generateMipMaps True if mip maps need to be generated after render.
  20706. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  20707. * @param type The type of the buffer in the RTT (int, half float, float...)
  20708. * @param isCube True if a cube texture needs to be created
  20709. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  20710. * @param generateDepthBuffer True to generate a depth buffer
  20711. * @param generateStencilBuffer True to generate a stencil buffer
  20712. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  20713. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  20714. * @param delayAllocation if the texture allocation should be delayed (default: false)
  20715. */
  20716. constructor(name: string, size: number | {
  20717. width: number;
  20718. height: number;
  20719. } | {
  20720. ratio: number;
  20721. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  20722. /**
  20723. * Creates a depth stencil texture.
  20724. * This is only available in WebGL 2 or with the depth texture extension available.
  20725. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  20726. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  20727. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  20728. */
  20729. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  20730. private _processSizeParameter;
  20731. /**
  20732. * Define the number of samples to use in case of MSAA.
  20733. * It defaults to one meaning no MSAA has been enabled.
  20734. */
  20735. samples: number;
  20736. /**
  20737. * Resets the refresh counter of the texture and start bak from scratch.
  20738. * Could be useful to regenerate the texture if it is setup to render only once.
  20739. */
  20740. resetRefreshCounter(): void;
  20741. /**
  20742. * Define the refresh rate of the texture or the rendering frequency.
  20743. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  20744. */
  20745. refreshRate: number;
  20746. /**
  20747. * Adds a post process to the render target rendering passes.
  20748. * @param postProcess define the post process to add
  20749. */
  20750. addPostProcess(postProcess: PostProcess): void;
  20751. /**
  20752. * Clear all the post processes attached to the render target
  20753. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  20754. */
  20755. clearPostProcesses(dispose?: boolean): void;
  20756. /**
  20757. * Remove one of the post process from the list of attached post processes to the texture
  20758. * @param postProcess define the post process to remove from the list
  20759. */
  20760. removePostProcess(postProcess: PostProcess): void;
  20761. /** @hidden */
  20762. _shouldRender(): boolean;
  20763. /**
  20764. * Gets the actual render size of the texture.
  20765. * @returns the width of the render size
  20766. */
  20767. getRenderSize(): number;
  20768. /**
  20769. * Gets the actual render width of the texture.
  20770. * @returns the width of the render size
  20771. */
  20772. getRenderWidth(): number;
  20773. /**
  20774. * Gets the actual render height of the texture.
  20775. * @returns the height of the render size
  20776. */
  20777. getRenderHeight(): number;
  20778. /**
  20779. * Get if the texture can be rescaled or not.
  20780. */
  20781. readonly canRescale: boolean;
  20782. /**
  20783. * Resize the texture using a ratio.
  20784. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  20785. */
  20786. scale(ratio: number): void;
  20787. /**
  20788. * Get the texture reflection matrix used to rotate/transform the reflection.
  20789. * @returns the reflection matrix
  20790. */
  20791. getReflectionTextureMatrix(): Matrix;
  20792. /**
  20793. * Resize the texture to a new desired size.
  20794. * Be carrefull as it will recreate all the data in the new texture.
  20795. * @param size Define the new size. It can be:
  20796. * - a number for squared texture,
  20797. * - an object containing { width: number, height: number }
  20798. * - or an object containing a ratio { ratio: number }
  20799. */
  20800. resize(size: number | {
  20801. width: number;
  20802. height: number;
  20803. } | {
  20804. ratio: number;
  20805. }): void;
  20806. /**
  20807. * Renders all the objects from the render list into the texture.
  20808. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  20809. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  20810. */
  20811. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  20812. private _bestReflectionRenderTargetDimension;
  20813. /**
  20814. * @hidden
  20815. * @param faceIndex face index to bind to if this is a cubetexture
  20816. */
  20817. _bindFrameBuffer(faceIndex?: number): void;
  20818. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  20819. private renderToTarget;
  20820. /**
  20821. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  20822. * This allowed control for front to back rendering or reversly depending of the special needs.
  20823. *
  20824. * @param renderingGroupId The rendering group id corresponding to its index
  20825. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  20826. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  20827. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  20828. */
  20829. 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;
  20830. /**
  20831. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  20832. *
  20833. * @param renderingGroupId The rendering group id corresponding to its index
  20834. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  20835. */
  20836. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  20837. /**
  20838. * Clones the texture.
  20839. * @returns the cloned texture
  20840. */
  20841. clone(): RenderTargetTexture;
  20842. /**
  20843. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  20844. * @returns The JSON representation of the texture
  20845. */
  20846. serialize(): any;
  20847. /**
  20848. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  20849. */
  20850. disposeFramebufferObjects(): void;
  20851. /**
  20852. * Dispose the texture and release its associated resources.
  20853. */
  20854. dispose(): void;
  20855. /** @hidden */
  20856. _rebuild(): void;
  20857. /**
  20858. * Clear the info related to rendering groups preventing retention point in material dispose.
  20859. */
  20860. freeRenderingGroups(): void;
  20861. /**
  20862. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  20863. * @returns the view count
  20864. */
  20865. getViewCount(): number;
  20866. }
  20867. }
  20868. declare module "babylonjs/Materials/material" {
  20869. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  20870. import { SmartArray } from "babylonjs/Misc/smartArray";
  20871. import { Observable } from "babylonjs/Misc/observable";
  20872. import { Nullable } from "babylonjs/types";
  20873. import { Scene } from "babylonjs/scene";
  20874. import { Matrix } from "babylonjs/Maths/math.vector";
  20875. import { BaseSubMesh, SubMesh } from "babylonjs/Meshes/subMesh";
  20876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  20877. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  20878. import { Effect } from "babylonjs/Materials/effect";
  20879. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  20880. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  20881. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  20882. import { IInspectable } from "babylonjs/Misc/iInspectable";
  20883. import { Mesh } from "babylonjs/Meshes/mesh";
  20884. import { Animation } from "babylonjs/Animations/animation";
  20885. /**
  20886. * Options for compiling materials.
  20887. */
  20888. export interface IMaterialCompilationOptions {
  20889. /**
  20890. * Defines whether clip planes are enabled.
  20891. */
  20892. clipPlane: boolean;
  20893. /**
  20894. * Defines whether instances are enabled.
  20895. */
  20896. useInstances: boolean;
  20897. }
  20898. /**
  20899. * Base class for the main features of a material in Babylon.js
  20900. */
  20901. export class Material implements IAnimatable {
  20902. /**
  20903. * Returns the triangle fill mode
  20904. */
  20905. static readonly TriangleFillMode: number;
  20906. /**
  20907. * Returns the wireframe mode
  20908. */
  20909. static readonly WireFrameFillMode: number;
  20910. /**
  20911. * Returns the point fill mode
  20912. */
  20913. static readonly PointFillMode: number;
  20914. /**
  20915. * Returns the point list draw mode
  20916. */
  20917. static readonly PointListDrawMode: number;
  20918. /**
  20919. * Returns the line list draw mode
  20920. */
  20921. static readonly LineListDrawMode: number;
  20922. /**
  20923. * Returns the line loop draw mode
  20924. */
  20925. static readonly LineLoopDrawMode: number;
  20926. /**
  20927. * Returns the line strip draw mode
  20928. */
  20929. static readonly LineStripDrawMode: number;
  20930. /**
  20931. * Returns the triangle strip draw mode
  20932. */
  20933. static readonly TriangleStripDrawMode: number;
  20934. /**
  20935. * Returns the triangle fan draw mode
  20936. */
  20937. static readonly TriangleFanDrawMode: number;
  20938. /**
  20939. * Stores the clock-wise side orientation
  20940. */
  20941. static readonly ClockWiseSideOrientation: number;
  20942. /**
  20943. * Stores the counter clock-wise side orientation
  20944. */
  20945. static readonly CounterClockWiseSideOrientation: number;
  20946. /**
  20947. * The dirty texture flag value
  20948. */
  20949. static readonly TextureDirtyFlag: number;
  20950. /**
  20951. * The dirty light flag value
  20952. */
  20953. static readonly LightDirtyFlag: number;
  20954. /**
  20955. * The dirty fresnel flag value
  20956. */
  20957. static readonly FresnelDirtyFlag: number;
  20958. /**
  20959. * The dirty attribute flag value
  20960. */
  20961. static readonly AttributesDirtyFlag: number;
  20962. /**
  20963. * The dirty misc flag value
  20964. */
  20965. static readonly MiscDirtyFlag: number;
  20966. /**
  20967. * The all dirty flag value
  20968. */
  20969. static readonly AllDirtyFlag: number;
  20970. /**
  20971. * The ID of the material
  20972. */
  20973. id: string;
  20974. /**
  20975. * Gets or sets the unique id of the material
  20976. */
  20977. uniqueId: number;
  20978. /**
  20979. * The name of the material
  20980. */
  20981. name: string;
  20982. /**
  20983. * Gets or sets user defined metadata
  20984. */
  20985. metadata: any;
  20986. /**
  20987. * For internal use only. Please do not use.
  20988. */
  20989. reservedDataStore: any;
  20990. /**
  20991. * Specifies if the ready state should be checked on each call
  20992. */
  20993. checkReadyOnEveryCall: boolean;
  20994. /**
  20995. * Specifies if the ready state should be checked once
  20996. */
  20997. checkReadyOnlyOnce: boolean;
  20998. /**
  20999. * The state of the material
  21000. */
  21001. state: string;
  21002. /**
  21003. * The alpha value of the material
  21004. */
  21005. protected _alpha: number;
  21006. /**
  21007. * List of inspectable custom properties (used by the Inspector)
  21008. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  21009. */
  21010. inspectableCustomProperties: IInspectable[];
  21011. /**
  21012. * Sets the alpha value of the material
  21013. */
  21014. /**
  21015. * Gets the alpha value of the material
  21016. */
  21017. alpha: number;
  21018. /**
  21019. * Specifies if back face culling is enabled
  21020. */
  21021. protected _backFaceCulling: boolean;
  21022. /**
  21023. * Sets the back-face culling state
  21024. */
  21025. /**
  21026. * Gets the back-face culling state
  21027. */
  21028. backFaceCulling: boolean;
  21029. /**
  21030. * Stores the value for side orientation
  21031. */
  21032. sideOrientation: number;
  21033. /**
  21034. * Callback triggered when the material is compiled
  21035. */
  21036. onCompiled: Nullable<(effect: Effect) => void>;
  21037. /**
  21038. * Callback triggered when an error occurs
  21039. */
  21040. onError: Nullable<(effect: Effect, errors: string) => void>;
  21041. /**
  21042. * Callback triggered to get the render target textures
  21043. */
  21044. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  21045. /**
  21046. * Gets a boolean indicating that current material needs to register RTT
  21047. */
  21048. readonly hasRenderTargetTextures: boolean;
  21049. /**
  21050. * Specifies if the material should be serialized
  21051. */
  21052. doNotSerialize: boolean;
  21053. /**
  21054. * @hidden
  21055. */
  21056. _storeEffectOnSubMeshes: boolean;
  21057. /**
  21058. * Stores the animations for the material
  21059. */
  21060. animations: Nullable<Array<Animation>>;
  21061. /**
  21062. * An event triggered when the material is disposed
  21063. */
  21064. onDisposeObservable: Observable<Material>;
  21065. /**
  21066. * An observer which watches for dispose events
  21067. */
  21068. private _onDisposeObserver;
  21069. private _onUnBindObservable;
  21070. /**
  21071. * Called during a dispose event
  21072. */
  21073. onDispose: () => void;
  21074. private _onBindObservable;
  21075. /**
  21076. * An event triggered when the material is bound
  21077. */
  21078. readonly onBindObservable: Observable<AbstractMesh>;
  21079. /**
  21080. * An observer which watches for bind events
  21081. */
  21082. private _onBindObserver;
  21083. /**
  21084. * Called during a bind event
  21085. */
  21086. onBind: (Mesh: AbstractMesh) => void;
  21087. /**
  21088. * An event triggered when the material is unbound
  21089. */
  21090. readonly onUnBindObservable: Observable<Material>;
  21091. /**
  21092. * Stores the value of the alpha mode
  21093. */
  21094. private _alphaMode;
  21095. /**
  21096. * Sets the value of the alpha mode.
  21097. *
  21098. * | Value | Type | Description |
  21099. * | --- | --- | --- |
  21100. * | 0 | ALPHA_DISABLE | |
  21101. * | 1 | ALPHA_ADD | |
  21102. * | 2 | ALPHA_COMBINE | |
  21103. * | 3 | ALPHA_SUBTRACT | |
  21104. * | 4 | ALPHA_MULTIPLY | |
  21105. * | 5 | ALPHA_MAXIMIZED | |
  21106. * | 6 | ALPHA_ONEONE | |
  21107. * | 7 | ALPHA_PREMULTIPLIED | |
  21108. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  21109. * | 9 | ALPHA_INTERPOLATE | |
  21110. * | 10 | ALPHA_SCREENMODE | |
  21111. *
  21112. */
  21113. /**
  21114. * Gets the value of the alpha mode
  21115. */
  21116. alphaMode: number;
  21117. /**
  21118. * Stores the state of the need depth pre-pass value
  21119. */
  21120. private _needDepthPrePass;
  21121. /**
  21122. * Sets the need depth pre-pass value
  21123. */
  21124. /**
  21125. * Gets the depth pre-pass value
  21126. */
  21127. needDepthPrePass: boolean;
  21128. /**
  21129. * Specifies if depth writing should be disabled
  21130. */
  21131. disableDepthWrite: boolean;
  21132. /**
  21133. * Specifies if depth writing should be forced
  21134. */
  21135. forceDepthWrite: boolean;
  21136. /**
  21137. * Specifies if there should be a separate pass for culling
  21138. */
  21139. separateCullingPass: boolean;
  21140. /**
  21141. * Stores the state specifing if fog should be enabled
  21142. */
  21143. private _fogEnabled;
  21144. /**
  21145. * Sets the state for enabling fog
  21146. */
  21147. /**
  21148. * Gets the value of the fog enabled state
  21149. */
  21150. fogEnabled: boolean;
  21151. /**
  21152. * Stores the size of points
  21153. */
  21154. pointSize: number;
  21155. /**
  21156. * Stores the z offset value
  21157. */
  21158. zOffset: number;
  21159. /**
  21160. * Gets a value specifying if wireframe mode is enabled
  21161. */
  21162. /**
  21163. * Sets the state of wireframe mode
  21164. */
  21165. wireframe: boolean;
  21166. /**
  21167. * Gets the value specifying if point clouds are enabled
  21168. */
  21169. /**
  21170. * Sets the state of point cloud mode
  21171. */
  21172. pointsCloud: boolean;
  21173. /**
  21174. * Gets the material fill mode
  21175. */
  21176. /**
  21177. * Sets the material fill mode
  21178. */
  21179. fillMode: number;
  21180. /**
  21181. * @hidden
  21182. * Stores the effects for the material
  21183. */
  21184. _effect: Nullable<Effect>;
  21185. /**
  21186. * @hidden
  21187. * Specifies if the material was previously ready
  21188. */
  21189. _wasPreviouslyReady: boolean;
  21190. /**
  21191. * Specifies if uniform buffers should be used
  21192. */
  21193. private _useUBO;
  21194. /**
  21195. * Stores a reference to the scene
  21196. */
  21197. private _scene;
  21198. /**
  21199. * Stores the fill mode state
  21200. */
  21201. private _fillMode;
  21202. /**
  21203. * Specifies if the depth write state should be cached
  21204. */
  21205. private _cachedDepthWriteState;
  21206. /**
  21207. * Stores the uniform buffer
  21208. */
  21209. protected _uniformBuffer: UniformBuffer;
  21210. /** @hidden */
  21211. _indexInSceneMaterialArray: number;
  21212. /** @hidden */
  21213. meshMap: Nullable<{
  21214. [id: string]: AbstractMesh | undefined;
  21215. }>;
  21216. /**
  21217. * Creates a material instance
  21218. * @param name defines the name of the material
  21219. * @param scene defines the scene to reference
  21220. * @param doNotAdd specifies if the material should be added to the scene
  21221. */
  21222. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  21223. /**
  21224. * Returns a string representation of the current material
  21225. * @param fullDetails defines a boolean indicating which levels of logging is desired
  21226. * @returns a string with material information
  21227. */
  21228. toString(fullDetails?: boolean): string;
  21229. /**
  21230. * Gets the class name of the material
  21231. * @returns a string with the class name of the material
  21232. */
  21233. getClassName(): string;
  21234. /**
  21235. * Specifies if updates for the material been locked
  21236. */
  21237. readonly isFrozen: boolean;
  21238. /**
  21239. * Locks updates for the material
  21240. */
  21241. freeze(): void;
  21242. /**
  21243. * Unlocks updates for the material
  21244. */
  21245. unfreeze(): void;
  21246. /**
  21247. * Specifies if the material is ready to be used
  21248. * @param mesh defines the mesh to check
  21249. * @param useInstances specifies if instances should be used
  21250. * @returns a boolean indicating if the material is ready to be used
  21251. */
  21252. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  21253. /**
  21254. * Specifies that the submesh is ready to be used
  21255. * @param mesh defines the mesh to check
  21256. * @param subMesh defines which submesh to check
  21257. * @param useInstances specifies that instances should be used
  21258. * @returns a boolean indicating that the submesh is ready or not
  21259. */
  21260. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21261. /**
  21262. * Returns the material effect
  21263. * @returns the effect associated with the material
  21264. */
  21265. getEffect(): Nullable<Effect>;
  21266. /**
  21267. * Returns the current scene
  21268. * @returns a Scene
  21269. */
  21270. getScene(): Scene;
  21271. /**
  21272. * Specifies if the material will require alpha blending
  21273. * @returns a boolean specifying if alpha blending is needed
  21274. */
  21275. needAlphaBlending(): boolean;
  21276. /**
  21277. * Specifies if the mesh will require alpha blending
  21278. * @param mesh defines the mesh to check
  21279. * @returns a boolean specifying if alpha blending is needed for the mesh
  21280. */
  21281. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  21282. /**
  21283. * Specifies if this material should be rendered in alpha test mode
  21284. * @returns a boolean specifying if an alpha test is needed.
  21285. */
  21286. needAlphaTesting(): boolean;
  21287. /**
  21288. * Gets the texture used for the alpha test
  21289. * @returns the texture to use for alpha testing
  21290. */
  21291. getAlphaTestTexture(): Nullable<BaseTexture>;
  21292. /**
  21293. * Marks the material to indicate that it needs to be re-calculated
  21294. */
  21295. markDirty(): void;
  21296. /** @hidden */
  21297. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  21298. /**
  21299. * Binds the material to the mesh
  21300. * @param world defines the world transformation matrix
  21301. * @param mesh defines the mesh to bind the material to
  21302. */
  21303. bind(world: Matrix, mesh?: Mesh): void;
  21304. /**
  21305. * Binds the submesh to the material
  21306. * @param world defines the world transformation matrix
  21307. * @param mesh defines the mesh containing the submesh
  21308. * @param subMesh defines the submesh to bind the material to
  21309. */
  21310. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  21311. /**
  21312. * Binds the world matrix to the material
  21313. * @param world defines the world transformation matrix
  21314. */
  21315. bindOnlyWorldMatrix(world: Matrix): void;
  21316. /**
  21317. * Binds the scene's uniform buffer to the effect.
  21318. * @param effect defines the effect to bind to the scene uniform buffer
  21319. * @param sceneUbo defines the uniform buffer storing scene data
  21320. */
  21321. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  21322. /**
  21323. * Binds the view matrix to the effect
  21324. * @param effect defines the effect to bind the view matrix to
  21325. */
  21326. bindView(effect: Effect): void;
  21327. /**
  21328. * Binds the view projection matrix to the effect
  21329. * @param effect defines the effect to bind the view projection matrix to
  21330. */
  21331. bindViewProjection(effect: Effect): void;
  21332. /**
  21333. * Specifies if material alpha testing should be turned on for the mesh
  21334. * @param mesh defines the mesh to check
  21335. */
  21336. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  21337. /**
  21338. * Processes to execute after binding the material to a mesh
  21339. * @param mesh defines the rendered mesh
  21340. */
  21341. protected _afterBind(mesh?: Mesh): void;
  21342. /**
  21343. * Unbinds the material from the mesh
  21344. */
  21345. unbind(): void;
  21346. /**
  21347. * Gets the active textures from the material
  21348. * @returns an array of textures
  21349. */
  21350. getActiveTextures(): BaseTexture[];
  21351. /**
  21352. * Specifies if the material uses a texture
  21353. * @param texture defines the texture to check against the material
  21354. * @returns a boolean specifying if the material uses the texture
  21355. */
  21356. hasTexture(texture: BaseTexture): boolean;
  21357. /**
  21358. * Makes a duplicate of the material, and gives it a new name
  21359. * @param name defines the new name for the duplicated material
  21360. * @returns the cloned material
  21361. */
  21362. clone(name: string): Nullable<Material>;
  21363. /**
  21364. * Gets the meshes bound to the material
  21365. * @returns an array of meshes bound to the material
  21366. */
  21367. getBindedMeshes(): AbstractMesh[];
  21368. /**
  21369. * Force shader compilation
  21370. * @param mesh defines the mesh associated with this material
  21371. * @param onCompiled defines a function to execute once the material is compiled
  21372. * @param options defines the options to configure the compilation
  21373. * @param onError defines a function to execute if the material fails compiling
  21374. */
  21375. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  21376. /**
  21377. * Force shader compilation
  21378. * @param mesh defines the mesh that will use this material
  21379. * @param options defines additional options for compiling the shaders
  21380. * @returns a promise that resolves when the compilation completes
  21381. */
  21382. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  21383. private static readonly _AllDirtyCallBack;
  21384. private static readonly _ImageProcessingDirtyCallBack;
  21385. private static readonly _TextureDirtyCallBack;
  21386. private static readonly _FresnelDirtyCallBack;
  21387. private static readonly _MiscDirtyCallBack;
  21388. private static readonly _LightsDirtyCallBack;
  21389. private static readonly _AttributeDirtyCallBack;
  21390. private static _FresnelAndMiscDirtyCallBack;
  21391. private static _TextureAndMiscDirtyCallBack;
  21392. private static readonly _DirtyCallbackArray;
  21393. private static readonly _RunDirtyCallBacks;
  21394. /**
  21395. * Marks a define in the material to indicate that it needs to be re-computed
  21396. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  21397. */
  21398. markAsDirty(flag: number): void;
  21399. /**
  21400. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  21401. * @param func defines a function which checks material defines against the submeshes
  21402. */
  21403. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  21404. /**
  21405. * Indicates that we need to re-calculated for all submeshes
  21406. */
  21407. protected _markAllSubMeshesAsAllDirty(): void;
  21408. /**
  21409. * Indicates that image processing needs to be re-calculated for all submeshes
  21410. */
  21411. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  21412. /**
  21413. * Indicates that textures need to be re-calculated for all submeshes
  21414. */
  21415. protected _markAllSubMeshesAsTexturesDirty(): void;
  21416. /**
  21417. * Indicates that fresnel needs to be re-calculated for all submeshes
  21418. */
  21419. protected _markAllSubMeshesAsFresnelDirty(): void;
  21420. /**
  21421. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  21422. */
  21423. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  21424. /**
  21425. * Indicates that lights need to be re-calculated for all submeshes
  21426. */
  21427. protected _markAllSubMeshesAsLightsDirty(): void;
  21428. /**
  21429. * Indicates that attributes need to be re-calculated for all submeshes
  21430. */
  21431. protected _markAllSubMeshesAsAttributesDirty(): void;
  21432. /**
  21433. * Indicates that misc needs to be re-calculated for all submeshes
  21434. */
  21435. protected _markAllSubMeshesAsMiscDirty(): void;
  21436. /**
  21437. * Indicates that textures and misc need to be re-calculated for all submeshes
  21438. */
  21439. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  21440. /**
  21441. * Disposes the material
  21442. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  21443. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  21444. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  21445. */
  21446. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  21447. /** @hidden */
  21448. private releaseVertexArrayObject;
  21449. /**
  21450. * Serializes this material
  21451. * @returns the serialized material object
  21452. */
  21453. serialize(): any;
  21454. /**
  21455. * Creates a material from parsed material data
  21456. * @param parsedMaterial defines parsed material data
  21457. * @param scene defines the hosting scene
  21458. * @param rootUrl defines the root URL to use to load textures
  21459. * @returns a new material
  21460. */
  21461. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  21462. }
  21463. }
  21464. declare module "babylonjs/Materials/multiMaterial" {
  21465. import { Nullable } from "babylonjs/types";
  21466. import { Scene } from "babylonjs/scene";
  21467. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21468. import { BaseSubMesh } from "babylonjs/Meshes/subMesh";
  21469. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  21470. import { Material } from "babylonjs/Materials/material";
  21471. /**
  21472. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21473. * separate meshes. This can be use to improve performances.
  21474. * @see http://doc.babylonjs.com/how_to/multi_materials
  21475. */
  21476. export class MultiMaterial extends Material {
  21477. private _subMaterials;
  21478. /**
  21479. * Gets or Sets the list of Materials used within the multi material.
  21480. * They need to be ordered according to the submeshes order in the associated mesh
  21481. */
  21482. subMaterials: Nullable<Material>[];
  21483. /**
  21484. * Function used to align with Node.getChildren()
  21485. * @returns the list of Materials used within the multi material
  21486. */
  21487. getChildren(): Nullable<Material>[];
  21488. /**
  21489. * Instantiates a new Multi Material
  21490. * A multi-material is used to apply different materials to different parts of the same object without the need of
  21491. * separate meshes. This can be use to improve performances.
  21492. * @see http://doc.babylonjs.com/how_to/multi_materials
  21493. * @param name Define the name in the scene
  21494. * @param scene Define the scene the material belongs to
  21495. */
  21496. constructor(name: string, scene: Scene);
  21497. private _hookArray;
  21498. /**
  21499. * Get one of the submaterial by its index in the submaterials array
  21500. * @param index The index to look the sub material at
  21501. * @returns The Material if the index has been defined
  21502. */
  21503. getSubMaterial(index: number): Nullable<Material>;
  21504. /**
  21505. * Get the list of active textures for the whole sub materials list.
  21506. * @returns All the textures that will be used during the rendering
  21507. */
  21508. getActiveTextures(): BaseTexture[];
  21509. /**
  21510. * Gets the current class name of the material e.g. "MultiMaterial"
  21511. * Mainly use in serialization.
  21512. * @returns the class name
  21513. */
  21514. getClassName(): string;
  21515. /**
  21516. * Checks if the material is ready to render the requested sub mesh
  21517. * @param mesh Define the mesh the submesh belongs to
  21518. * @param subMesh Define the sub mesh to look readyness for
  21519. * @param useInstances Define whether or not the material is used with instances
  21520. * @returns true if ready, otherwise false
  21521. */
  21522. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  21523. /**
  21524. * Clones the current material and its related sub materials
  21525. * @param name Define the name of the newly cloned material
  21526. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  21527. * @returns the cloned material
  21528. */
  21529. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  21530. /**
  21531. * Serializes the materials into a JSON representation.
  21532. * @returns the JSON representation
  21533. */
  21534. serialize(): any;
  21535. /**
  21536. * Dispose the material and release its associated resources
  21537. * @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)
  21538. * @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)
  21539. * @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)
  21540. */
  21541. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  21542. /**
  21543. * Creates a MultiMaterial from parsed MultiMaterial data.
  21544. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  21545. * @param scene defines the hosting scene
  21546. * @returns a new MultiMaterial
  21547. */
  21548. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  21549. }
  21550. }
  21551. declare module "babylonjs/Meshes/subMesh" {
  21552. import { Nullable, IndicesArray, DeepImmutable, FloatArray } from "babylonjs/types";
  21553. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  21554. import { Engine } from "babylonjs/Engines/engine";
  21555. import { IntersectionInfo } from "babylonjs/Collisions/intersectionInfo";
  21556. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21557. import { Effect } from "babylonjs/Materials/effect";
  21558. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21559. import { Plane } from "babylonjs/Maths/math.plane";
  21560. import { Collider } from "babylonjs/Collisions/collider";
  21561. import { Material } from "babylonjs/Materials/material";
  21562. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  21563. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  21564. import { Mesh } from "babylonjs/Meshes/mesh";
  21565. import { Ray } from "babylonjs/Culling/ray";
  21566. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  21567. /**
  21568. * Base class for submeshes
  21569. */
  21570. export class BaseSubMesh {
  21571. /** @hidden */
  21572. _materialDefines: Nullable<MaterialDefines>;
  21573. /** @hidden */
  21574. _materialEffect: Nullable<Effect>;
  21575. /**
  21576. * Gets associated effect
  21577. */
  21578. readonly effect: Nullable<Effect>;
  21579. /**
  21580. * Sets associated effect (effect used to render this submesh)
  21581. * @param effect defines the effect to associate with
  21582. * @param defines defines the set of defines used to compile this effect
  21583. */
  21584. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  21585. }
  21586. /**
  21587. * Defines a subdivision inside a mesh
  21588. */
  21589. export class SubMesh extends BaseSubMesh implements ICullable {
  21590. /** the material index to use */
  21591. materialIndex: number;
  21592. /** vertex index start */
  21593. verticesStart: number;
  21594. /** vertices count */
  21595. verticesCount: number;
  21596. /** index start */
  21597. indexStart: number;
  21598. /** indices count */
  21599. indexCount: number;
  21600. /** @hidden */
  21601. _linesIndexCount: number;
  21602. private _mesh;
  21603. private _renderingMesh;
  21604. private _boundingInfo;
  21605. private _linesIndexBuffer;
  21606. /** @hidden */
  21607. _lastColliderWorldVertices: Nullable<Vector3[]>;
  21608. /** @hidden */
  21609. _trianglePlanes: Plane[];
  21610. /** @hidden */
  21611. _lastColliderTransformMatrix: Nullable<Matrix>;
  21612. /** @hidden */
  21613. _renderId: number;
  21614. /** @hidden */
  21615. _alphaIndex: number;
  21616. /** @hidden */
  21617. _distanceToCamera: number;
  21618. /** @hidden */
  21619. _id: number;
  21620. private _currentMaterial;
  21621. /**
  21622. * Add a new submesh to a mesh
  21623. * @param materialIndex defines the material index to use
  21624. * @param verticesStart defines vertex index start
  21625. * @param verticesCount defines vertices count
  21626. * @param indexStart defines index start
  21627. * @param indexCount defines indices count
  21628. * @param mesh defines the parent mesh
  21629. * @param renderingMesh defines an optional rendering mesh
  21630. * @param createBoundingBox defines if bounding box should be created for this submesh
  21631. * @returns the new submesh
  21632. */
  21633. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  21634. /**
  21635. * Creates a new submesh
  21636. * @param materialIndex defines the material index to use
  21637. * @param verticesStart defines vertex index start
  21638. * @param verticesCount defines vertices count
  21639. * @param indexStart defines index start
  21640. * @param indexCount defines indices count
  21641. * @param mesh defines the parent mesh
  21642. * @param renderingMesh defines an optional rendering mesh
  21643. * @param createBoundingBox defines if bounding box should be created for this submesh
  21644. */
  21645. constructor(
  21646. /** the material index to use */
  21647. materialIndex: number,
  21648. /** vertex index start */
  21649. verticesStart: number,
  21650. /** vertices count */
  21651. verticesCount: number,
  21652. /** index start */
  21653. indexStart: number,
  21654. /** indices count */
  21655. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  21656. /**
  21657. * Returns true if this submesh covers the entire parent mesh
  21658. * @ignorenaming
  21659. */
  21660. readonly IsGlobal: boolean;
  21661. /**
  21662. * Returns the submesh BoudingInfo object
  21663. * @returns current bounding info (or mesh's one if the submesh is global)
  21664. */
  21665. getBoundingInfo(): BoundingInfo;
  21666. /**
  21667. * Sets the submesh BoundingInfo
  21668. * @param boundingInfo defines the new bounding info to use
  21669. * @returns the SubMesh
  21670. */
  21671. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  21672. /**
  21673. * Returns the mesh of the current submesh
  21674. * @return the parent mesh
  21675. */
  21676. getMesh(): AbstractMesh;
  21677. /**
  21678. * Returns the rendering mesh of the submesh
  21679. * @returns the rendering mesh (could be different from parent mesh)
  21680. */
  21681. getRenderingMesh(): Mesh;
  21682. /**
  21683. * Returns the submesh material
  21684. * @returns null or the current material
  21685. */
  21686. getMaterial(): Nullable<Material>;
  21687. /**
  21688. * Sets a new updated BoundingInfo object to the submesh
  21689. * @param data defines an optional position array to use to determine the bounding info
  21690. * @returns the SubMesh
  21691. */
  21692. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  21693. /** @hidden */
  21694. _checkCollision(collider: Collider): boolean;
  21695. /**
  21696. * Updates the submesh BoundingInfo
  21697. * @param world defines the world matrix to use to update the bounding info
  21698. * @returns the submesh
  21699. */
  21700. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  21701. /**
  21702. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  21703. * @param frustumPlanes defines the frustum planes
  21704. * @returns true if the submesh is intersecting with the frustum
  21705. */
  21706. isInFrustum(frustumPlanes: Plane[]): boolean;
  21707. /**
  21708. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  21709. * @param frustumPlanes defines the frustum planes
  21710. * @returns true if the submesh is inside the frustum
  21711. */
  21712. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  21713. /**
  21714. * Renders the submesh
  21715. * @param enableAlphaMode defines if alpha needs to be used
  21716. * @returns the submesh
  21717. */
  21718. render(enableAlphaMode: boolean): SubMesh;
  21719. /**
  21720. * @hidden
  21721. */
  21722. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  21723. /**
  21724. * Checks if the submesh intersects with a ray
  21725. * @param ray defines the ray to test
  21726. * @returns true is the passed ray intersects the submesh bounding box
  21727. */
  21728. canIntersects(ray: Ray): boolean;
  21729. /**
  21730. * Intersects current submesh with a ray
  21731. * @param ray defines the ray to test
  21732. * @param positions defines mesh's positions array
  21733. * @param indices defines mesh's indices array
  21734. * @param fastCheck defines if only bounding info should be used
  21735. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  21736. * @returns intersection info or null if no intersection
  21737. */
  21738. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  21739. /** @hidden */
  21740. private _intersectLines;
  21741. /** @hidden */
  21742. private _intersectUnIndexedLines;
  21743. /** @hidden */
  21744. private _intersectTriangles;
  21745. /** @hidden */
  21746. private _intersectUnIndexedTriangles;
  21747. /** @hidden */
  21748. _rebuild(): void;
  21749. /**
  21750. * Creates a new submesh from the passed mesh
  21751. * @param newMesh defines the new hosting mesh
  21752. * @param newRenderingMesh defines an optional rendering mesh
  21753. * @returns the new submesh
  21754. */
  21755. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  21756. /**
  21757. * Release associated resources
  21758. */
  21759. dispose(): void;
  21760. /**
  21761. * Gets the class name
  21762. * @returns the string "SubMesh".
  21763. */
  21764. getClassName(): string;
  21765. /**
  21766. * Creates a new submesh from indices data
  21767. * @param materialIndex the index of the main mesh material
  21768. * @param startIndex the index where to start the copy in the mesh indices array
  21769. * @param indexCount the number of indices to copy then from the startIndex
  21770. * @param mesh the main mesh to create the submesh from
  21771. * @param renderingMesh the optional rendering mesh
  21772. * @returns a new submesh
  21773. */
  21774. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  21775. }
  21776. }
  21777. declare module "babylonjs/Loading/sceneLoaderFlags" {
  21778. /**
  21779. * Class used to represent data loading progression
  21780. */
  21781. export class SceneLoaderFlags {
  21782. private static _ForceFullSceneLoadingForIncremental;
  21783. private static _ShowLoadingScreen;
  21784. private static _CleanBoneMatrixWeights;
  21785. private static _loggingLevel;
  21786. /**
  21787. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  21788. */
  21789. static ForceFullSceneLoadingForIncremental: boolean;
  21790. /**
  21791. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  21792. */
  21793. static ShowLoadingScreen: boolean;
  21794. /**
  21795. * Defines the current logging level (while loading the scene)
  21796. * @ignorenaming
  21797. */
  21798. static loggingLevel: number;
  21799. /**
  21800. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  21801. */
  21802. static CleanBoneMatrixWeights: boolean;
  21803. }
  21804. }
  21805. declare module "babylonjs/Meshes/geometry" {
  21806. import { Nullable, FloatArray, DataArray, IndicesArray } from "babylonjs/types";
  21807. import { Scene } from "babylonjs/scene";
  21808. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  21809. import { Engine } from "babylonjs/Engines/engine";
  21810. import { IGetSetVerticesData, VertexData } from "babylonjs/Meshes/mesh.vertexData";
  21811. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  21812. import { Effect } from "babylonjs/Materials/effect";
  21813. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  21814. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  21815. import { Mesh } from "babylonjs/Meshes/mesh";
  21816. /**
  21817. * Class used to store geometry data (vertex buffers + index buffer)
  21818. */
  21819. export class Geometry implements IGetSetVerticesData {
  21820. /**
  21821. * Gets or sets the ID of the geometry
  21822. */
  21823. id: string;
  21824. /**
  21825. * Gets or sets the unique ID of the geometry
  21826. */
  21827. uniqueId: number;
  21828. /**
  21829. * Gets the delay loading state of the geometry (none by default which means not delayed)
  21830. */
  21831. delayLoadState: number;
  21832. /**
  21833. * Gets the file containing the data to load when running in delay load state
  21834. */
  21835. delayLoadingFile: Nullable<string>;
  21836. /**
  21837. * Callback called when the geometry is updated
  21838. */
  21839. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  21840. private _scene;
  21841. private _engine;
  21842. private _meshes;
  21843. private _totalVertices;
  21844. /** @hidden */
  21845. _indices: IndicesArray;
  21846. /** @hidden */
  21847. _vertexBuffers: {
  21848. [key: string]: VertexBuffer;
  21849. };
  21850. private _isDisposed;
  21851. private _extend;
  21852. private _boundingBias;
  21853. /** @hidden */
  21854. _delayInfo: Array<string>;
  21855. private _indexBuffer;
  21856. private _indexBufferIsUpdatable;
  21857. /** @hidden */
  21858. _boundingInfo: Nullable<BoundingInfo>;
  21859. /** @hidden */
  21860. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  21861. /** @hidden */
  21862. _softwareSkinningFrameId: number;
  21863. private _vertexArrayObjects;
  21864. private _updatable;
  21865. /** @hidden */
  21866. _positions: Nullable<Vector3[]>;
  21867. /**
  21868. * 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
  21869. */
  21870. /**
  21871. * 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
  21872. */
  21873. boundingBias: Vector2;
  21874. /**
  21875. * Static function used to attach a new empty geometry to a mesh
  21876. * @param mesh defines the mesh to attach the geometry to
  21877. * @returns the new Geometry
  21878. */
  21879. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  21880. /**
  21881. * Creates a new geometry
  21882. * @param id defines the unique ID
  21883. * @param scene defines the hosting scene
  21884. * @param vertexData defines the VertexData used to get geometry data
  21885. * @param updatable defines if geometry must be updatable (false by default)
  21886. * @param mesh defines the mesh that will be associated with the geometry
  21887. */
  21888. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  21889. /**
  21890. * Gets the current extend of the geometry
  21891. */
  21892. readonly extend: {
  21893. minimum: Vector3;
  21894. maximum: Vector3;
  21895. };
  21896. /**
  21897. * Gets the hosting scene
  21898. * @returns the hosting Scene
  21899. */
  21900. getScene(): Scene;
  21901. /**
  21902. * Gets the hosting engine
  21903. * @returns the hosting Engine
  21904. */
  21905. getEngine(): Engine;
  21906. /**
  21907. * Defines if the geometry is ready to use
  21908. * @returns true if the geometry is ready to be used
  21909. */
  21910. isReady(): boolean;
  21911. /**
  21912. * Gets a value indicating that the geometry should not be serialized
  21913. */
  21914. readonly doNotSerialize: boolean;
  21915. /** @hidden */
  21916. _rebuild(): void;
  21917. /**
  21918. * Affects all geometry data in one call
  21919. * @param vertexData defines the geometry data
  21920. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  21921. */
  21922. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  21923. /**
  21924. * Set specific vertex data
  21925. * @param kind defines the data kind (Position, normal, etc...)
  21926. * @param data defines the vertex data to use
  21927. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  21928. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  21929. */
  21930. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  21931. /**
  21932. * Removes a specific vertex data
  21933. * @param kind defines the data kind (Position, normal, etc...)
  21934. */
  21935. removeVerticesData(kind: string): void;
  21936. /**
  21937. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  21938. * @param buffer defines the vertex buffer to use
  21939. * @param totalVertices defines the total number of vertices for position kind (could be null)
  21940. */
  21941. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  21942. /**
  21943. * Update a specific vertex buffer
  21944. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  21945. * It will do nothing if the buffer is not updatable
  21946. * @param kind defines the data kind (Position, normal, etc...)
  21947. * @param data defines the data to use
  21948. * @param offset defines the offset in the target buffer where to store the data
  21949. * @param useBytes set to true if the offset is in bytes
  21950. */
  21951. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  21952. /**
  21953. * Update a specific vertex buffer
  21954. * This function will create a new buffer if the current one is not updatable
  21955. * @param kind defines the data kind (Position, normal, etc...)
  21956. * @param data defines the data to use
  21957. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  21958. */
  21959. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  21960. private _updateBoundingInfo;
  21961. /** @hidden */
  21962. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  21963. /**
  21964. * Gets total number of vertices
  21965. * @returns the total number of vertices
  21966. */
  21967. getTotalVertices(): number;
  21968. /**
  21969. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  21970. * @param kind defines the data kind (Position, normal, etc...)
  21971. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  21972. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  21973. * @returns a float array containing vertex data
  21974. */
  21975. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  21976. /**
  21977. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  21978. * @param kind defines the data kind (Position, normal, etc...)
  21979. * @returns true if the vertex buffer with the specified kind is updatable
  21980. */
  21981. isVertexBufferUpdatable(kind: string): boolean;
  21982. /**
  21983. * Gets a specific vertex buffer
  21984. * @param kind defines the data kind (Position, normal, etc...)
  21985. * @returns a VertexBuffer
  21986. */
  21987. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  21988. /**
  21989. * Returns all vertex buffers
  21990. * @return an object holding all vertex buffers indexed by kind
  21991. */
  21992. getVertexBuffers(): Nullable<{
  21993. [key: string]: VertexBuffer;
  21994. }>;
  21995. /**
  21996. * Gets a boolean indicating if specific vertex buffer is present
  21997. * @param kind defines the data kind (Position, normal, etc...)
  21998. * @returns true if data is present
  21999. */
  22000. isVerticesDataPresent(kind: string): boolean;
  22001. /**
  22002. * Gets a list of all attached data kinds (Position, normal, etc...)
  22003. * @returns a list of string containing all kinds
  22004. */
  22005. getVerticesDataKinds(): string[];
  22006. /**
  22007. * Update index buffer
  22008. * @param indices defines the indices to store in the index buffer
  22009. * @param offset defines the offset in the target buffer where to store the data
  22010. * @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)
  22011. */
  22012. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  22013. /**
  22014. * Creates a new index buffer
  22015. * @param indices defines the indices to store in the index buffer
  22016. * @param totalVertices defines the total number of vertices (could be null)
  22017. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22018. */
  22019. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  22020. /**
  22021. * Return the total number of indices
  22022. * @returns the total number of indices
  22023. */
  22024. getTotalIndices(): number;
  22025. /**
  22026. * Gets the index buffer array
  22027. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22028. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22029. * @returns the index buffer array
  22030. */
  22031. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22032. /**
  22033. * Gets the index buffer
  22034. * @return the index buffer
  22035. */
  22036. getIndexBuffer(): Nullable<DataBuffer>;
  22037. /** @hidden */
  22038. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  22039. /**
  22040. * Release the associated resources for a specific mesh
  22041. * @param mesh defines the source mesh
  22042. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  22043. */
  22044. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  22045. /**
  22046. * Apply current geometry to a given mesh
  22047. * @param mesh defines the mesh to apply geometry to
  22048. */
  22049. applyToMesh(mesh: Mesh): void;
  22050. private _updateExtend;
  22051. private _applyToMesh;
  22052. private notifyUpdate;
  22053. /**
  22054. * Load the geometry if it was flagged as delay loaded
  22055. * @param scene defines the hosting scene
  22056. * @param onLoaded defines a callback called when the geometry is loaded
  22057. */
  22058. load(scene: Scene, onLoaded?: () => void): void;
  22059. private _queueLoad;
  22060. /**
  22061. * Invert the geometry to move from a right handed system to a left handed one.
  22062. */
  22063. toLeftHanded(): void;
  22064. /** @hidden */
  22065. _resetPointsArrayCache(): void;
  22066. /** @hidden */
  22067. _generatePointsArray(): boolean;
  22068. /**
  22069. * Gets a value indicating if the geometry is disposed
  22070. * @returns true if the geometry was disposed
  22071. */
  22072. isDisposed(): boolean;
  22073. private _disposeVertexArrayObjects;
  22074. /**
  22075. * Free all associated resources
  22076. */
  22077. dispose(): void;
  22078. /**
  22079. * Clone the current geometry into a new geometry
  22080. * @param id defines the unique ID of the new geometry
  22081. * @returns a new geometry object
  22082. */
  22083. copy(id: string): Geometry;
  22084. /**
  22085. * Serialize the current geometry info (and not the vertices data) into a JSON object
  22086. * @return a JSON representation of the current geometry data (without the vertices data)
  22087. */
  22088. serialize(): any;
  22089. private toNumberArray;
  22090. /**
  22091. * Serialize all vertices data into a JSON oject
  22092. * @returns a JSON representation of the current geometry data
  22093. */
  22094. serializeVerticeData(): any;
  22095. /**
  22096. * Extracts a clone of a mesh geometry
  22097. * @param mesh defines the source mesh
  22098. * @param id defines the unique ID of the new geometry object
  22099. * @returns the new geometry object
  22100. */
  22101. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  22102. /**
  22103. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  22104. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  22105. * Be aware Math.random() could cause collisions, but:
  22106. * "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"
  22107. * @returns a string containing a new GUID
  22108. */
  22109. static RandomId(): string;
  22110. /** @hidden */
  22111. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  22112. private static _CleanMatricesWeights;
  22113. /**
  22114. * Create a new geometry from persisted data (Using .babylon file format)
  22115. * @param parsedVertexData defines the persisted data
  22116. * @param scene defines the hosting scene
  22117. * @param rootUrl defines the root url to use to load assets (like delayed data)
  22118. * @returns the new geometry object
  22119. */
  22120. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  22121. }
  22122. }
  22123. declare module "babylonjs/Meshes/mesh.vertexData" {
  22124. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  22125. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  22126. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  22127. import { Geometry } from "babylonjs/Meshes/geometry";
  22128. import { Mesh } from "babylonjs/Meshes/mesh";
  22129. /**
  22130. * Define an interface for all classes that will get and set the data on vertices
  22131. */
  22132. export interface IGetSetVerticesData {
  22133. /**
  22134. * Gets a boolean indicating if specific vertex data is present
  22135. * @param kind defines the vertex data kind to use
  22136. * @returns true is data kind is present
  22137. */
  22138. isVerticesDataPresent(kind: string): boolean;
  22139. /**
  22140. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  22141. * @param kind defines the data kind (Position, normal, etc...)
  22142. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  22143. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22144. * @returns a float array containing vertex data
  22145. */
  22146. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  22147. /**
  22148. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  22149. * @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.
  22150. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  22151. * @returns the indices array or an empty array if the mesh has no geometry
  22152. */
  22153. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  22154. /**
  22155. * Set specific vertex data
  22156. * @param kind defines the data kind (Position, normal, etc...)
  22157. * @param data defines the vertex data to use
  22158. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  22159. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  22160. */
  22161. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  22162. /**
  22163. * Update a specific associated vertex buffer
  22164. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  22165. * - VertexBuffer.PositionKind
  22166. * - VertexBuffer.UVKind
  22167. * - VertexBuffer.UV2Kind
  22168. * - VertexBuffer.UV3Kind
  22169. * - VertexBuffer.UV4Kind
  22170. * - VertexBuffer.UV5Kind
  22171. * - VertexBuffer.UV6Kind
  22172. * - VertexBuffer.ColorKind
  22173. * - VertexBuffer.MatricesIndicesKind
  22174. * - VertexBuffer.MatricesIndicesExtraKind
  22175. * - VertexBuffer.MatricesWeightsKind
  22176. * - VertexBuffer.MatricesWeightsExtraKind
  22177. * @param data defines the data source
  22178. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  22179. * @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)
  22180. */
  22181. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  22182. /**
  22183. * Creates a new index buffer
  22184. * @param indices defines the indices to store in the index buffer
  22185. * @param totalVertices defines the total number of vertices (could be null)
  22186. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  22187. */
  22188. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  22189. }
  22190. /**
  22191. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  22192. */
  22193. export class VertexData {
  22194. /**
  22195. * Mesh side orientation : usually the external or front surface
  22196. */
  22197. static readonly FRONTSIDE: number;
  22198. /**
  22199. * Mesh side orientation : usually the internal or back surface
  22200. */
  22201. static readonly BACKSIDE: number;
  22202. /**
  22203. * Mesh side orientation : both internal and external or front and back surfaces
  22204. */
  22205. static readonly DOUBLESIDE: number;
  22206. /**
  22207. * Mesh side orientation : by default, `FRONTSIDE`
  22208. */
  22209. static readonly DEFAULTSIDE: number;
  22210. /**
  22211. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  22212. */
  22213. positions: Nullable<FloatArray>;
  22214. /**
  22215. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  22216. */
  22217. normals: Nullable<FloatArray>;
  22218. /**
  22219. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  22220. */
  22221. tangents: Nullable<FloatArray>;
  22222. /**
  22223. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22224. */
  22225. uvs: Nullable<FloatArray>;
  22226. /**
  22227. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22228. */
  22229. uvs2: Nullable<FloatArray>;
  22230. /**
  22231. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22232. */
  22233. uvs3: Nullable<FloatArray>;
  22234. /**
  22235. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22236. */
  22237. uvs4: Nullable<FloatArray>;
  22238. /**
  22239. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22240. */
  22241. uvs5: Nullable<FloatArray>;
  22242. /**
  22243. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  22244. */
  22245. uvs6: Nullable<FloatArray>;
  22246. /**
  22247. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  22248. */
  22249. colors: Nullable<FloatArray>;
  22250. /**
  22251. * 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).
  22252. */
  22253. matricesIndices: Nullable<FloatArray>;
  22254. /**
  22255. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  22256. */
  22257. matricesWeights: Nullable<FloatArray>;
  22258. /**
  22259. * An array extending the number of possible indices
  22260. */
  22261. matricesIndicesExtra: Nullable<FloatArray>;
  22262. /**
  22263. * An array extending the number of possible weights when the number of indices is extended
  22264. */
  22265. matricesWeightsExtra: Nullable<FloatArray>;
  22266. /**
  22267. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  22268. */
  22269. indices: Nullable<IndicesArray>;
  22270. /**
  22271. * Uses the passed data array to set the set the values for the specified kind of data
  22272. * @param data a linear array of floating numbers
  22273. * @param kind the type of data that is being set, eg positions, colors etc
  22274. */
  22275. set(data: FloatArray, kind: string): void;
  22276. /**
  22277. * Associates the vertexData to the passed Mesh.
  22278. * Sets it as updatable or not (default `false`)
  22279. * @param mesh the mesh the vertexData is applied to
  22280. * @param updatable when used and having the value true allows new data to update the vertexData
  22281. * @returns the VertexData
  22282. */
  22283. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  22284. /**
  22285. * Associates the vertexData to the passed Geometry.
  22286. * Sets it as updatable or not (default `false`)
  22287. * @param geometry the geometry the vertexData is applied to
  22288. * @param updatable when used and having the value true allows new data to update the vertexData
  22289. * @returns VertexData
  22290. */
  22291. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  22292. /**
  22293. * Updates the associated mesh
  22294. * @param mesh the mesh to be updated
  22295. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22296. * @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
  22297. * @returns VertexData
  22298. */
  22299. updateMesh(mesh: Mesh): VertexData;
  22300. /**
  22301. * Updates the associated geometry
  22302. * @param geometry the geometry to be updated
  22303. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  22304. * @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
  22305. * @returns VertexData.
  22306. */
  22307. updateGeometry(geometry: Geometry): VertexData;
  22308. private _applyTo;
  22309. private _update;
  22310. /**
  22311. * Transforms each position and each normal of the vertexData according to the passed Matrix
  22312. * @param matrix the transforming matrix
  22313. * @returns the VertexData
  22314. */
  22315. transform(matrix: Matrix): VertexData;
  22316. /**
  22317. * Merges the passed VertexData into the current one
  22318. * @param other the VertexData to be merged into the current one
  22319. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  22320. * @returns the modified VertexData
  22321. */
  22322. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  22323. private _mergeElement;
  22324. private _validate;
  22325. /**
  22326. * Serializes the VertexData
  22327. * @returns a serialized object
  22328. */
  22329. serialize(): any;
  22330. /**
  22331. * Extracts the vertexData from a mesh
  22332. * @param mesh the mesh from which to extract the VertexData
  22333. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  22334. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22335. * @returns the object VertexData associated to the passed mesh
  22336. */
  22337. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22338. /**
  22339. * Extracts the vertexData from the geometry
  22340. * @param geometry the geometry from which to extract the VertexData
  22341. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  22342. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  22343. * @returns the object VertexData associated to the passed mesh
  22344. */
  22345. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  22346. private static _ExtractFrom;
  22347. /**
  22348. * Creates the VertexData for a Ribbon
  22349. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  22350. * * pathArray array of paths, each of which an array of successive Vector3
  22351. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  22352. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  22353. * * 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
  22354. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22355. * * 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)
  22356. * * 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)
  22357. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  22358. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  22359. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  22360. * @returns the VertexData of the ribbon
  22361. */
  22362. static CreateRibbon(options: {
  22363. pathArray: Vector3[][];
  22364. closeArray?: boolean;
  22365. closePath?: boolean;
  22366. offset?: number;
  22367. sideOrientation?: number;
  22368. frontUVs?: Vector4;
  22369. backUVs?: Vector4;
  22370. invertUV?: boolean;
  22371. uvs?: Vector2[];
  22372. colors?: Color4[];
  22373. }): VertexData;
  22374. /**
  22375. * Creates the VertexData for a box
  22376. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22377. * * size sets the width, height and depth of the box to the value of size, optional default 1
  22378. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  22379. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  22380. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  22381. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22382. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22383. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22384. * * 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)
  22385. * * 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)
  22386. * @returns the VertexData of the box
  22387. */
  22388. static CreateBox(options: {
  22389. size?: number;
  22390. width?: number;
  22391. height?: number;
  22392. depth?: number;
  22393. faceUV?: Vector4[];
  22394. faceColors?: Color4[];
  22395. sideOrientation?: number;
  22396. frontUVs?: Vector4;
  22397. backUVs?: Vector4;
  22398. }): VertexData;
  22399. /**
  22400. * Creates the VertexData for a tiled box
  22401. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22402. * * faceTiles sets the pattern, tile size and number of tiles for a face
  22403. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  22404. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  22405. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22406. * @returns the VertexData of the box
  22407. */
  22408. static CreateTiledBox(options: {
  22409. pattern?: number;
  22410. width?: number;
  22411. height?: number;
  22412. depth?: number;
  22413. tileSize?: number;
  22414. tileWidth?: number;
  22415. tileHeight?: number;
  22416. alignHorizontal?: number;
  22417. alignVertical?: number;
  22418. faceUV?: Vector4[];
  22419. faceColors?: Color4[];
  22420. sideOrientation?: number;
  22421. }): VertexData;
  22422. /**
  22423. * Creates the VertexData for a tiled plane
  22424. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22425. * * pattern a limited pattern arrangement depending on the number
  22426. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  22427. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  22428. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  22429. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22430. * * 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)
  22431. * * 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)
  22432. * @returns the VertexData of the tiled plane
  22433. */
  22434. static CreateTiledPlane(options: {
  22435. pattern?: number;
  22436. tileSize?: number;
  22437. tileWidth?: number;
  22438. tileHeight?: number;
  22439. size?: number;
  22440. width?: number;
  22441. height?: number;
  22442. alignHorizontal?: number;
  22443. alignVertical?: number;
  22444. sideOrientation?: number;
  22445. frontUVs?: Vector4;
  22446. backUVs?: Vector4;
  22447. }): VertexData;
  22448. /**
  22449. * Creates the VertexData for an ellipsoid, defaults to a sphere
  22450. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22451. * * segments sets the number of horizontal strips optional, default 32
  22452. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  22453. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  22454. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  22455. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  22456. * * 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
  22457. * * 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
  22458. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22459. * * 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)
  22460. * * 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)
  22461. * @returns the VertexData of the ellipsoid
  22462. */
  22463. static CreateSphere(options: {
  22464. segments?: number;
  22465. diameter?: number;
  22466. diameterX?: number;
  22467. diameterY?: number;
  22468. diameterZ?: number;
  22469. arc?: number;
  22470. slice?: number;
  22471. sideOrientation?: number;
  22472. frontUVs?: Vector4;
  22473. backUVs?: Vector4;
  22474. }): VertexData;
  22475. /**
  22476. * Creates the VertexData for a cylinder, cone or prism
  22477. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22478. * * height sets the height (y direction) of the cylinder, optional, default 2
  22479. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  22480. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  22481. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  22482. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22483. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  22484. * * 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
  22485. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22486. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22487. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  22488. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  22489. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22490. * * 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)
  22491. * * 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)
  22492. * @returns the VertexData of the cylinder, cone or prism
  22493. */
  22494. static CreateCylinder(options: {
  22495. height?: number;
  22496. diameterTop?: number;
  22497. diameterBottom?: number;
  22498. diameter?: number;
  22499. tessellation?: number;
  22500. subdivisions?: number;
  22501. arc?: number;
  22502. faceColors?: Color4[];
  22503. faceUV?: Vector4[];
  22504. hasRings?: boolean;
  22505. enclose?: boolean;
  22506. sideOrientation?: number;
  22507. frontUVs?: Vector4;
  22508. backUVs?: Vector4;
  22509. }): VertexData;
  22510. /**
  22511. * Creates the VertexData for a torus
  22512. * @param options an object used to set the following optional parameters for the box, required but can be empty
  22513. * * diameter the diameter of the torus, optional default 1
  22514. * * thickness the diameter of the tube forming the torus, optional default 0.5
  22515. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  22516. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22517. * * 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)
  22518. * * 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)
  22519. * @returns the VertexData of the torus
  22520. */
  22521. static CreateTorus(options: {
  22522. diameter?: number;
  22523. thickness?: number;
  22524. tessellation?: number;
  22525. sideOrientation?: number;
  22526. frontUVs?: Vector4;
  22527. backUVs?: Vector4;
  22528. }): VertexData;
  22529. /**
  22530. * Creates the VertexData of the LineSystem
  22531. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  22532. * - lines an array of lines, each line being an array of successive Vector3
  22533. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  22534. * @returns the VertexData of the LineSystem
  22535. */
  22536. static CreateLineSystem(options: {
  22537. lines: Vector3[][];
  22538. colors?: Nullable<Color4[][]>;
  22539. }): VertexData;
  22540. /**
  22541. * Create the VertexData for a DashedLines
  22542. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  22543. * - points an array successive Vector3
  22544. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  22545. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  22546. * - dashNb the intended total number of dashes, optional, default 200
  22547. * @returns the VertexData for the DashedLines
  22548. */
  22549. static CreateDashedLines(options: {
  22550. points: Vector3[];
  22551. dashSize?: number;
  22552. gapSize?: number;
  22553. dashNb?: number;
  22554. }): VertexData;
  22555. /**
  22556. * Creates the VertexData for a Ground
  22557. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22558. * - width the width (x direction) of the ground, optional, default 1
  22559. * - height the height (z direction) of the ground, optional, default 1
  22560. * - subdivisions the number of subdivisions per side, optional, default 1
  22561. * @returns the VertexData of the Ground
  22562. */
  22563. static CreateGround(options: {
  22564. width?: number;
  22565. height?: number;
  22566. subdivisions?: number;
  22567. subdivisionsX?: number;
  22568. subdivisionsY?: number;
  22569. }): VertexData;
  22570. /**
  22571. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  22572. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  22573. * * xmin the ground minimum X coordinate, optional, default -1
  22574. * * zmin the ground minimum Z coordinate, optional, default -1
  22575. * * xmax the ground maximum X coordinate, optional, default 1
  22576. * * zmax the ground maximum Z coordinate, optional, default 1
  22577. * * 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}
  22578. * * 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}
  22579. * @returns the VertexData of the TiledGround
  22580. */
  22581. static CreateTiledGround(options: {
  22582. xmin: number;
  22583. zmin: number;
  22584. xmax: number;
  22585. zmax: number;
  22586. subdivisions?: {
  22587. w: number;
  22588. h: number;
  22589. };
  22590. precision?: {
  22591. w: number;
  22592. h: number;
  22593. };
  22594. }): VertexData;
  22595. /**
  22596. * Creates the VertexData of the Ground designed from a heightmap
  22597. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  22598. * * width the width (x direction) of the ground
  22599. * * height the height (z direction) of the ground
  22600. * * subdivisions the number of subdivisions per side
  22601. * * minHeight the minimum altitude on the ground, optional, default 0
  22602. * * maxHeight the maximum altitude on the ground, optional default 1
  22603. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  22604. * * buffer the array holding the image color data
  22605. * * bufferWidth the width of image
  22606. * * bufferHeight the height of image
  22607. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  22608. * @returns the VertexData of the Ground designed from a heightmap
  22609. */
  22610. static CreateGroundFromHeightMap(options: {
  22611. width: number;
  22612. height: number;
  22613. subdivisions: number;
  22614. minHeight: number;
  22615. maxHeight: number;
  22616. colorFilter: Color3;
  22617. buffer: Uint8Array;
  22618. bufferWidth: number;
  22619. bufferHeight: number;
  22620. alphaFilter: number;
  22621. }): VertexData;
  22622. /**
  22623. * Creates the VertexData for a Plane
  22624. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  22625. * * size sets the width and height of the plane to the value of size, optional default 1
  22626. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  22627. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  22628. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22629. * * 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)
  22630. * * 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)
  22631. * @returns the VertexData of the box
  22632. */
  22633. static CreatePlane(options: {
  22634. size?: number;
  22635. width?: number;
  22636. height?: number;
  22637. sideOrientation?: number;
  22638. frontUVs?: Vector4;
  22639. backUVs?: Vector4;
  22640. }): VertexData;
  22641. /**
  22642. * Creates the VertexData of the Disc or regular Polygon
  22643. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  22644. * * radius the radius of the disc, optional default 0.5
  22645. * * tessellation the number of polygon sides, optional, default 64
  22646. * * 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
  22647. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22648. * * 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)
  22649. * * 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)
  22650. * @returns the VertexData of the box
  22651. */
  22652. static CreateDisc(options: {
  22653. radius?: number;
  22654. tessellation?: number;
  22655. arc?: number;
  22656. sideOrientation?: number;
  22657. frontUVs?: Vector4;
  22658. backUVs?: Vector4;
  22659. }): VertexData;
  22660. /**
  22661. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  22662. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  22663. * @param polygon a mesh built from polygonTriangulation.build()
  22664. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22665. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22666. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22667. * @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)
  22668. * @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)
  22669. * @returns the VertexData of the Polygon
  22670. */
  22671. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  22672. /**
  22673. * Creates the VertexData of the IcoSphere
  22674. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  22675. * * radius the radius of the IcoSphere, optional default 1
  22676. * * radiusX allows stretching in the x direction, optional, default radius
  22677. * * radiusY allows stretching in the y direction, optional, default radius
  22678. * * radiusZ allows stretching in the z direction, optional, default radius
  22679. * * flat when true creates a flat shaded mesh, optional, default true
  22680. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22681. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22682. * * 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)
  22683. * * 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)
  22684. * @returns the VertexData of the IcoSphere
  22685. */
  22686. static CreateIcoSphere(options: {
  22687. radius?: number;
  22688. radiusX?: number;
  22689. radiusY?: number;
  22690. radiusZ?: number;
  22691. flat?: boolean;
  22692. subdivisions?: number;
  22693. sideOrientation?: number;
  22694. frontUVs?: Vector4;
  22695. backUVs?: Vector4;
  22696. }): VertexData;
  22697. /**
  22698. * Creates the VertexData for a Polyhedron
  22699. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  22700. * * type provided types are:
  22701. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  22702. * * 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)
  22703. * * size the size of the IcoSphere, optional default 1
  22704. * * sizeX allows stretching in the x direction, optional, default size
  22705. * * sizeY allows stretching in the y direction, optional, default size
  22706. * * sizeZ allows stretching in the z direction, optional, default size
  22707. * * 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
  22708. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  22709. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  22710. * * flat when true creates a flat shaded mesh, optional, default true
  22711. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  22712. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22713. * * 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)
  22714. * * 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)
  22715. * @returns the VertexData of the Polyhedron
  22716. */
  22717. static CreatePolyhedron(options: {
  22718. type?: number;
  22719. size?: number;
  22720. sizeX?: number;
  22721. sizeY?: number;
  22722. sizeZ?: number;
  22723. custom?: any;
  22724. faceUV?: Vector4[];
  22725. faceColors?: Color4[];
  22726. flat?: boolean;
  22727. sideOrientation?: number;
  22728. frontUVs?: Vector4;
  22729. backUVs?: Vector4;
  22730. }): VertexData;
  22731. /**
  22732. * Creates the VertexData for a TorusKnot
  22733. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  22734. * * radius the radius of the torus knot, optional, default 2
  22735. * * tube the thickness of the tube, optional, default 0.5
  22736. * * radialSegments the number of sides on each tube segments, optional, default 32
  22737. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  22738. * * p the number of windings around the z axis, optional, default 2
  22739. * * q the number of windings around the x axis, optional, default 3
  22740. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  22741. * * 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)
  22742. * * 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)
  22743. * @returns the VertexData of the Torus Knot
  22744. */
  22745. static CreateTorusKnot(options: {
  22746. radius?: number;
  22747. tube?: number;
  22748. radialSegments?: number;
  22749. tubularSegments?: number;
  22750. p?: number;
  22751. q?: number;
  22752. sideOrientation?: number;
  22753. frontUVs?: Vector4;
  22754. backUVs?: Vector4;
  22755. }): VertexData;
  22756. /**
  22757. * Compute normals for given positions and indices
  22758. * @param positions an array of vertex positions, [...., x, y, z, ......]
  22759. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  22760. * @param normals an array of vertex normals, [...., x, y, z, ......]
  22761. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  22762. * * facetNormals : optional array of facet normals (vector3)
  22763. * * facetPositions : optional array of facet positions (vector3)
  22764. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  22765. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  22766. * * bInfo : optional bounding info, required for facetPartitioning computation
  22767. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  22768. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  22769. * * useRightHandedSystem: optional boolean to for right handed system computation
  22770. * * depthSort : optional boolean to enable the facet depth sort computation
  22771. * * distanceTo : optional Vector3 to compute the facet depth from this location
  22772. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  22773. */
  22774. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  22775. facetNormals?: any;
  22776. facetPositions?: any;
  22777. facetPartitioning?: any;
  22778. ratio?: number;
  22779. bInfo?: any;
  22780. bbSize?: Vector3;
  22781. subDiv?: any;
  22782. useRightHandedSystem?: boolean;
  22783. depthSort?: boolean;
  22784. distanceTo?: Vector3;
  22785. depthSortedFacets?: any;
  22786. }): void;
  22787. /** @hidden */
  22788. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  22789. /**
  22790. * Applies VertexData created from the imported parameters to the geometry
  22791. * @param parsedVertexData the parsed data from an imported file
  22792. * @param geometry the geometry to apply the VertexData to
  22793. */
  22794. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  22795. }
  22796. }
  22797. declare module "babylonjs/Morph/morphTarget" {
  22798. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  22799. import { Observable } from "babylonjs/Misc/observable";
  22800. import { Nullable, FloatArray } from "babylonjs/types";
  22801. import { Scene } from "babylonjs/scene";
  22802. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  22803. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  22804. /**
  22805. * Defines a target to use with MorphTargetManager
  22806. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22807. */
  22808. export class MorphTarget implements IAnimatable {
  22809. /** defines the name of the target */
  22810. name: string;
  22811. /**
  22812. * Gets or sets the list of animations
  22813. */
  22814. animations: import("babylonjs/Animations/animation").Animation[];
  22815. private _scene;
  22816. private _positions;
  22817. private _normals;
  22818. private _tangents;
  22819. private _uvs;
  22820. private _influence;
  22821. private _uniqueId;
  22822. /**
  22823. * Observable raised when the influence changes
  22824. */
  22825. onInfluenceChanged: Observable<boolean>;
  22826. /** @hidden */
  22827. _onDataLayoutChanged: Observable<void>;
  22828. /**
  22829. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  22830. */
  22831. influence: number;
  22832. /**
  22833. * Gets or sets the id of the morph Target
  22834. */
  22835. id: string;
  22836. private _animationPropertiesOverride;
  22837. /**
  22838. * Gets or sets the animation properties override
  22839. */
  22840. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  22841. /**
  22842. * Creates a new MorphTarget
  22843. * @param name defines the name of the target
  22844. * @param influence defines the influence to use
  22845. * @param scene defines the scene the morphtarget belongs to
  22846. */
  22847. constructor(
  22848. /** defines the name of the target */
  22849. name: string, influence?: number, scene?: Nullable<Scene>);
  22850. /**
  22851. * Gets the unique ID of this manager
  22852. */
  22853. readonly uniqueId: number;
  22854. /**
  22855. * Gets a boolean defining if the target contains position data
  22856. */
  22857. readonly hasPositions: boolean;
  22858. /**
  22859. * Gets a boolean defining if the target contains normal data
  22860. */
  22861. readonly hasNormals: boolean;
  22862. /**
  22863. * Gets a boolean defining if the target contains tangent data
  22864. */
  22865. readonly hasTangents: boolean;
  22866. /**
  22867. * Gets a boolean defining if the target contains texture coordinates data
  22868. */
  22869. readonly hasUVs: boolean;
  22870. /**
  22871. * Affects position data to this target
  22872. * @param data defines the position data to use
  22873. */
  22874. setPositions(data: Nullable<FloatArray>): void;
  22875. /**
  22876. * Gets the position data stored in this target
  22877. * @returns a FloatArray containing the position data (or null if not present)
  22878. */
  22879. getPositions(): Nullable<FloatArray>;
  22880. /**
  22881. * Affects normal data to this target
  22882. * @param data defines the normal data to use
  22883. */
  22884. setNormals(data: Nullable<FloatArray>): void;
  22885. /**
  22886. * Gets the normal data stored in this target
  22887. * @returns a FloatArray containing the normal data (or null if not present)
  22888. */
  22889. getNormals(): Nullable<FloatArray>;
  22890. /**
  22891. * Affects tangent data to this target
  22892. * @param data defines the tangent data to use
  22893. */
  22894. setTangents(data: Nullable<FloatArray>): void;
  22895. /**
  22896. * Gets the tangent data stored in this target
  22897. * @returns a FloatArray containing the tangent data (or null if not present)
  22898. */
  22899. getTangents(): Nullable<FloatArray>;
  22900. /**
  22901. * Affects texture coordinates data to this target
  22902. * @param data defines the texture coordinates data to use
  22903. */
  22904. setUVs(data: Nullable<FloatArray>): void;
  22905. /**
  22906. * Gets the texture coordinates data stored in this target
  22907. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  22908. */
  22909. getUVs(): Nullable<FloatArray>;
  22910. /**
  22911. * Clone the current target
  22912. * @returns a new MorphTarget
  22913. */
  22914. clone(): MorphTarget;
  22915. /**
  22916. * Serializes the current target into a Serialization object
  22917. * @returns the serialized object
  22918. */
  22919. serialize(): any;
  22920. /**
  22921. * Returns the string "MorphTarget"
  22922. * @returns "MorphTarget"
  22923. */
  22924. getClassName(): string;
  22925. /**
  22926. * Creates a new target from serialized data
  22927. * @param serializationObject defines the serialized data to use
  22928. * @returns a new MorphTarget
  22929. */
  22930. static Parse(serializationObject: any): MorphTarget;
  22931. /**
  22932. * Creates a MorphTarget from mesh data
  22933. * @param mesh defines the source mesh
  22934. * @param name defines the name to use for the new target
  22935. * @param influence defines the influence to attach to the target
  22936. * @returns a new MorphTarget
  22937. */
  22938. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  22939. }
  22940. }
  22941. declare module "babylonjs/Morph/morphTargetManager" {
  22942. import { Nullable } from "babylonjs/types";
  22943. import { Scene } from "babylonjs/scene";
  22944. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  22945. /**
  22946. * This class is used to deform meshes using morphing between different targets
  22947. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  22948. */
  22949. export class MorphTargetManager {
  22950. private _targets;
  22951. private _targetInfluenceChangedObservers;
  22952. private _targetDataLayoutChangedObservers;
  22953. private _activeTargets;
  22954. private _scene;
  22955. private _influences;
  22956. private _supportsNormals;
  22957. private _supportsTangents;
  22958. private _supportsUVs;
  22959. private _vertexCount;
  22960. private _uniqueId;
  22961. private _tempInfluences;
  22962. /**
  22963. * Gets or sets a boolean indicating if normals must be morphed
  22964. */
  22965. enableNormalMorphing: boolean;
  22966. /**
  22967. * Gets or sets a boolean indicating if tangents must be morphed
  22968. */
  22969. enableTangentMorphing: boolean;
  22970. /**
  22971. * Gets or sets a boolean indicating if UV must be morphed
  22972. */
  22973. enableUVMorphing: boolean;
  22974. /**
  22975. * Creates a new MorphTargetManager
  22976. * @param scene defines the current scene
  22977. */
  22978. constructor(scene?: Nullable<Scene>);
  22979. /**
  22980. * Gets the unique ID of this manager
  22981. */
  22982. readonly uniqueId: number;
  22983. /**
  22984. * Gets the number of vertices handled by this manager
  22985. */
  22986. readonly vertexCount: number;
  22987. /**
  22988. * Gets a boolean indicating if this manager supports morphing of normals
  22989. */
  22990. readonly supportsNormals: boolean;
  22991. /**
  22992. * Gets a boolean indicating if this manager supports morphing of tangents
  22993. */
  22994. readonly supportsTangents: boolean;
  22995. /**
  22996. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  22997. */
  22998. readonly supportsUVs: boolean;
  22999. /**
  23000. * Gets the number of targets stored in this manager
  23001. */
  23002. readonly numTargets: number;
  23003. /**
  23004. * Gets the number of influencers (ie. the number of targets with influences > 0)
  23005. */
  23006. readonly numInfluencers: number;
  23007. /**
  23008. * Gets the list of influences (one per target)
  23009. */
  23010. readonly influences: Float32Array;
  23011. /**
  23012. * Gets the active target at specified index. An active target is a target with an influence > 0
  23013. * @param index defines the index to check
  23014. * @returns the requested target
  23015. */
  23016. getActiveTarget(index: number): MorphTarget;
  23017. /**
  23018. * Gets the target at specified index
  23019. * @param index defines the index to check
  23020. * @returns the requested target
  23021. */
  23022. getTarget(index: number): MorphTarget;
  23023. /**
  23024. * Add a new target to this manager
  23025. * @param target defines the target to add
  23026. */
  23027. addTarget(target: MorphTarget): void;
  23028. /**
  23029. * Removes a target from the manager
  23030. * @param target defines the target to remove
  23031. */
  23032. removeTarget(target: MorphTarget): void;
  23033. /**
  23034. * Clone the current manager
  23035. * @returns a new MorphTargetManager
  23036. */
  23037. clone(): MorphTargetManager;
  23038. /**
  23039. * Serializes the current manager into a Serialization object
  23040. * @returns the serialized object
  23041. */
  23042. serialize(): any;
  23043. private _syncActiveTargets;
  23044. /**
  23045. * Syncrhonize the targets with all the meshes using this morph target manager
  23046. */
  23047. synchronize(): void;
  23048. /**
  23049. * Creates a new MorphTargetManager from serialized data
  23050. * @param serializationObject defines the serialized data
  23051. * @param scene defines the hosting scene
  23052. * @returns the new MorphTargetManager
  23053. */
  23054. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  23055. }
  23056. }
  23057. declare module "babylonjs/Meshes/meshLODLevel" {
  23058. import { Mesh } from "babylonjs/Meshes/mesh";
  23059. import { Nullable } from "babylonjs/types";
  23060. /**
  23061. * Class used to represent a specific level of detail of a mesh
  23062. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  23063. */
  23064. export class MeshLODLevel {
  23065. /** Defines the distance where this level should start being displayed */
  23066. distance: number;
  23067. /** Defines the mesh to use to render this level */
  23068. mesh: Nullable<Mesh>;
  23069. /**
  23070. * Creates a new LOD level
  23071. * @param distance defines the distance where this level should star being displayed
  23072. * @param mesh defines the mesh to use to render this level
  23073. */
  23074. constructor(
  23075. /** Defines the distance where this level should start being displayed */
  23076. distance: number,
  23077. /** Defines the mesh to use to render this level */
  23078. mesh: Nullable<Mesh>);
  23079. }
  23080. }
  23081. declare module "babylonjs/Meshes/groundMesh" {
  23082. import { Scene } from "babylonjs/scene";
  23083. import { Vector3 } from "babylonjs/Maths/math.vector";
  23084. import { Mesh } from "babylonjs/Meshes/mesh";
  23085. /**
  23086. * Mesh representing the gorund
  23087. */
  23088. export class GroundMesh extends Mesh {
  23089. /** If octree should be generated */
  23090. generateOctree: boolean;
  23091. private _heightQuads;
  23092. /** @hidden */
  23093. _subdivisionsX: number;
  23094. /** @hidden */
  23095. _subdivisionsY: number;
  23096. /** @hidden */
  23097. _width: number;
  23098. /** @hidden */
  23099. _height: number;
  23100. /** @hidden */
  23101. _minX: number;
  23102. /** @hidden */
  23103. _maxX: number;
  23104. /** @hidden */
  23105. _minZ: number;
  23106. /** @hidden */
  23107. _maxZ: number;
  23108. constructor(name: string, scene: Scene);
  23109. /**
  23110. * "GroundMesh"
  23111. * @returns "GroundMesh"
  23112. */
  23113. getClassName(): string;
  23114. /**
  23115. * The minimum of x and y subdivisions
  23116. */
  23117. readonly subdivisions: number;
  23118. /**
  23119. * X subdivisions
  23120. */
  23121. readonly subdivisionsX: number;
  23122. /**
  23123. * Y subdivisions
  23124. */
  23125. readonly subdivisionsY: number;
  23126. /**
  23127. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  23128. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  23129. * @param chunksCount the number of subdivisions for x and y
  23130. * @param octreeBlocksSize (Default: 32)
  23131. */
  23132. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  23133. /**
  23134. * Returns a height (y) value in the Worl system :
  23135. * the ground altitude at the coordinates (x, z) expressed in the World system.
  23136. * @param x x coordinate
  23137. * @param z z coordinate
  23138. * @returns the ground y position if (x, z) are outside the ground surface.
  23139. */
  23140. getHeightAtCoordinates(x: number, z: number): number;
  23141. /**
  23142. * Returns a normalized vector (Vector3) orthogonal to the ground
  23143. * at the ground coordinates (x, z) expressed in the World system.
  23144. * @param x x coordinate
  23145. * @param z z coordinate
  23146. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  23147. */
  23148. getNormalAtCoordinates(x: number, z: number): Vector3;
  23149. /**
  23150. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  23151. * at the ground coordinates (x, z) expressed in the World system.
  23152. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  23153. * @param x x coordinate
  23154. * @param z z coordinate
  23155. * @param ref vector to store the result
  23156. * @returns the GroundMesh.
  23157. */
  23158. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  23159. /**
  23160. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  23161. * if the ground has been updated.
  23162. * This can be used in the render loop.
  23163. * @returns the GroundMesh.
  23164. */
  23165. updateCoordinateHeights(): GroundMesh;
  23166. private _getFacetAt;
  23167. private _initHeightQuads;
  23168. private _computeHeightQuads;
  23169. /**
  23170. * Serializes this ground mesh
  23171. * @param serializationObject object to write serialization to
  23172. */
  23173. serialize(serializationObject: any): void;
  23174. /**
  23175. * Parses a serialized ground mesh
  23176. * @param parsedMesh the serialized mesh
  23177. * @param scene the scene to create the ground mesh in
  23178. * @returns the created ground mesh
  23179. */
  23180. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  23181. }
  23182. }
  23183. declare module "babylonjs/Physics/physicsJoint" {
  23184. import { Vector3 } from "babylonjs/Maths/math.vector";
  23185. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  23186. /**
  23187. * Interface for Physics-Joint data
  23188. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23189. */
  23190. export interface PhysicsJointData {
  23191. /**
  23192. * The main pivot of the joint
  23193. */
  23194. mainPivot?: Vector3;
  23195. /**
  23196. * The connected pivot of the joint
  23197. */
  23198. connectedPivot?: Vector3;
  23199. /**
  23200. * The main axis of the joint
  23201. */
  23202. mainAxis?: Vector3;
  23203. /**
  23204. * The connected axis of the joint
  23205. */
  23206. connectedAxis?: Vector3;
  23207. /**
  23208. * The collision of the joint
  23209. */
  23210. collision?: boolean;
  23211. /**
  23212. * Native Oimo/Cannon/Energy data
  23213. */
  23214. nativeParams?: any;
  23215. }
  23216. /**
  23217. * This is a holder class for the physics joint created by the physics plugin
  23218. * It holds a set of functions to control the underlying joint
  23219. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23220. */
  23221. export class PhysicsJoint {
  23222. /**
  23223. * The type of the physics joint
  23224. */
  23225. type: number;
  23226. /**
  23227. * The data for the physics joint
  23228. */
  23229. jointData: PhysicsJointData;
  23230. private _physicsJoint;
  23231. protected _physicsPlugin: IPhysicsEnginePlugin;
  23232. /**
  23233. * Initializes the physics joint
  23234. * @param type The type of the physics joint
  23235. * @param jointData The data for the physics joint
  23236. */
  23237. constructor(
  23238. /**
  23239. * The type of the physics joint
  23240. */
  23241. type: number,
  23242. /**
  23243. * The data for the physics joint
  23244. */
  23245. jointData: PhysicsJointData);
  23246. /**
  23247. * Gets the physics joint
  23248. */
  23249. /**
  23250. * Sets the physics joint
  23251. */
  23252. physicsJoint: any;
  23253. /**
  23254. * Sets the physics plugin
  23255. */
  23256. physicsPlugin: IPhysicsEnginePlugin;
  23257. /**
  23258. * Execute a function that is physics-plugin specific.
  23259. * @param {Function} func the function that will be executed.
  23260. * It accepts two parameters: the physics world and the physics joint
  23261. */
  23262. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  23263. /**
  23264. * Distance-Joint type
  23265. */
  23266. static DistanceJoint: number;
  23267. /**
  23268. * Hinge-Joint type
  23269. */
  23270. static HingeJoint: number;
  23271. /**
  23272. * Ball-and-Socket joint type
  23273. */
  23274. static BallAndSocketJoint: number;
  23275. /**
  23276. * Wheel-Joint type
  23277. */
  23278. static WheelJoint: number;
  23279. /**
  23280. * Slider-Joint type
  23281. */
  23282. static SliderJoint: number;
  23283. /**
  23284. * Prismatic-Joint type
  23285. */
  23286. static PrismaticJoint: number;
  23287. /**
  23288. * Universal-Joint type
  23289. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  23290. */
  23291. static UniversalJoint: number;
  23292. /**
  23293. * Hinge-Joint 2 type
  23294. */
  23295. static Hinge2Joint: number;
  23296. /**
  23297. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  23298. */
  23299. static PointToPointJoint: number;
  23300. /**
  23301. * Spring-Joint type
  23302. */
  23303. static SpringJoint: number;
  23304. /**
  23305. * Lock-Joint type
  23306. */
  23307. static LockJoint: number;
  23308. }
  23309. /**
  23310. * A class representing a physics distance joint
  23311. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23312. */
  23313. export class DistanceJoint extends PhysicsJoint {
  23314. /**
  23315. *
  23316. * @param jointData The data for the Distance-Joint
  23317. */
  23318. constructor(jointData: DistanceJointData);
  23319. /**
  23320. * Update the predefined distance.
  23321. * @param maxDistance The maximum preferred distance
  23322. * @param minDistance The minimum preferred distance
  23323. */
  23324. updateDistance(maxDistance: number, minDistance?: number): void;
  23325. }
  23326. /**
  23327. * Represents a Motor-Enabled Joint
  23328. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23329. */
  23330. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  23331. /**
  23332. * Initializes the Motor-Enabled Joint
  23333. * @param type The type of the joint
  23334. * @param jointData The physica joint data for the joint
  23335. */
  23336. constructor(type: number, jointData: PhysicsJointData);
  23337. /**
  23338. * Set the motor values.
  23339. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23340. * @param force the force to apply
  23341. * @param maxForce max force for this motor.
  23342. */
  23343. setMotor(force?: number, maxForce?: number): void;
  23344. /**
  23345. * Set the motor's limits.
  23346. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23347. * @param upperLimit The upper limit of the motor
  23348. * @param lowerLimit The lower limit of the motor
  23349. */
  23350. setLimit(upperLimit: number, lowerLimit?: number): void;
  23351. }
  23352. /**
  23353. * This class represents a single physics Hinge-Joint
  23354. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23355. */
  23356. export class HingeJoint extends MotorEnabledJoint {
  23357. /**
  23358. * Initializes the Hinge-Joint
  23359. * @param jointData The joint data for the Hinge-Joint
  23360. */
  23361. constructor(jointData: PhysicsJointData);
  23362. /**
  23363. * Set the motor values.
  23364. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23365. * @param {number} force the force to apply
  23366. * @param {number} maxForce max force for this motor.
  23367. */
  23368. setMotor(force?: number, maxForce?: number): void;
  23369. /**
  23370. * Set the motor's limits.
  23371. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23372. * @param upperLimit The upper limit of the motor
  23373. * @param lowerLimit The lower limit of the motor
  23374. */
  23375. setLimit(upperLimit: number, lowerLimit?: number): void;
  23376. }
  23377. /**
  23378. * This class represents a dual hinge physics joint (same as wheel joint)
  23379. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23380. */
  23381. export class Hinge2Joint extends MotorEnabledJoint {
  23382. /**
  23383. * Initializes the Hinge2-Joint
  23384. * @param jointData The joint data for the Hinge2-Joint
  23385. */
  23386. constructor(jointData: PhysicsJointData);
  23387. /**
  23388. * Set the motor values.
  23389. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23390. * @param {number} targetSpeed the speed the motor is to reach
  23391. * @param {number} maxForce max force for this motor.
  23392. * @param {motorIndex} the motor's index, 0 or 1.
  23393. */
  23394. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  23395. /**
  23396. * Set the motor limits.
  23397. * Attention, this function is plugin specific. Engines won't react 100% the same.
  23398. * @param {number} upperLimit the upper limit
  23399. * @param {number} lowerLimit lower limit
  23400. * @param {motorIndex} the motor's index, 0 or 1.
  23401. */
  23402. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23403. }
  23404. /**
  23405. * Interface for a motor enabled joint
  23406. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23407. */
  23408. export interface IMotorEnabledJoint {
  23409. /**
  23410. * Physics joint
  23411. */
  23412. physicsJoint: any;
  23413. /**
  23414. * Sets the motor of the motor-enabled joint
  23415. * @param force The force of the motor
  23416. * @param maxForce The maximum force of the motor
  23417. * @param motorIndex The index of the motor
  23418. */
  23419. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  23420. /**
  23421. * Sets the limit of the motor
  23422. * @param upperLimit The upper limit of the motor
  23423. * @param lowerLimit The lower limit of the motor
  23424. * @param motorIndex The index of the motor
  23425. */
  23426. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23427. }
  23428. /**
  23429. * Joint data for a Distance-Joint
  23430. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23431. */
  23432. export interface DistanceJointData extends PhysicsJointData {
  23433. /**
  23434. * Max distance the 2 joint objects can be apart
  23435. */
  23436. maxDistance: number;
  23437. }
  23438. /**
  23439. * Joint data from a spring joint
  23440. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23441. */
  23442. export interface SpringJointData extends PhysicsJointData {
  23443. /**
  23444. * Length of the spring
  23445. */
  23446. length: number;
  23447. /**
  23448. * Stiffness of the spring
  23449. */
  23450. stiffness: number;
  23451. /**
  23452. * Damping of the spring
  23453. */
  23454. damping: number;
  23455. /** this callback will be called when applying the force to the impostors. */
  23456. forceApplicationCallback: () => void;
  23457. }
  23458. }
  23459. declare module "babylonjs/Physics/physicsRaycastResult" {
  23460. import { Vector3 } from "babylonjs/Maths/math.vector";
  23461. /**
  23462. * Holds the data for the raycast result
  23463. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23464. */
  23465. export class PhysicsRaycastResult {
  23466. private _hasHit;
  23467. private _hitDistance;
  23468. private _hitNormalWorld;
  23469. private _hitPointWorld;
  23470. private _rayFromWorld;
  23471. private _rayToWorld;
  23472. /**
  23473. * Gets if there was a hit
  23474. */
  23475. readonly hasHit: boolean;
  23476. /**
  23477. * Gets the distance from the hit
  23478. */
  23479. readonly hitDistance: number;
  23480. /**
  23481. * Gets the hit normal/direction in the world
  23482. */
  23483. readonly hitNormalWorld: Vector3;
  23484. /**
  23485. * Gets the hit point in the world
  23486. */
  23487. readonly hitPointWorld: Vector3;
  23488. /**
  23489. * Gets the ray "start point" of the ray in the world
  23490. */
  23491. readonly rayFromWorld: Vector3;
  23492. /**
  23493. * Gets the ray "end point" of the ray in the world
  23494. */
  23495. readonly rayToWorld: Vector3;
  23496. /**
  23497. * Sets the hit data (normal & point in world space)
  23498. * @param hitNormalWorld defines the normal in world space
  23499. * @param hitPointWorld defines the point in world space
  23500. */
  23501. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  23502. /**
  23503. * Sets the distance from the start point to the hit point
  23504. * @param distance
  23505. */
  23506. setHitDistance(distance: number): void;
  23507. /**
  23508. * Calculates the distance manually
  23509. */
  23510. calculateHitDistance(): void;
  23511. /**
  23512. * Resets all the values to default
  23513. * @param from The from point on world space
  23514. * @param to The to point on world space
  23515. */
  23516. reset(from?: Vector3, to?: Vector3): void;
  23517. }
  23518. /**
  23519. * Interface for the size containing width and height
  23520. */
  23521. interface IXYZ {
  23522. /**
  23523. * X
  23524. */
  23525. x: number;
  23526. /**
  23527. * Y
  23528. */
  23529. y: number;
  23530. /**
  23531. * Z
  23532. */
  23533. z: number;
  23534. }
  23535. }
  23536. declare module "babylonjs/Physics/IPhysicsEngine" {
  23537. import { Nullable } from "babylonjs/types";
  23538. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  23539. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23540. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  23541. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  23542. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  23543. /**
  23544. * Interface used to describe a physics joint
  23545. */
  23546. export interface PhysicsImpostorJoint {
  23547. /** Defines the main impostor to which the joint is linked */
  23548. mainImpostor: PhysicsImpostor;
  23549. /** Defines the impostor that is connected to the main impostor using this joint */
  23550. connectedImpostor: PhysicsImpostor;
  23551. /** Defines the joint itself */
  23552. joint: PhysicsJoint;
  23553. }
  23554. /** @hidden */
  23555. export interface IPhysicsEnginePlugin {
  23556. world: any;
  23557. name: string;
  23558. setGravity(gravity: Vector3): void;
  23559. setTimeStep(timeStep: number): void;
  23560. getTimeStep(): number;
  23561. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  23562. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23563. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  23564. generatePhysicsBody(impostor: PhysicsImpostor): void;
  23565. removePhysicsBody(impostor: PhysicsImpostor): void;
  23566. generateJoint(joint: PhysicsImpostorJoint): void;
  23567. removeJoint(joint: PhysicsImpostorJoint): void;
  23568. isSupported(): boolean;
  23569. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  23570. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  23571. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23572. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  23573. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23574. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  23575. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  23576. getBodyMass(impostor: PhysicsImpostor): number;
  23577. getBodyFriction(impostor: PhysicsImpostor): number;
  23578. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  23579. getBodyRestitution(impostor: PhysicsImpostor): number;
  23580. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  23581. getBodyPressure?(impostor: PhysicsImpostor): number;
  23582. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  23583. getBodyStiffness?(impostor: PhysicsImpostor): number;
  23584. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  23585. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  23586. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  23587. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  23588. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  23589. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23590. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  23591. sleepBody(impostor: PhysicsImpostor): void;
  23592. wakeUpBody(impostor: PhysicsImpostor): void;
  23593. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23594. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  23595. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  23596. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  23597. getRadius(impostor: PhysicsImpostor): number;
  23598. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  23599. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  23600. dispose(): void;
  23601. }
  23602. /**
  23603. * Interface used to define a physics engine
  23604. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  23605. */
  23606. export interface IPhysicsEngine {
  23607. /**
  23608. * Gets the gravity vector used by the simulation
  23609. */
  23610. gravity: Vector3;
  23611. /**
  23612. * Sets the gravity vector used by the simulation
  23613. * @param gravity defines the gravity vector to use
  23614. */
  23615. setGravity(gravity: Vector3): void;
  23616. /**
  23617. * Set the time step of the physics engine.
  23618. * Default is 1/60.
  23619. * To slow it down, enter 1/600 for example.
  23620. * To speed it up, 1/30
  23621. * @param newTimeStep the new timestep to apply to this world.
  23622. */
  23623. setTimeStep(newTimeStep: number): void;
  23624. /**
  23625. * Get the time step of the physics engine.
  23626. * @returns the current time step
  23627. */
  23628. getTimeStep(): number;
  23629. /**
  23630. * Release all resources
  23631. */
  23632. dispose(): void;
  23633. /**
  23634. * Gets the name of the current physics plugin
  23635. * @returns the name of the plugin
  23636. */
  23637. getPhysicsPluginName(): string;
  23638. /**
  23639. * Adding a new impostor for the impostor tracking.
  23640. * This will be done by the impostor itself.
  23641. * @param impostor the impostor to add
  23642. */
  23643. addImpostor(impostor: PhysicsImpostor): void;
  23644. /**
  23645. * Remove an impostor from the engine.
  23646. * This impostor and its mesh will not longer be updated by the physics engine.
  23647. * @param impostor the impostor to remove
  23648. */
  23649. removeImpostor(impostor: PhysicsImpostor): void;
  23650. /**
  23651. * Add a joint to the physics engine
  23652. * @param mainImpostor defines the main impostor to which the joint is added.
  23653. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  23654. * @param joint defines the joint that will connect both impostors.
  23655. */
  23656. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23657. /**
  23658. * Removes a joint from the simulation
  23659. * @param mainImpostor defines the impostor used with the joint
  23660. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  23661. * @param joint defines the joint to remove
  23662. */
  23663. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  23664. /**
  23665. * Gets the current plugin used to run the simulation
  23666. * @returns current plugin
  23667. */
  23668. getPhysicsPlugin(): IPhysicsEnginePlugin;
  23669. /**
  23670. * Gets the list of physic impostors
  23671. * @returns an array of PhysicsImpostor
  23672. */
  23673. getImpostors(): Array<PhysicsImpostor>;
  23674. /**
  23675. * Gets the impostor for a physics enabled object
  23676. * @param object defines the object impersonated by the impostor
  23677. * @returns the PhysicsImpostor or null if not found
  23678. */
  23679. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  23680. /**
  23681. * Gets the impostor for a physics body object
  23682. * @param body defines physics body used by the impostor
  23683. * @returns the PhysicsImpostor or null if not found
  23684. */
  23685. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  23686. /**
  23687. * Does a raycast in the physics world
  23688. * @param from when should the ray start?
  23689. * @param to when should the ray end?
  23690. * @returns PhysicsRaycastResult
  23691. */
  23692. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  23693. /**
  23694. * Called by the scene. No need to call it.
  23695. * @param delta defines the timespam between frames
  23696. */
  23697. _step(delta: number): void;
  23698. }
  23699. }
  23700. declare module "babylonjs/Physics/physicsImpostor" {
  23701. import { Nullable, IndicesArray } from "babylonjs/types";
  23702. import { Vector3, Matrix, Quaternion } from "babylonjs/Maths/math.vector";
  23703. import { TransformNode } from "babylonjs/Meshes/transformNode";
  23704. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  23705. import { Scene } from "babylonjs/scene";
  23706. import { Bone } from "babylonjs/Bones/bone";
  23707. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  23708. import { PhysicsJoint, PhysicsJointData } from "babylonjs/Physics/physicsJoint";
  23709. import { Space } from "babylonjs/Maths/math.axis";
  23710. /**
  23711. * The interface for the physics imposter parameters
  23712. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23713. */
  23714. export interface PhysicsImpostorParameters {
  23715. /**
  23716. * The mass of the physics imposter
  23717. */
  23718. mass: number;
  23719. /**
  23720. * The friction of the physics imposter
  23721. */
  23722. friction?: number;
  23723. /**
  23724. * The coefficient of restitution of the physics imposter
  23725. */
  23726. restitution?: number;
  23727. /**
  23728. * The native options of the physics imposter
  23729. */
  23730. nativeOptions?: any;
  23731. /**
  23732. * Specifies if the parent should be ignored
  23733. */
  23734. ignoreParent?: boolean;
  23735. /**
  23736. * Specifies if bi-directional transformations should be disabled
  23737. */
  23738. disableBidirectionalTransformation?: boolean;
  23739. /**
  23740. * The pressure inside the physics imposter, soft object only
  23741. */
  23742. pressure?: number;
  23743. /**
  23744. * The stiffness the physics imposter, soft object only
  23745. */
  23746. stiffness?: number;
  23747. /**
  23748. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  23749. */
  23750. velocityIterations?: number;
  23751. /**
  23752. * The number of iterations used in maintaining consistent vertex positions, soft object only
  23753. */
  23754. positionIterations?: number;
  23755. /**
  23756. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  23757. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  23758. * Add to fix multiple points
  23759. */
  23760. fixedPoints?: number;
  23761. /**
  23762. * The collision margin around a soft object
  23763. */
  23764. margin?: number;
  23765. /**
  23766. * The collision margin around a soft object
  23767. */
  23768. damping?: number;
  23769. /**
  23770. * The path for a rope based on an extrusion
  23771. */
  23772. path?: any;
  23773. /**
  23774. * The shape of an extrusion used for a rope based on an extrusion
  23775. */
  23776. shape?: any;
  23777. }
  23778. /**
  23779. * Interface for a physics-enabled object
  23780. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23781. */
  23782. export interface IPhysicsEnabledObject {
  23783. /**
  23784. * The position of the physics-enabled object
  23785. */
  23786. position: Vector3;
  23787. /**
  23788. * The rotation of the physics-enabled object
  23789. */
  23790. rotationQuaternion: Nullable<Quaternion>;
  23791. /**
  23792. * The scale of the physics-enabled object
  23793. */
  23794. scaling: Vector3;
  23795. /**
  23796. * The rotation of the physics-enabled object
  23797. */
  23798. rotation?: Vector3;
  23799. /**
  23800. * The parent of the physics-enabled object
  23801. */
  23802. parent?: any;
  23803. /**
  23804. * The bounding info of the physics-enabled object
  23805. * @returns The bounding info of the physics-enabled object
  23806. */
  23807. getBoundingInfo(): BoundingInfo;
  23808. /**
  23809. * Computes the world matrix
  23810. * @param force Specifies if the world matrix should be computed by force
  23811. * @returns A world matrix
  23812. */
  23813. computeWorldMatrix(force: boolean): Matrix;
  23814. /**
  23815. * Gets the world matrix
  23816. * @returns A world matrix
  23817. */
  23818. getWorldMatrix?(): Matrix;
  23819. /**
  23820. * Gets the child meshes
  23821. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  23822. * @returns An array of abstract meshes
  23823. */
  23824. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  23825. /**
  23826. * Gets the vertex data
  23827. * @param kind The type of vertex data
  23828. * @returns A nullable array of numbers, or a float32 array
  23829. */
  23830. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  23831. /**
  23832. * Gets the indices from the mesh
  23833. * @returns A nullable array of index arrays
  23834. */
  23835. getIndices?(): Nullable<IndicesArray>;
  23836. /**
  23837. * Gets the scene from the mesh
  23838. * @returns the indices array or null
  23839. */
  23840. getScene?(): Scene;
  23841. /**
  23842. * Gets the absolute position from the mesh
  23843. * @returns the absolute position
  23844. */
  23845. getAbsolutePosition(): Vector3;
  23846. /**
  23847. * Gets the absolute pivot point from the mesh
  23848. * @returns the absolute pivot point
  23849. */
  23850. getAbsolutePivotPoint(): Vector3;
  23851. /**
  23852. * Rotates the mesh
  23853. * @param axis The axis of rotation
  23854. * @param amount The amount of rotation
  23855. * @param space The space of the rotation
  23856. * @returns The rotation transform node
  23857. */
  23858. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  23859. /**
  23860. * Translates the mesh
  23861. * @param axis The axis of translation
  23862. * @param distance The distance of translation
  23863. * @param space The space of the translation
  23864. * @returns The transform node
  23865. */
  23866. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  23867. /**
  23868. * Sets the absolute position of the mesh
  23869. * @param absolutePosition The absolute position of the mesh
  23870. * @returns The transform node
  23871. */
  23872. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  23873. /**
  23874. * Gets the class name of the mesh
  23875. * @returns The class name
  23876. */
  23877. getClassName(): string;
  23878. }
  23879. /**
  23880. * Represents a physics imposter
  23881. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  23882. */
  23883. export class PhysicsImpostor {
  23884. /**
  23885. * The physics-enabled object used as the physics imposter
  23886. */
  23887. object: IPhysicsEnabledObject;
  23888. /**
  23889. * The type of the physics imposter
  23890. */
  23891. type: number;
  23892. private _options;
  23893. private _scene?;
  23894. /**
  23895. * The default object size of the imposter
  23896. */
  23897. static DEFAULT_OBJECT_SIZE: Vector3;
  23898. /**
  23899. * The identity quaternion of the imposter
  23900. */
  23901. static IDENTITY_QUATERNION: Quaternion;
  23902. /** @hidden */
  23903. _pluginData: any;
  23904. private _physicsEngine;
  23905. private _physicsBody;
  23906. private _bodyUpdateRequired;
  23907. private _onBeforePhysicsStepCallbacks;
  23908. private _onAfterPhysicsStepCallbacks;
  23909. /** @hidden */
  23910. _onPhysicsCollideCallbacks: Array<{
  23911. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  23912. otherImpostors: Array<PhysicsImpostor>;
  23913. }>;
  23914. private _deltaPosition;
  23915. private _deltaRotation;
  23916. private _deltaRotationConjugated;
  23917. /** @hidden */
  23918. _isFromLine: boolean;
  23919. private _parent;
  23920. private _isDisposed;
  23921. private static _tmpVecs;
  23922. private static _tmpQuat;
  23923. /**
  23924. * Specifies if the physics imposter is disposed
  23925. */
  23926. readonly isDisposed: boolean;
  23927. /**
  23928. * Gets the mass of the physics imposter
  23929. */
  23930. mass: number;
  23931. /**
  23932. * Gets the coefficient of friction
  23933. */
  23934. /**
  23935. * Sets the coefficient of friction
  23936. */
  23937. friction: number;
  23938. /**
  23939. * Gets the coefficient of restitution
  23940. */
  23941. /**
  23942. * Sets the coefficient of restitution
  23943. */
  23944. restitution: number;
  23945. /**
  23946. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  23947. */
  23948. /**
  23949. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  23950. */
  23951. pressure: number;
  23952. /**
  23953. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23954. */
  23955. /**
  23956. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  23957. */
  23958. stiffness: number;
  23959. /**
  23960. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23961. */
  23962. /**
  23963. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  23964. */
  23965. velocityIterations: number;
  23966. /**
  23967. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23968. */
  23969. /**
  23970. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  23971. */
  23972. positionIterations: number;
  23973. /**
  23974. * The unique id of the physics imposter
  23975. * set by the physics engine when adding this impostor to the array
  23976. */
  23977. uniqueId: number;
  23978. /**
  23979. * @hidden
  23980. */
  23981. soft: boolean;
  23982. /**
  23983. * @hidden
  23984. */
  23985. segments: number;
  23986. private _joints;
  23987. /**
  23988. * Initializes the physics imposter
  23989. * @param object The physics-enabled object used as the physics imposter
  23990. * @param type The type of the physics imposter
  23991. * @param _options The options for the physics imposter
  23992. * @param _scene The Babylon scene
  23993. */
  23994. constructor(
  23995. /**
  23996. * The physics-enabled object used as the physics imposter
  23997. */
  23998. object: IPhysicsEnabledObject,
  23999. /**
  24000. * The type of the physics imposter
  24001. */
  24002. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  24003. /**
  24004. * This function will completly initialize this impostor.
  24005. * It will create a new body - but only if this mesh has no parent.
  24006. * If it has, this impostor will not be used other than to define the impostor
  24007. * of the child mesh.
  24008. * @hidden
  24009. */
  24010. _init(): void;
  24011. private _getPhysicsParent;
  24012. /**
  24013. * Should a new body be generated.
  24014. * @returns boolean specifying if body initialization is required
  24015. */
  24016. isBodyInitRequired(): boolean;
  24017. /**
  24018. * Sets the updated scaling
  24019. * @param updated Specifies if the scaling is updated
  24020. */
  24021. setScalingUpdated(): void;
  24022. /**
  24023. * Force a regeneration of this or the parent's impostor's body.
  24024. * Use under cautious - This will remove all joints already implemented.
  24025. */
  24026. forceUpdate(): void;
  24027. /**
  24028. * Gets the body that holds this impostor. Either its own, or its parent.
  24029. */
  24030. /**
  24031. * Set the physics body. Used mainly by the physics engine/plugin
  24032. */
  24033. physicsBody: any;
  24034. /**
  24035. * Get the parent of the physics imposter
  24036. * @returns Physics imposter or null
  24037. */
  24038. /**
  24039. * Sets the parent of the physics imposter
  24040. */
  24041. parent: Nullable<PhysicsImpostor>;
  24042. /**
  24043. * Resets the update flags
  24044. */
  24045. resetUpdateFlags(): void;
  24046. /**
  24047. * Gets the object extend size
  24048. * @returns the object extend size
  24049. */
  24050. getObjectExtendSize(): Vector3;
  24051. /**
  24052. * Gets the object center
  24053. * @returns The object center
  24054. */
  24055. getObjectCenter(): Vector3;
  24056. /**
  24057. * Get a specific parametes from the options parameter
  24058. * @param paramName The object parameter name
  24059. * @returns The object parameter
  24060. */
  24061. getParam(paramName: string): any;
  24062. /**
  24063. * Sets a specific parameter in the options given to the physics plugin
  24064. * @param paramName The parameter name
  24065. * @param value The value of the parameter
  24066. */
  24067. setParam(paramName: string, value: number): void;
  24068. /**
  24069. * Specifically change the body's mass option. Won't recreate the physics body object
  24070. * @param mass The mass of the physics imposter
  24071. */
  24072. setMass(mass: number): void;
  24073. /**
  24074. * Gets the linear velocity
  24075. * @returns linear velocity or null
  24076. */
  24077. getLinearVelocity(): Nullable<Vector3>;
  24078. /**
  24079. * Sets the linear velocity
  24080. * @param velocity linear velocity or null
  24081. */
  24082. setLinearVelocity(velocity: Nullable<Vector3>): void;
  24083. /**
  24084. * Gets the angular velocity
  24085. * @returns angular velocity or null
  24086. */
  24087. getAngularVelocity(): Nullable<Vector3>;
  24088. /**
  24089. * Sets the angular velocity
  24090. * @param velocity The velocity or null
  24091. */
  24092. setAngularVelocity(velocity: Nullable<Vector3>): void;
  24093. /**
  24094. * Execute a function with the physics plugin native code
  24095. * Provide a function the will have two variables - the world object and the physics body object
  24096. * @param func The function to execute with the physics plugin native code
  24097. */
  24098. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  24099. /**
  24100. * Register a function that will be executed before the physics world is stepping forward
  24101. * @param func The function to execute before the physics world is stepped forward
  24102. */
  24103. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24104. /**
  24105. * Unregister a function that will be executed before the physics world is stepping forward
  24106. * @param func The function to execute before the physics world is stepped forward
  24107. */
  24108. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24109. /**
  24110. * Register a function that will be executed after the physics step
  24111. * @param func The function to execute after physics step
  24112. */
  24113. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24114. /**
  24115. * Unregisters a function that will be executed after the physics step
  24116. * @param func The function to execute after physics step
  24117. */
  24118. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  24119. /**
  24120. * register a function that will be executed when this impostor collides against a different body
  24121. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  24122. * @param func Callback that is executed on collision
  24123. */
  24124. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  24125. /**
  24126. * Unregisters the physics imposter on contact
  24127. * @param collideAgainst The physics object to collide against
  24128. * @param func Callback to execute on collision
  24129. */
  24130. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  24131. private _tmpQuat;
  24132. private _tmpQuat2;
  24133. /**
  24134. * Get the parent rotation
  24135. * @returns The parent rotation
  24136. */
  24137. getParentsRotation(): Quaternion;
  24138. /**
  24139. * this function is executed by the physics engine.
  24140. */
  24141. beforeStep: () => void;
  24142. /**
  24143. * this function is executed by the physics engine
  24144. */
  24145. afterStep: () => void;
  24146. /**
  24147. * Legacy collision detection event support
  24148. */
  24149. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  24150. /**
  24151. * event and body object due to cannon's event-based architecture.
  24152. */
  24153. onCollide: (e: {
  24154. body: any;
  24155. }) => void;
  24156. /**
  24157. * Apply a force
  24158. * @param force The force to apply
  24159. * @param contactPoint The contact point for the force
  24160. * @returns The physics imposter
  24161. */
  24162. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24163. /**
  24164. * Apply an impulse
  24165. * @param force The impulse force
  24166. * @param contactPoint The contact point for the impulse force
  24167. * @returns The physics imposter
  24168. */
  24169. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  24170. /**
  24171. * A help function to create a joint
  24172. * @param otherImpostor A physics imposter used to create a joint
  24173. * @param jointType The type of joint
  24174. * @param jointData The data for the joint
  24175. * @returns The physics imposter
  24176. */
  24177. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  24178. /**
  24179. * Add a joint to this impostor with a different impostor
  24180. * @param otherImpostor A physics imposter used to add a joint
  24181. * @param joint The joint to add
  24182. * @returns The physics imposter
  24183. */
  24184. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  24185. /**
  24186. * Add an anchor to a cloth impostor
  24187. * @param otherImpostor rigid impostor to anchor to
  24188. * @param width ratio across width from 0 to 1
  24189. * @param height ratio up height from 0 to 1
  24190. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  24191. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  24192. * @returns impostor the soft imposter
  24193. */
  24194. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24195. /**
  24196. * Add a hook to a rope impostor
  24197. * @param otherImpostor rigid impostor to anchor to
  24198. * @param length ratio across rope from 0 to 1
  24199. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  24200. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  24201. * @returns impostor the rope imposter
  24202. */
  24203. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  24204. /**
  24205. * Will keep this body still, in a sleep mode.
  24206. * @returns the physics imposter
  24207. */
  24208. sleep(): PhysicsImpostor;
  24209. /**
  24210. * Wake the body up.
  24211. * @returns The physics imposter
  24212. */
  24213. wakeUp(): PhysicsImpostor;
  24214. /**
  24215. * Clones the physics imposter
  24216. * @param newObject The physics imposter clones to this physics-enabled object
  24217. * @returns A nullable physics imposter
  24218. */
  24219. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  24220. /**
  24221. * Disposes the physics imposter
  24222. */
  24223. dispose(): void;
  24224. /**
  24225. * Sets the delta position
  24226. * @param position The delta position amount
  24227. */
  24228. setDeltaPosition(position: Vector3): void;
  24229. /**
  24230. * Sets the delta rotation
  24231. * @param rotation The delta rotation amount
  24232. */
  24233. setDeltaRotation(rotation: Quaternion): void;
  24234. /**
  24235. * Gets the box size of the physics imposter and stores the result in the input parameter
  24236. * @param result Stores the box size
  24237. * @returns The physics imposter
  24238. */
  24239. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  24240. /**
  24241. * Gets the radius of the physics imposter
  24242. * @returns Radius of the physics imposter
  24243. */
  24244. getRadius(): number;
  24245. /**
  24246. * Sync a bone with this impostor
  24247. * @param bone The bone to sync to the impostor.
  24248. * @param boneMesh The mesh that the bone is influencing.
  24249. * @param jointPivot The pivot of the joint / bone in local space.
  24250. * @param distToJoint Optional distance from the impostor to the joint.
  24251. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24252. */
  24253. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  24254. /**
  24255. * Sync impostor to a bone
  24256. * @param bone The bone that the impostor will be synced to.
  24257. * @param boneMesh The mesh that the bone is influencing.
  24258. * @param jointPivot The pivot of the joint / bone in local space.
  24259. * @param distToJoint Optional distance from the impostor to the joint.
  24260. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  24261. * @param boneAxis Optional vector3 axis the bone is aligned with
  24262. */
  24263. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  24264. /**
  24265. * No-Imposter type
  24266. */
  24267. static NoImpostor: number;
  24268. /**
  24269. * Sphere-Imposter type
  24270. */
  24271. static SphereImpostor: number;
  24272. /**
  24273. * Box-Imposter type
  24274. */
  24275. static BoxImpostor: number;
  24276. /**
  24277. * Plane-Imposter type
  24278. */
  24279. static PlaneImpostor: number;
  24280. /**
  24281. * Mesh-imposter type
  24282. */
  24283. static MeshImpostor: number;
  24284. /**
  24285. * Capsule-Impostor type (Ammo.js plugin only)
  24286. */
  24287. static CapsuleImpostor: number;
  24288. /**
  24289. * Cylinder-Imposter type
  24290. */
  24291. static CylinderImpostor: number;
  24292. /**
  24293. * Particle-Imposter type
  24294. */
  24295. static ParticleImpostor: number;
  24296. /**
  24297. * Heightmap-Imposter type
  24298. */
  24299. static HeightmapImpostor: number;
  24300. /**
  24301. * ConvexHull-Impostor type (Ammo.js plugin only)
  24302. */
  24303. static ConvexHullImpostor: number;
  24304. /**
  24305. * Rope-Imposter type
  24306. */
  24307. static RopeImpostor: number;
  24308. /**
  24309. * Cloth-Imposter type
  24310. */
  24311. static ClothImpostor: number;
  24312. /**
  24313. * Softbody-Imposter type
  24314. */
  24315. static SoftbodyImpostor: number;
  24316. }
  24317. }
  24318. declare module "babylonjs/Meshes/mesh" {
  24319. import { Observable } from "babylonjs/Misc/observable";
  24320. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  24321. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  24322. import { Camera } from "babylonjs/Cameras/camera";
  24323. import { Scene } from "babylonjs/scene";
  24324. import { Matrix, Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  24325. import { Color4 } from "babylonjs/Maths/math.color";
  24326. import { Engine } from "babylonjs/Engines/engine";
  24327. import { Node } from "babylonjs/node";
  24328. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  24329. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  24330. import { Buffer } from "babylonjs/Meshes/buffer";
  24331. import { Geometry } from "babylonjs/Meshes/geometry";
  24332. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  24333. import { SubMesh } from "babylonjs/Meshes/subMesh";
  24334. import { BoundingSphere } from "babylonjs/Culling/boundingSphere";
  24335. import { Effect } from "babylonjs/Materials/effect";
  24336. import { Material } from "babylonjs/Materials/material";
  24337. import { Skeleton } from "babylonjs/Bones/skeleton";
  24338. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  24339. import { MeshLODLevel } from "babylonjs/Meshes/meshLODLevel";
  24340. import { Path3D } from "babylonjs/Maths/math.path";
  24341. import { Plane } from "babylonjs/Maths/math.plane";
  24342. import { TransformNode } from "babylonjs/Meshes/transformNode";
  24343. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  24344. import { InstancedMesh } from "babylonjs/Meshes/instancedMesh";
  24345. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  24346. import { IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  24347. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  24348. /**
  24349. * @hidden
  24350. **/
  24351. export class _CreationDataStorage {
  24352. closePath?: boolean;
  24353. closeArray?: boolean;
  24354. idx: number[];
  24355. dashSize: number;
  24356. gapSize: number;
  24357. path3D: Path3D;
  24358. pathArray: Vector3[][];
  24359. arc: number;
  24360. radius: number;
  24361. cap: number;
  24362. tessellation: number;
  24363. }
  24364. /**
  24365. * @hidden
  24366. **/
  24367. class _InstanceDataStorage {
  24368. visibleInstances: any;
  24369. batchCache: _InstancesBatch;
  24370. instancesBufferSize: number;
  24371. instancesBuffer: Nullable<Buffer>;
  24372. instancesData: Float32Array;
  24373. overridenInstanceCount: number;
  24374. isFrozen: boolean;
  24375. previousBatch: Nullable<_InstancesBatch>;
  24376. hardwareInstancedRendering: boolean;
  24377. sideOrientation: number;
  24378. }
  24379. /**
  24380. * @hidden
  24381. **/
  24382. export class _InstancesBatch {
  24383. mustReturn: boolean;
  24384. visibleInstances: Nullable<import("babylonjs/Meshes/instancedMesh").InstancedMesh[]>[];
  24385. renderSelf: boolean[];
  24386. hardwareInstancedRendering: boolean[];
  24387. }
  24388. /**
  24389. * Class used to represent renderable models
  24390. */
  24391. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  24392. /**
  24393. * Mesh side orientation : usually the external or front surface
  24394. */
  24395. static readonly FRONTSIDE: number;
  24396. /**
  24397. * Mesh side orientation : usually the internal or back surface
  24398. */
  24399. static readonly BACKSIDE: number;
  24400. /**
  24401. * Mesh side orientation : both internal and external or front and back surfaces
  24402. */
  24403. static readonly DOUBLESIDE: number;
  24404. /**
  24405. * Mesh side orientation : by default, `FRONTSIDE`
  24406. */
  24407. static readonly DEFAULTSIDE: number;
  24408. /**
  24409. * Mesh cap setting : no cap
  24410. */
  24411. static readonly NO_CAP: number;
  24412. /**
  24413. * Mesh cap setting : one cap at the beginning of the mesh
  24414. */
  24415. static readonly CAP_START: number;
  24416. /**
  24417. * Mesh cap setting : one cap at the end of the mesh
  24418. */
  24419. static readonly CAP_END: number;
  24420. /**
  24421. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  24422. */
  24423. static readonly CAP_ALL: number;
  24424. /**
  24425. * Mesh pattern setting : no flip or rotate
  24426. */
  24427. static readonly NO_FLIP: number;
  24428. /**
  24429. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  24430. */
  24431. static readonly FLIP_TILE: number;
  24432. /**
  24433. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  24434. */
  24435. static readonly ROTATE_TILE: number;
  24436. /**
  24437. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  24438. */
  24439. static readonly FLIP_ROW: number;
  24440. /**
  24441. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  24442. */
  24443. static readonly ROTATE_ROW: number;
  24444. /**
  24445. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  24446. */
  24447. static readonly FLIP_N_ROTATE_TILE: number;
  24448. /**
  24449. * Mesh pattern setting : rotate pattern and rotate
  24450. */
  24451. static readonly FLIP_N_ROTATE_ROW: number;
  24452. /**
  24453. * Mesh tile positioning : part tiles same on left/right or top/bottom
  24454. */
  24455. static readonly CENTER: number;
  24456. /**
  24457. * Mesh tile positioning : part tiles on left
  24458. */
  24459. static readonly LEFT: number;
  24460. /**
  24461. * Mesh tile positioning : part tiles on right
  24462. */
  24463. static readonly RIGHT: number;
  24464. /**
  24465. * Mesh tile positioning : part tiles on top
  24466. */
  24467. static readonly TOP: number;
  24468. /**
  24469. * Mesh tile positioning : part tiles on bottom
  24470. */
  24471. static readonly BOTTOM: number;
  24472. /**
  24473. * Gets the default side orientation.
  24474. * @param orientation the orientation to value to attempt to get
  24475. * @returns the default orientation
  24476. * @hidden
  24477. */
  24478. static _GetDefaultSideOrientation(orientation?: number): number;
  24479. private _internalMeshDataInfo;
  24480. /**
  24481. * An event triggered before rendering the mesh
  24482. */
  24483. readonly onBeforeRenderObservable: Observable<Mesh>;
  24484. /**
  24485. * An event triggered before binding the mesh
  24486. */
  24487. readonly onBeforeBindObservable: Observable<Mesh>;
  24488. /**
  24489. * An event triggered after rendering the mesh
  24490. */
  24491. readonly onAfterRenderObservable: Observable<Mesh>;
  24492. /**
  24493. * An event triggered before drawing the mesh
  24494. */
  24495. readonly onBeforeDrawObservable: Observable<Mesh>;
  24496. private _onBeforeDrawObserver;
  24497. /**
  24498. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  24499. */
  24500. onBeforeDraw: () => void;
  24501. readonly hasInstances: boolean;
  24502. /**
  24503. * Gets the delay loading state of the mesh (when delay loading is turned on)
  24504. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  24505. */
  24506. delayLoadState: number;
  24507. /**
  24508. * Gets the list of instances created from this mesh
  24509. * it is not supposed to be modified manually.
  24510. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  24511. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  24512. */
  24513. instances: import("babylonjs/Meshes/instancedMesh").InstancedMesh[];
  24514. /**
  24515. * Gets the file containing delay loading data for this mesh
  24516. */
  24517. delayLoadingFile: string;
  24518. /** @hidden */
  24519. _binaryInfo: any;
  24520. /**
  24521. * User defined function used to change how LOD level selection is done
  24522. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  24523. */
  24524. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  24525. /**
  24526. * Gets or sets the morph target manager
  24527. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  24528. */
  24529. morphTargetManager: Nullable<MorphTargetManager>;
  24530. /** @hidden */
  24531. _creationDataStorage: Nullable<_CreationDataStorage>;
  24532. /** @hidden */
  24533. _geometry: Nullable<Geometry>;
  24534. /** @hidden */
  24535. _delayInfo: Array<string>;
  24536. /** @hidden */
  24537. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  24538. /** @hidden */
  24539. _instanceDataStorage: _InstanceDataStorage;
  24540. private _effectiveMaterial;
  24541. /** @hidden */
  24542. _shouldGenerateFlatShading: boolean;
  24543. /** @hidden */
  24544. _originalBuilderSideOrientation: number;
  24545. /**
  24546. * Use this property to change the original side orientation defined at construction time
  24547. */
  24548. overrideMaterialSideOrientation: Nullable<number>;
  24549. /**
  24550. * Gets the source mesh (the one used to clone this one from)
  24551. */
  24552. readonly source: Nullable<Mesh>;
  24553. /**
  24554. * Gets or sets a boolean indicating that this mesh does not use index buffer
  24555. */
  24556. isUnIndexed: boolean;
  24557. /**
  24558. * @constructor
  24559. * @param name The value used by scene.getMeshByName() to do a lookup.
  24560. * @param scene The scene to add this mesh to.
  24561. * @param parent The parent of this mesh, if it has one
  24562. * @param source An optional Mesh from which geometry is shared, cloned.
  24563. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  24564. * When false, achieved by calling a clone(), also passing False.
  24565. * This will make creation of children, recursive.
  24566. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  24567. */
  24568. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  24569. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  24570. doNotInstantiate: boolean;
  24571. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  24572. /**
  24573. * Gets the class name
  24574. * @returns the string "Mesh".
  24575. */
  24576. getClassName(): string;
  24577. /** @hidden */
  24578. readonly _isMesh: boolean;
  24579. /**
  24580. * Returns a description of this mesh
  24581. * @param fullDetails define if full details about this mesh must be used
  24582. * @returns a descriptive string representing this mesh
  24583. */
  24584. toString(fullDetails?: boolean): string;
  24585. /** @hidden */
  24586. _unBindEffect(): void;
  24587. /**
  24588. * Gets a boolean indicating if this mesh has LOD
  24589. */
  24590. readonly hasLODLevels: boolean;
  24591. /**
  24592. * Gets the list of MeshLODLevel associated with the current mesh
  24593. * @returns an array of MeshLODLevel
  24594. */
  24595. getLODLevels(): MeshLODLevel[];
  24596. private _sortLODLevels;
  24597. /**
  24598. * Add a mesh as LOD level triggered at the given distance.
  24599. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24600. * @param distance The distance from the center of the object to show this level
  24601. * @param mesh The mesh to be added as LOD level (can be null)
  24602. * @return This mesh (for chaining)
  24603. */
  24604. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  24605. /**
  24606. * Returns the LOD level mesh at the passed distance or null if not found.
  24607. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24608. * @param distance The distance from the center of the object to show this level
  24609. * @returns a Mesh or `null`
  24610. */
  24611. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  24612. /**
  24613. * Remove a mesh from the LOD array
  24614. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24615. * @param mesh defines the mesh to be removed
  24616. * @return This mesh (for chaining)
  24617. */
  24618. removeLODLevel(mesh: Mesh): Mesh;
  24619. /**
  24620. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  24621. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  24622. * @param camera defines the camera to use to compute distance
  24623. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  24624. * @return This mesh (for chaining)
  24625. */
  24626. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  24627. /**
  24628. * Gets the mesh internal Geometry object
  24629. */
  24630. readonly geometry: Nullable<Geometry>;
  24631. /**
  24632. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  24633. * @returns the total number of vertices
  24634. */
  24635. getTotalVertices(): number;
  24636. /**
  24637. * Returns the content of an associated vertex buffer
  24638. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24639. * - VertexBuffer.PositionKind
  24640. * - VertexBuffer.UVKind
  24641. * - VertexBuffer.UV2Kind
  24642. * - VertexBuffer.UV3Kind
  24643. * - VertexBuffer.UV4Kind
  24644. * - VertexBuffer.UV5Kind
  24645. * - VertexBuffer.UV6Kind
  24646. * - VertexBuffer.ColorKind
  24647. * - VertexBuffer.MatricesIndicesKind
  24648. * - VertexBuffer.MatricesIndicesExtraKind
  24649. * - VertexBuffer.MatricesWeightsKind
  24650. * - VertexBuffer.MatricesWeightsExtraKind
  24651. * @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
  24652. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  24653. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  24654. */
  24655. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  24656. /**
  24657. * Returns the mesh VertexBuffer object from the requested `kind`
  24658. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24659. * - VertexBuffer.PositionKind
  24660. * - VertexBuffer.NormalKind
  24661. * - VertexBuffer.UVKind
  24662. * - VertexBuffer.UV2Kind
  24663. * - VertexBuffer.UV3Kind
  24664. * - VertexBuffer.UV4Kind
  24665. * - VertexBuffer.UV5Kind
  24666. * - VertexBuffer.UV6Kind
  24667. * - VertexBuffer.ColorKind
  24668. * - VertexBuffer.MatricesIndicesKind
  24669. * - VertexBuffer.MatricesIndicesExtraKind
  24670. * - VertexBuffer.MatricesWeightsKind
  24671. * - VertexBuffer.MatricesWeightsExtraKind
  24672. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  24673. */
  24674. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  24675. /**
  24676. * Tests if a specific vertex buffer is associated with this mesh
  24677. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24678. * - VertexBuffer.PositionKind
  24679. * - VertexBuffer.NormalKind
  24680. * - VertexBuffer.UVKind
  24681. * - VertexBuffer.UV2Kind
  24682. * - VertexBuffer.UV3Kind
  24683. * - VertexBuffer.UV4Kind
  24684. * - VertexBuffer.UV5Kind
  24685. * - VertexBuffer.UV6Kind
  24686. * - VertexBuffer.ColorKind
  24687. * - VertexBuffer.MatricesIndicesKind
  24688. * - VertexBuffer.MatricesIndicesExtraKind
  24689. * - VertexBuffer.MatricesWeightsKind
  24690. * - VertexBuffer.MatricesWeightsExtraKind
  24691. * @returns a boolean
  24692. */
  24693. isVerticesDataPresent(kind: string): boolean;
  24694. /**
  24695. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  24696. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  24697. * - VertexBuffer.PositionKind
  24698. * - VertexBuffer.UVKind
  24699. * - VertexBuffer.UV2Kind
  24700. * - VertexBuffer.UV3Kind
  24701. * - VertexBuffer.UV4Kind
  24702. * - VertexBuffer.UV5Kind
  24703. * - VertexBuffer.UV6Kind
  24704. * - VertexBuffer.ColorKind
  24705. * - VertexBuffer.MatricesIndicesKind
  24706. * - VertexBuffer.MatricesIndicesExtraKind
  24707. * - VertexBuffer.MatricesWeightsKind
  24708. * - VertexBuffer.MatricesWeightsExtraKind
  24709. * @returns a boolean
  24710. */
  24711. isVertexBufferUpdatable(kind: string): boolean;
  24712. /**
  24713. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  24714. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  24715. * - VertexBuffer.PositionKind
  24716. * - VertexBuffer.NormalKind
  24717. * - VertexBuffer.UVKind
  24718. * - VertexBuffer.UV2Kind
  24719. * - VertexBuffer.UV3Kind
  24720. * - VertexBuffer.UV4Kind
  24721. * - VertexBuffer.UV5Kind
  24722. * - VertexBuffer.UV6Kind
  24723. * - VertexBuffer.ColorKind
  24724. * - VertexBuffer.MatricesIndicesKind
  24725. * - VertexBuffer.MatricesIndicesExtraKind
  24726. * - VertexBuffer.MatricesWeightsKind
  24727. * - VertexBuffer.MatricesWeightsExtraKind
  24728. * @returns an array of strings
  24729. */
  24730. getVerticesDataKinds(): string[];
  24731. /**
  24732. * Returns a positive integer : the total number of indices in this mesh geometry.
  24733. * @returns the numner of indices or zero if the mesh has no geometry.
  24734. */
  24735. getTotalIndices(): number;
  24736. /**
  24737. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  24738. * @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.
  24739. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  24740. * @returns the indices array or an empty array if the mesh has no geometry
  24741. */
  24742. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  24743. readonly isBlocked: boolean;
  24744. /**
  24745. * Determine if the current mesh is ready to be rendered
  24746. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  24747. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  24748. * @returns true if all associated assets are ready (material, textures, shaders)
  24749. */
  24750. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  24751. /**
  24752. * 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.
  24753. */
  24754. readonly areNormalsFrozen: boolean;
  24755. /**
  24756. * 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.
  24757. * @returns the current mesh
  24758. */
  24759. freezeNormals(): Mesh;
  24760. /**
  24761. * 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
  24762. * @returns the current mesh
  24763. */
  24764. unfreezeNormals(): Mesh;
  24765. /**
  24766. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  24767. */
  24768. overridenInstanceCount: number;
  24769. /** @hidden */
  24770. _preActivate(): Mesh;
  24771. /** @hidden */
  24772. _preActivateForIntermediateRendering(renderId: number): Mesh;
  24773. /** @hidden */
  24774. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  24775. /**
  24776. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  24777. * This means the mesh underlying bounding box and sphere are recomputed.
  24778. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  24779. * @returns the current mesh
  24780. */
  24781. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  24782. /** @hidden */
  24783. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  24784. /**
  24785. * This function will subdivide the mesh into multiple submeshes
  24786. * @param count defines the expected number of submeshes
  24787. */
  24788. subdivide(count: number): void;
  24789. /**
  24790. * Copy a FloatArray into a specific associated vertex buffer
  24791. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24792. * - VertexBuffer.PositionKind
  24793. * - VertexBuffer.UVKind
  24794. * - VertexBuffer.UV2Kind
  24795. * - VertexBuffer.UV3Kind
  24796. * - VertexBuffer.UV4Kind
  24797. * - VertexBuffer.UV5Kind
  24798. * - VertexBuffer.UV6Kind
  24799. * - VertexBuffer.ColorKind
  24800. * - VertexBuffer.MatricesIndicesKind
  24801. * - VertexBuffer.MatricesIndicesExtraKind
  24802. * - VertexBuffer.MatricesWeightsKind
  24803. * - VertexBuffer.MatricesWeightsExtraKind
  24804. * @param data defines the data source
  24805. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24806. * @param stride defines the data stride size (can be null)
  24807. * @returns the current mesh
  24808. */
  24809. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  24810. /**
  24811. * Delete a vertex buffer associated with this mesh
  24812. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  24813. * - VertexBuffer.PositionKind
  24814. * - VertexBuffer.UVKind
  24815. * - VertexBuffer.UV2Kind
  24816. * - VertexBuffer.UV3Kind
  24817. * - VertexBuffer.UV4Kind
  24818. * - VertexBuffer.UV5Kind
  24819. * - VertexBuffer.UV6Kind
  24820. * - VertexBuffer.ColorKind
  24821. * - VertexBuffer.MatricesIndicesKind
  24822. * - VertexBuffer.MatricesIndicesExtraKind
  24823. * - VertexBuffer.MatricesWeightsKind
  24824. * - VertexBuffer.MatricesWeightsExtraKind
  24825. */
  24826. removeVerticesData(kind: string): void;
  24827. /**
  24828. * Flags an associated vertex buffer as updatable
  24829. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  24830. * - VertexBuffer.PositionKind
  24831. * - VertexBuffer.UVKind
  24832. * - VertexBuffer.UV2Kind
  24833. * - VertexBuffer.UV3Kind
  24834. * - VertexBuffer.UV4Kind
  24835. * - VertexBuffer.UV5Kind
  24836. * - VertexBuffer.UV6Kind
  24837. * - VertexBuffer.ColorKind
  24838. * - VertexBuffer.MatricesIndicesKind
  24839. * - VertexBuffer.MatricesIndicesExtraKind
  24840. * - VertexBuffer.MatricesWeightsKind
  24841. * - VertexBuffer.MatricesWeightsExtraKind
  24842. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  24843. */
  24844. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  24845. /**
  24846. * Sets the mesh global Vertex Buffer
  24847. * @param buffer defines the buffer to use
  24848. * @returns the current mesh
  24849. */
  24850. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  24851. /**
  24852. * Update a specific associated vertex buffer
  24853. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  24854. * - VertexBuffer.PositionKind
  24855. * - VertexBuffer.UVKind
  24856. * - VertexBuffer.UV2Kind
  24857. * - VertexBuffer.UV3Kind
  24858. * - VertexBuffer.UV4Kind
  24859. * - VertexBuffer.UV5Kind
  24860. * - VertexBuffer.UV6Kind
  24861. * - VertexBuffer.ColorKind
  24862. * - VertexBuffer.MatricesIndicesKind
  24863. * - VertexBuffer.MatricesIndicesExtraKind
  24864. * - VertexBuffer.MatricesWeightsKind
  24865. * - VertexBuffer.MatricesWeightsExtraKind
  24866. * @param data defines the data source
  24867. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  24868. * @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)
  24869. * @returns the current mesh
  24870. */
  24871. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  24872. /**
  24873. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  24874. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  24875. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  24876. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  24877. * @returns the current mesh
  24878. */
  24879. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  24880. /**
  24881. * Creates a un-shared specific occurence of the geometry for the mesh.
  24882. * @returns the current mesh
  24883. */
  24884. makeGeometryUnique(): Mesh;
  24885. /**
  24886. * Set the index buffer of this mesh
  24887. * @param indices defines the source data
  24888. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  24889. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  24890. * @returns the current mesh
  24891. */
  24892. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  24893. /**
  24894. * Update the current index buffer
  24895. * @param indices defines the source data
  24896. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  24897. * @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)
  24898. * @returns the current mesh
  24899. */
  24900. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  24901. /**
  24902. * Invert the geometry to move from a right handed system to a left handed one.
  24903. * @returns the current mesh
  24904. */
  24905. toLeftHanded(): Mesh;
  24906. /** @hidden */
  24907. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  24908. /** @hidden */
  24909. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  24910. /**
  24911. * Registers for this mesh a javascript function called just before the rendering process
  24912. * @param func defines the function to call before rendering this mesh
  24913. * @returns the current mesh
  24914. */
  24915. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24916. /**
  24917. * Disposes a previously registered javascript function called before the rendering
  24918. * @param func defines the function to remove
  24919. * @returns the current mesh
  24920. */
  24921. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  24922. /**
  24923. * Registers for this mesh a javascript function called just after the rendering is complete
  24924. * @param func defines the function to call after rendering this mesh
  24925. * @returns the current mesh
  24926. */
  24927. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24928. /**
  24929. * Disposes a previously registered javascript function called after the rendering.
  24930. * @param func defines the function to remove
  24931. * @returns the current mesh
  24932. */
  24933. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  24934. /** @hidden */
  24935. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  24936. /** @hidden */
  24937. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  24938. /** @hidden */
  24939. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  24940. /** @hidden */
  24941. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  24942. /** @hidden */
  24943. _rebuild(): void;
  24944. /** @hidden */
  24945. _freeze(): void;
  24946. /** @hidden */
  24947. _unFreeze(): void;
  24948. /**
  24949. * 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
  24950. * @param subMesh defines the subMesh to render
  24951. * @param enableAlphaMode defines if alpha mode can be changed
  24952. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  24953. * @returns the current mesh
  24954. */
  24955. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  24956. private _onBeforeDraw;
  24957. /**
  24958. * Renormalize the mesh and patch it up if there are no weights
  24959. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  24960. * However in the case of zero weights then we set just a single influence to 1.
  24961. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  24962. */
  24963. cleanMatrixWeights(): void;
  24964. private normalizeSkinFourWeights;
  24965. private normalizeSkinWeightsAndExtra;
  24966. /**
  24967. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  24968. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  24969. * the user know there was an issue with importing the mesh
  24970. * @returns a validation object with skinned, valid and report string
  24971. */
  24972. validateSkinning(): {
  24973. skinned: boolean;
  24974. valid: boolean;
  24975. report: string;
  24976. };
  24977. /** @hidden */
  24978. _checkDelayState(): Mesh;
  24979. private _queueLoad;
  24980. /**
  24981. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  24982. * A mesh is in the frustum if its bounding box intersects the frustum
  24983. * @param frustumPlanes defines the frustum to test
  24984. * @returns true if the mesh is in the frustum planes
  24985. */
  24986. isInFrustum(frustumPlanes: Plane[]): boolean;
  24987. /**
  24988. * Sets the mesh material by the material or multiMaterial `id` property
  24989. * @param id is a string identifying the material or the multiMaterial
  24990. * @returns the current mesh
  24991. */
  24992. setMaterialByID(id: string): Mesh;
  24993. /**
  24994. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  24995. * @returns an array of IAnimatable
  24996. */
  24997. getAnimatables(): IAnimatable[];
  24998. /**
  24999. * Modifies the mesh geometry according to the passed transformation matrix.
  25000. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  25001. * The mesh normals are modified using the same transformation.
  25002. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25003. * @param transform defines the transform matrix to use
  25004. * @see http://doc.babylonjs.com/resources/baking_transformations
  25005. * @returns the current mesh
  25006. */
  25007. bakeTransformIntoVertices(transform: Matrix): Mesh;
  25008. /**
  25009. * Modifies the mesh geometry according to its own current World Matrix.
  25010. * The mesh World Matrix is then reset.
  25011. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  25012. * Note that, under the hood, this method sets a new VertexBuffer each call.
  25013. * @see http://doc.babylonjs.com/resources/baking_transformations
  25014. * @returns the current mesh
  25015. */
  25016. bakeCurrentTransformIntoVertices(): Mesh;
  25017. /** @hidden */
  25018. readonly _positions: Nullable<Vector3[]>;
  25019. /** @hidden */
  25020. _resetPointsArrayCache(): Mesh;
  25021. /** @hidden */
  25022. _generatePointsArray(): boolean;
  25023. /**
  25024. * Returns a new Mesh object generated from the current mesh properties.
  25025. * This method must not get confused with createInstance()
  25026. * @param name is a string, the name given to the new mesh
  25027. * @param newParent can be any Node object (default `null`)
  25028. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  25029. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  25030. * @returns a new mesh
  25031. */
  25032. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  25033. /**
  25034. * Releases resources associated with this mesh.
  25035. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25036. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25037. */
  25038. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25039. /** @hidden */
  25040. _disposeInstanceSpecificData(): void;
  25041. /**
  25042. * Modifies the mesh geometry according to a displacement map.
  25043. * 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.
  25044. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25045. * @param url is a string, the URL from the image file is to be downloaded.
  25046. * @param minHeight is the lower limit of the displacement.
  25047. * @param maxHeight is the upper limit of the displacement.
  25048. * @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.
  25049. * @param uvOffset is an optional vector2 used to offset UV.
  25050. * @param uvScale is an optional vector2 used to scale UV.
  25051. * @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.
  25052. * @returns the Mesh.
  25053. */
  25054. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25055. /**
  25056. * Modifies the mesh geometry according to a displacementMap buffer.
  25057. * 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.
  25058. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  25059. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  25060. * @param heightMapWidth is the width of the buffer image.
  25061. * @param heightMapHeight is the height of the buffer image.
  25062. * @param minHeight is the lower limit of the displacement.
  25063. * @param maxHeight is the upper limit of the displacement.
  25064. * @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.
  25065. * @param uvOffset is an optional vector2 used to offset UV.
  25066. * @param uvScale is an optional vector2 used to scale UV.
  25067. * @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.
  25068. * @returns the Mesh.
  25069. */
  25070. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  25071. /**
  25072. * Modify the mesh to get a flat shading rendering.
  25073. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  25074. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  25075. * @returns current mesh
  25076. */
  25077. convertToFlatShadedMesh(): Mesh;
  25078. /**
  25079. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  25080. * In other words, more vertices, no more indices and a single bigger VBO.
  25081. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  25082. * @returns current mesh
  25083. */
  25084. convertToUnIndexedMesh(): Mesh;
  25085. /**
  25086. * Inverses facet orientations.
  25087. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25088. * @param flipNormals will also inverts the normals
  25089. * @returns current mesh
  25090. */
  25091. flipFaces(flipNormals?: boolean): Mesh;
  25092. /**
  25093. * Increase the number of facets and hence vertices in a mesh
  25094. * Vertex normals are interpolated from existing vertex normals
  25095. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25096. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  25097. */
  25098. increaseVertices(numberPerEdge: number): void;
  25099. /**
  25100. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  25101. * This will undo any application of covertToFlatShadedMesh
  25102. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  25103. */
  25104. forceSharedVertices(): void;
  25105. /** @hidden */
  25106. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  25107. /** @hidden */
  25108. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  25109. /**
  25110. * Creates a new InstancedMesh object from the mesh model.
  25111. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  25112. * @param name defines the name of the new instance
  25113. * @returns a new InstancedMesh
  25114. */
  25115. createInstance(name: string): InstancedMesh;
  25116. /**
  25117. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  25118. * After this call, all the mesh instances have the same submeshes than the current mesh.
  25119. * @returns the current mesh
  25120. */
  25121. synchronizeInstances(): Mesh;
  25122. /**
  25123. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  25124. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  25125. * This should be used together with the simplification to avoid disappearing triangles.
  25126. * @param successCallback an optional success callback to be called after the optimization finished.
  25127. * @returns the current mesh
  25128. */
  25129. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  25130. /**
  25131. * Serialize current mesh
  25132. * @param serializationObject defines the object which will receive the serialization data
  25133. */
  25134. serialize(serializationObject: any): void;
  25135. /** @hidden */
  25136. _syncGeometryWithMorphTargetManager(): void;
  25137. /** @hidden */
  25138. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  25139. /**
  25140. * Returns a new Mesh object parsed from the source provided.
  25141. * @param parsedMesh is the source
  25142. * @param scene defines the hosting scene
  25143. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  25144. * @returns a new Mesh
  25145. */
  25146. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  25147. /**
  25148. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  25149. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25150. * @param name defines the name of the mesh to create
  25151. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  25152. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  25153. * @param closePath creates a seam between the first and the last points of each path of the path array
  25154. * @param offset is taken in account only if the `pathArray` is containing a single path
  25155. * @param scene defines the hosting scene
  25156. * @param updatable defines if the mesh must be flagged as updatable
  25157. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25158. * @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)
  25159. * @returns a new Mesh
  25160. */
  25161. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25162. /**
  25163. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  25164. * @param name defines the name of the mesh to create
  25165. * @param radius sets the radius size (float) of the polygon (default 0.5)
  25166. * @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
  25167. * @param scene defines the hosting scene
  25168. * @param updatable defines if the mesh must be flagged as updatable
  25169. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25170. * @returns a new Mesh
  25171. */
  25172. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25173. /**
  25174. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  25175. * @param name defines the name of the mesh to create
  25176. * @param size sets the size (float) of each box side (default 1)
  25177. * @param scene defines the hosting scene
  25178. * @param updatable defines if the mesh must be flagged as updatable
  25179. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25180. * @returns a new Mesh
  25181. */
  25182. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  25183. /**
  25184. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  25185. * @param name defines the name of the mesh to create
  25186. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25187. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25188. * @param scene defines the hosting scene
  25189. * @param updatable defines if the mesh must be flagged as updatable
  25190. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25191. * @returns a new Mesh
  25192. */
  25193. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25194. /**
  25195. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  25196. * @param name defines the name of the mesh to create
  25197. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  25198. * @param diameter sets the diameter size (float) of the sphere (default 1)
  25199. * @param scene defines the hosting scene
  25200. * @returns a new Mesh
  25201. */
  25202. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  25203. /**
  25204. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  25205. * @param name defines the name of the mesh to create
  25206. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  25207. * @param diameterTop set the top cap diameter (floats, default 1)
  25208. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  25209. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  25210. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  25211. * @param scene defines the hosting scene
  25212. * @param updatable defines if the mesh must be flagged as updatable
  25213. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25214. * @returns a new Mesh
  25215. */
  25216. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  25217. /**
  25218. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  25219. * @param name defines the name of the mesh to create
  25220. * @param diameter sets the diameter size (float) of the torus (default 1)
  25221. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  25222. * @param tessellation sets the number of torus sides (postive integer, default 16)
  25223. * @param scene defines the hosting scene
  25224. * @param updatable defines if the mesh must be flagged as updatable
  25225. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25226. * @returns a new Mesh
  25227. */
  25228. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25229. /**
  25230. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  25231. * @param name defines the name of the mesh to create
  25232. * @param radius sets the global radius size (float) of the torus knot (default 2)
  25233. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  25234. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  25235. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  25236. * @param p the number of windings on X axis (positive integers, default 2)
  25237. * @param q the number of windings on Y axis (positive integers, default 3)
  25238. * @param scene defines the hosting scene
  25239. * @param updatable defines if the mesh must be flagged as updatable
  25240. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25241. * @returns a new Mesh
  25242. */
  25243. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25244. /**
  25245. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  25246. * @param name defines the name of the mesh to create
  25247. * @param points is an array successive Vector3
  25248. * @param scene defines the hosting scene
  25249. * @param updatable defines if the mesh must be flagged as updatable
  25250. * @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).
  25251. * @returns a new Mesh
  25252. */
  25253. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  25254. /**
  25255. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  25256. * @param name defines the name of the mesh to create
  25257. * @param points is an array successive Vector3
  25258. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  25259. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  25260. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  25261. * @param scene defines the hosting scene
  25262. * @param updatable defines if the mesh must be flagged as updatable
  25263. * @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)
  25264. * @returns a new Mesh
  25265. */
  25266. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  25267. /**
  25268. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  25269. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  25270. * 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.
  25271. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25272. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  25273. * Remember you can only change the shape positions, not their number when updating a polygon.
  25274. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  25275. * @param name defines the name of the mesh to create
  25276. * @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
  25277. * @param scene defines the hosting scene
  25278. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25279. * @param updatable defines if the mesh must be flagged as updatable
  25280. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25281. * @param earcutInjection can be used to inject your own earcut reference
  25282. * @returns a new Mesh
  25283. */
  25284. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25285. /**
  25286. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  25287. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  25288. * @param name defines the name of the mesh to create
  25289. * @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
  25290. * @param depth defines the height of extrusion
  25291. * @param scene defines the hosting scene
  25292. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  25293. * @param updatable defines if the mesh must be flagged as updatable
  25294. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25295. * @param earcutInjection can be used to inject your own earcut reference
  25296. * @returns a new Mesh
  25297. */
  25298. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  25299. /**
  25300. * Creates an extruded shape mesh.
  25301. * 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
  25302. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25303. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25304. * @param name defines the name of the mesh to create
  25305. * @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
  25306. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25307. * @param scale is the value to scale the shape
  25308. * @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
  25309. * @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
  25310. * @param scene defines the hosting scene
  25311. * @param updatable defines if the mesh must be flagged as updatable
  25312. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25313. * @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)
  25314. * @returns a new Mesh
  25315. */
  25316. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25317. /**
  25318. * Creates an custom extruded shape mesh.
  25319. * The custom extrusion is a parametric shape.
  25320. * It has no predefined shape. Its final shape will depend on the input parameters.
  25321. * Please consider using the same method from the MeshBuilder class instead
  25322. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  25323. * @param name defines the name of the mesh to create
  25324. * @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
  25325. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  25326. * @param scaleFunction is a custom Javascript function called on each path point
  25327. * @param rotationFunction is a custom Javascript function called on each path point
  25328. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  25329. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  25330. * @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
  25331. * @param scene defines the hosting scene
  25332. * @param updatable defines if the mesh must be flagged as updatable
  25333. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25334. * @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)
  25335. * @returns a new Mesh
  25336. */
  25337. 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;
  25338. /**
  25339. * Creates lathe mesh.
  25340. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  25341. * Please consider using the same method from the MeshBuilder class instead
  25342. * @param name defines the name of the mesh to create
  25343. * @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
  25344. * @param radius is the radius value of the lathe
  25345. * @param tessellation is the side number of the lathe.
  25346. * @param scene defines the hosting scene
  25347. * @param updatable defines if the mesh must be flagged as updatable
  25348. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25349. * @returns a new Mesh
  25350. */
  25351. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25352. /**
  25353. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  25354. * @param name defines the name of the mesh to create
  25355. * @param size sets the size (float) of both sides of the plane at once (default 1)
  25356. * @param scene defines the hosting scene
  25357. * @param updatable defines if the mesh must be flagged as updatable
  25358. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25359. * @returns a new Mesh
  25360. */
  25361. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  25362. /**
  25363. * Creates a ground mesh.
  25364. * Please consider using the same method from the MeshBuilder class instead
  25365. * @param name defines the name of the mesh to create
  25366. * @param width set the width of the ground
  25367. * @param height set the height of the ground
  25368. * @param subdivisions sets the number of subdivisions per side
  25369. * @param scene defines the hosting scene
  25370. * @param updatable defines if the mesh must be flagged as updatable
  25371. * @returns a new Mesh
  25372. */
  25373. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  25374. /**
  25375. * Creates a tiled ground mesh.
  25376. * Please consider using the same method from the MeshBuilder class instead
  25377. * @param name defines the name of the mesh to create
  25378. * @param xmin set the ground minimum X coordinate
  25379. * @param zmin set the ground minimum Y coordinate
  25380. * @param xmax set the ground maximum X coordinate
  25381. * @param zmax set the ground maximum Z coordinate
  25382. * @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
  25383. * @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
  25384. * @param scene defines the hosting scene
  25385. * @param updatable defines if the mesh must be flagged as updatable
  25386. * @returns a new Mesh
  25387. */
  25388. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  25389. w: number;
  25390. h: number;
  25391. }, precision: {
  25392. w: number;
  25393. h: number;
  25394. }, scene: Scene, updatable?: boolean): Mesh;
  25395. /**
  25396. * Creates a ground mesh from a height map.
  25397. * Please consider using the same method from the MeshBuilder class instead
  25398. * @see http://doc.babylonjs.com/babylon101/height_map
  25399. * @param name defines the name of the mesh to create
  25400. * @param url sets the URL of the height map image resource
  25401. * @param width set the ground width size
  25402. * @param height set the ground height size
  25403. * @param subdivisions sets the number of subdivision per side
  25404. * @param minHeight is the minimum altitude on the ground
  25405. * @param maxHeight is the maximum altitude on the ground
  25406. * @param scene defines the hosting scene
  25407. * @param updatable defines if the mesh must be flagged as updatable
  25408. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  25409. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  25410. * @returns a new Mesh
  25411. */
  25412. 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;
  25413. /**
  25414. * Creates a tube mesh.
  25415. * The tube is a parametric shape.
  25416. * It has no predefined shape. Its final shape will depend on the input parameters.
  25417. * Please consider using the same method from the MeshBuilder class instead
  25418. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  25419. * @param name defines the name of the mesh to create
  25420. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  25421. * @param radius sets the tube radius size
  25422. * @param tessellation is the number of sides on the tubular surface
  25423. * @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
  25424. * @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
  25425. * @param scene defines the hosting scene
  25426. * @param updatable defines if the mesh must be flagged as updatable
  25427. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  25428. * @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)
  25429. * @returns a new Mesh
  25430. */
  25431. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  25432. (i: number, distance: number): number;
  25433. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  25434. /**
  25435. * Creates a polyhedron mesh.
  25436. * Please consider using the same method from the MeshBuilder class instead.
  25437. * * 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
  25438. * * The parameter `size` (positive float, default 1) sets the polygon size
  25439. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  25440. * * 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`
  25441. * * 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
  25442. * * 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)`)
  25443. * * 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
  25444. * * 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
  25445. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25446. * * 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
  25447. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25448. * @param name defines the name of the mesh to create
  25449. * @param options defines the options used to create the mesh
  25450. * @param scene defines the hosting scene
  25451. * @returns a new Mesh
  25452. */
  25453. static CreatePolyhedron(name: string, options: {
  25454. type?: number;
  25455. size?: number;
  25456. sizeX?: number;
  25457. sizeY?: number;
  25458. sizeZ?: number;
  25459. custom?: any;
  25460. faceUV?: Vector4[];
  25461. faceColors?: Color4[];
  25462. updatable?: boolean;
  25463. sideOrientation?: number;
  25464. }, scene: Scene): Mesh;
  25465. /**
  25466. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  25467. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  25468. * * 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`)
  25469. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  25470. * * 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
  25471. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  25472. * * 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
  25473. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  25474. * @param name defines the name of the mesh
  25475. * @param options defines the options used to create the mesh
  25476. * @param scene defines the hosting scene
  25477. * @returns a new Mesh
  25478. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  25479. */
  25480. static CreateIcoSphere(name: string, options: {
  25481. radius?: number;
  25482. flat?: boolean;
  25483. subdivisions?: number;
  25484. sideOrientation?: number;
  25485. updatable?: boolean;
  25486. }, scene: Scene): Mesh;
  25487. /**
  25488. * Creates a decal mesh.
  25489. * Please consider using the same method from the MeshBuilder class instead.
  25490. * A decal is a mesh usually applied as a model onto the surface of another mesh
  25491. * @param name defines the name of the mesh
  25492. * @param sourceMesh defines the mesh receiving the decal
  25493. * @param position sets the position of the decal in world coordinates
  25494. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  25495. * @param size sets the decal scaling
  25496. * @param angle sets the angle to rotate the decal
  25497. * @returns a new Mesh
  25498. */
  25499. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  25500. /**
  25501. * Prepare internal position array for software CPU skinning
  25502. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  25503. */
  25504. setPositionsForCPUSkinning(): Float32Array;
  25505. /**
  25506. * Prepare internal normal array for software CPU skinning
  25507. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  25508. */
  25509. setNormalsForCPUSkinning(): Float32Array;
  25510. /**
  25511. * Updates the vertex buffer by applying transformation from the bones
  25512. * @param skeleton defines the skeleton to apply to current mesh
  25513. * @returns the current mesh
  25514. */
  25515. applySkeleton(skeleton: Skeleton): Mesh;
  25516. /**
  25517. * 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
  25518. * @param meshes defines the list of meshes to scan
  25519. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  25520. */
  25521. static MinMax(meshes: AbstractMesh[]): {
  25522. min: Vector3;
  25523. max: Vector3;
  25524. };
  25525. /**
  25526. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  25527. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  25528. * @returns a vector3
  25529. */
  25530. static Center(meshesOrMinMaxVector: {
  25531. min: Vector3;
  25532. max: Vector3;
  25533. } | AbstractMesh[]): Vector3;
  25534. /**
  25535. * Merge the array of meshes into a single mesh for performance reasons.
  25536. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  25537. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  25538. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  25539. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  25540. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  25541. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  25542. * @returns a new mesh
  25543. */
  25544. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  25545. /** @hidden */
  25546. addInstance(instance: InstancedMesh): void;
  25547. /** @hidden */
  25548. removeInstance(instance: InstancedMesh): void;
  25549. }
  25550. }
  25551. declare module "babylonjs/Cameras/camera" {
  25552. import { SmartArray } from "babylonjs/Misc/smartArray";
  25553. import { Observable } from "babylonjs/Misc/observable";
  25554. import { Nullable } from "babylonjs/types";
  25555. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  25556. import { Scene } from "babylonjs/scene";
  25557. import { Matrix, Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  25558. import { Node } from "babylonjs/node";
  25559. import { Mesh } from "babylonjs/Meshes/mesh";
  25560. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  25561. import { ICullable } from "babylonjs/Culling/boundingInfo";
  25562. import { Viewport } from "babylonjs/Maths/math.viewport";
  25563. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  25564. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  25565. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  25566. import { Ray } from "babylonjs/Culling/ray";
  25567. /**
  25568. * This is the base class of all the camera used in the application.
  25569. * @see http://doc.babylonjs.com/features/cameras
  25570. */
  25571. export class Camera extends Node {
  25572. /** @hidden */
  25573. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  25574. /**
  25575. * This is the default projection mode used by the cameras.
  25576. * It helps recreating a feeling of perspective and better appreciate depth.
  25577. * This is the best way to simulate real life cameras.
  25578. */
  25579. static readonly PERSPECTIVE_CAMERA: number;
  25580. /**
  25581. * This helps creating camera with an orthographic mode.
  25582. * 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.
  25583. */
  25584. static readonly ORTHOGRAPHIC_CAMERA: number;
  25585. /**
  25586. * This is the default FOV mode for perspective cameras.
  25587. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  25588. */
  25589. static readonly FOVMODE_VERTICAL_FIXED: number;
  25590. /**
  25591. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  25592. */
  25593. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  25594. /**
  25595. * This specifies ther is no need for a camera rig.
  25596. * Basically only one eye is rendered corresponding to the camera.
  25597. */
  25598. static readonly RIG_MODE_NONE: number;
  25599. /**
  25600. * Simulates a camera Rig with one blue eye and one red eye.
  25601. * This can be use with 3d blue and red glasses.
  25602. */
  25603. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  25604. /**
  25605. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  25606. */
  25607. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  25608. /**
  25609. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  25610. */
  25611. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  25612. /**
  25613. * Defines that both eyes of the camera will be rendered over under each other.
  25614. */
  25615. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  25616. /**
  25617. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  25618. */
  25619. static readonly RIG_MODE_VR: number;
  25620. /**
  25621. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  25622. */
  25623. static readonly RIG_MODE_WEBVR: number;
  25624. /**
  25625. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  25626. */
  25627. static readonly RIG_MODE_CUSTOM: number;
  25628. /**
  25629. * Defines if by default attaching controls should prevent the default javascript event to continue.
  25630. */
  25631. static ForceAttachControlToAlwaysPreventDefault: boolean;
  25632. /**
  25633. * Define the input manager associated with the camera.
  25634. */
  25635. inputs: CameraInputsManager<Camera>;
  25636. /** @hidden */
  25637. _position: Vector3;
  25638. /**
  25639. * Define the current local position of the camera in the scene
  25640. */
  25641. position: Vector3;
  25642. /**
  25643. * The vector the camera should consider as up.
  25644. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  25645. */
  25646. upVector: Vector3;
  25647. /**
  25648. * Define the current limit on the left side for an orthographic camera
  25649. * In scene unit
  25650. */
  25651. orthoLeft: Nullable<number>;
  25652. /**
  25653. * Define the current limit on the right side for an orthographic camera
  25654. * In scene unit
  25655. */
  25656. orthoRight: Nullable<number>;
  25657. /**
  25658. * Define the current limit on the bottom side for an orthographic camera
  25659. * In scene unit
  25660. */
  25661. orthoBottom: Nullable<number>;
  25662. /**
  25663. * Define the current limit on the top side for an orthographic camera
  25664. * In scene unit
  25665. */
  25666. orthoTop: Nullable<number>;
  25667. /**
  25668. * Field Of View is set in Radians. (default is 0.8)
  25669. */
  25670. fov: number;
  25671. /**
  25672. * Define the minimum distance the camera can see from.
  25673. * This is important to note that the depth buffer are not infinite and the closer it starts
  25674. * the more your scene might encounter depth fighting issue.
  25675. */
  25676. minZ: number;
  25677. /**
  25678. * Define the maximum distance the camera can see to.
  25679. * This is important to note that the depth buffer are not infinite and the further it end
  25680. * the more your scene might encounter depth fighting issue.
  25681. */
  25682. maxZ: number;
  25683. /**
  25684. * Define the default inertia of the camera.
  25685. * This helps giving a smooth feeling to the camera movement.
  25686. */
  25687. inertia: number;
  25688. /**
  25689. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  25690. */
  25691. mode: number;
  25692. /**
  25693. * Define wether the camera is intermediate.
  25694. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  25695. */
  25696. isIntermediate: boolean;
  25697. /**
  25698. * Define the viewport of the camera.
  25699. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  25700. */
  25701. viewport: Viewport;
  25702. /**
  25703. * Restricts the camera to viewing objects with the same layerMask.
  25704. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  25705. */
  25706. layerMask: number;
  25707. /**
  25708. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  25709. */
  25710. fovMode: number;
  25711. /**
  25712. * Rig mode of the camera.
  25713. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  25714. * This is normally controlled byt the camera themselves as internal use.
  25715. */
  25716. cameraRigMode: number;
  25717. /**
  25718. * Defines the distance between both "eyes" in case of a RIG
  25719. */
  25720. interaxialDistance: number;
  25721. /**
  25722. * Defines if stereoscopic rendering is done side by side or over under.
  25723. */
  25724. isStereoscopicSideBySide: boolean;
  25725. /**
  25726. * 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
  25727. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  25728. * else in the scene. (Eg. security camera)
  25729. *
  25730. * 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)
  25731. */
  25732. customRenderTargets: import("babylonjs/Materials/Textures/renderTargetTexture").RenderTargetTexture[];
  25733. /**
  25734. * When set, the camera will render to this render target instead of the default canvas
  25735. *
  25736. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  25737. */
  25738. outputRenderTarget: Nullable<RenderTargetTexture>;
  25739. /**
  25740. * Observable triggered when the camera view matrix has changed.
  25741. */
  25742. onViewMatrixChangedObservable: Observable<Camera>;
  25743. /**
  25744. * Observable triggered when the camera Projection matrix has changed.
  25745. */
  25746. onProjectionMatrixChangedObservable: Observable<Camera>;
  25747. /**
  25748. * Observable triggered when the inputs have been processed.
  25749. */
  25750. onAfterCheckInputsObservable: Observable<Camera>;
  25751. /**
  25752. * Observable triggered when reset has been called and applied to the camera.
  25753. */
  25754. onRestoreStateObservable: Observable<Camera>;
  25755. /** @hidden */
  25756. _cameraRigParams: any;
  25757. /** @hidden */
  25758. _rigCameras: Camera[];
  25759. /** @hidden */
  25760. _rigPostProcess: Nullable<PostProcess>;
  25761. protected _webvrViewMatrix: Matrix;
  25762. /** @hidden */
  25763. _skipRendering: boolean;
  25764. /** @hidden */
  25765. _projectionMatrix: Matrix;
  25766. /** @hidden */
  25767. _postProcesses: Nullable<import("babylonjs/PostProcesses/postProcess").PostProcess>[];
  25768. /** @hidden */
  25769. _activeMeshes: SmartArray<AbstractMesh>;
  25770. protected _globalPosition: Vector3;
  25771. /** @hidden */
  25772. _computedViewMatrix: Matrix;
  25773. private _doNotComputeProjectionMatrix;
  25774. private _transformMatrix;
  25775. private _frustumPlanes;
  25776. private _refreshFrustumPlanes;
  25777. private _storedFov;
  25778. private _stateStored;
  25779. /**
  25780. * Instantiates a new camera object.
  25781. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  25782. * @see http://doc.babylonjs.com/features/cameras
  25783. * @param name Defines the name of the camera in the scene
  25784. * @param position Defines the position of the camera
  25785. * @param scene Defines the scene the camera belongs too
  25786. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  25787. */
  25788. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  25789. /**
  25790. * Store current camera state (fov, position, etc..)
  25791. * @returns the camera
  25792. */
  25793. storeState(): Camera;
  25794. /**
  25795. * Restores the camera state values if it has been stored. You must call storeState() first
  25796. */
  25797. protected _restoreStateValues(): boolean;
  25798. /**
  25799. * Restored camera state. You must call storeState() first.
  25800. * @returns true if restored and false otherwise
  25801. */
  25802. restoreState(): boolean;
  25803. /**
  25804. * Gets the class name of the camera.
  25805. * @returns the class name
  25806. */
  25807. getClassName(): string;
  25808. /** @hidden */
  25809. readonly _isCamera: boolean;
  25810. /**
  25811. * Gets a string representation of the camera useful for debug purpose.
  25812. * @param fullDetails Defines that a more verboe level of logging is required
  25813. * @returns the string representation
  25814. */
  25815. toString(fullDetails?: boolean): string;
  25816. /**
  25817. * Gets the current world space position of the camera.
  25818. */
  25819. readonly globalPosition: Vector3;
  25820. /**
  25821. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  25822. * @returns the active meshe list
  25823. */
  25824. getActiveMeshes(): SmartArray<AbstractMesh>;
  25825. /**
  25826. * Check wether a mesh is part of the current active mesh list of the camera
  25827. * @param mesh Defines the mesh to check
  25828. * @returns true if active, false otherwise
  25829. */
  25830. isActiveMesh(mesh: Mesh): boolean;
  25831. /**
  25832. * Is this camera ready to be used/rendered
  25833. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  25834. * @return true if the camera is ready
  25835. */
  25836. isReady(completeCheck?: boolean): boolean;
  25837. /** @hidden */
  25838. _initCache(): void;
  25839. /** @hidden */
  25840. _updateCache(ignoreParentClass?: boolean): void;
  25841. /** @hidden */
  25842. _isSynchronized(): boolean;
  25843. /** @hidden */
  25844. _isSynchronizedViewMatrix(): boolean;
  25845. /** @hidden */
  25846. _isSynchronizedProjectionMatrix(): boolean;
  25847. /**
  25848. * Attach the input controls to a specific dom element to get the input from.
  25849. * @param element Defines the element the controls should be listened from
  25850. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  25851. */
  25852. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  25853. /**
  25854. * Detach the current controls from the specified dom element.
  25855. * @param element Defines the element to stop listening the inputs from
  25856. */
  25857. detachControl(element: HTMLElement): void;
  25858. /**
  25859. * Update the camera state according to the different inputs gathered during the frame.
  25860. */
  25861. update(): void;
  25862. /** @hidden */
  25863. _checkInputs(): void;
  25864. /** @hidden */
  25865. readonly rigCameras: Camera[];
  25866. /**
  25867. * Gets the post process used by the rig cameras
  25868. */
  25869. readonly rigPostProcess: Nullable<PostProcess>;
  25870. /**
  25871. * Internal, gets the first post proces.
  25872. * @returns the first post process to be run on this camera.
  25873. */
  25874. _getFirstPostProcess(): Nullable<PostProcess>;
  25875. private _cascadePostProcessesToRigCams;
  25876. /**
  25877. * Attach a post process to the camera.
  25878. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25879. * @param postProcess The post process to attach to the camera
  25880. * @param insertAt The position of the post process in case several of them are in use in the scene
  25881. * @returns the position the post process has been inserted at
  25882. */
  25883. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  25884. /**
  25885. * Detach a post process to the camera.
  25886. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  25887. * @param postProcess The post process to detach from the camera
  25888. */
  25889. detachPostProcess(postProcess: PostProcess): void;
  25890. /**
  25891. * Gets the current world matrix of the camera
  25892. */
  25893. getWorldMatrix(): Matrix;
  25894. /** @hidden */
  25895. _getViewMatrix(): Matrix;
  25896. /**
  25897. * Gets the current view matrix of the camera.
  25898. * @param force forces the camera to recompute the matrix without looking at the cached state
  25899. * @returns the view matrix
  25900. */
  25901. getViewMatrix(force?: boolean): Matrix;
  25902. /**
  25903. * Freeze the projection matrix.
  25904. * It will prevent the cache check of the camera projection compute and can speed up perf
  25905. * if no parameter of the camera are meant to change
  25906. * @param projection Defines manually a projection if necessary
  25907. */
  25908. freezeProjectionMatrix(projection?: Matrix): void;
  25909. /**
  25910. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  25911. */
  25912. unfreezeProjectionMatrix(): void;
  25913. /**
  25914. * Gets the current projection matrix of the camera.
  25915. * @param force forces the camera to recompute the matrix without looking at the cached state
  25916. * @returns the projection matrix
  25917. */
  25918. getProjectionMatrix(force?: boolean): Matrix;
  25919. /**
  25920. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  25921. * @returns a Matrix
  25922. */
  25923. getTransformationMatrix(): Matrix;
  25924. private _updateFrustumPlanes;
  25925. /**
  25926. * Checks if a cullable object (mesh...) is in the camera frustum
  25927. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  25928. * @param target The object to check
  25929. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  25930. * @returns true if the object is in frustum otherwise false
  25931. */
  25932. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  25933. /**
  25934. * Checks if a cullable object (mesh...) is in the camera frustum
  25935. * Unlike isInFrustum this cheks the full bounding box
  25936. * @param target The object to check
  25937. * @returns true if the object is in frustum otherwise false
  25938. */
  25939. isCompletelyInFrustum(target: ICullable): boolean;
  25940. /**
  25941. * Gets a ray in the forward direction from the camera.
  25942. * @param length Defines the length of the ray to create
  25943. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  25944. * @param origin Defines the start point of the ray which defaults to the camera position
  25945. * @returns the forward ray
  25946. */
  25947. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  25948. /**
  25949. * Releases resources associated with this node.
  25950. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  25951. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  25952. */
  25953. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  25954. /** @hidden */
  25955. _isLeftCamera: boolean;
  25956. /**
  25957. * Gets the left camera of a rig setup in case of Rigged Camera
  25958. */
  25959. readonly isLeftCamera: boolean;
  25960. /** @hidden */
  25961. _isRightCamera: boolean;
  25962. /**
  25963. * Gets the right camera of a rig setup in case of Rigged Camera
  25964. */
  25965. readonly isRightCamera: boolean;
  25966. /**
  25967. * Gets the left camera of a rig setup in case of Rigged Camera
  25968. */
  25969. readonly leftCamera: Nullable<FreeCamera>;
  25970. /**
  25971. * Gets the right camera of a rig setup in case of Rigged Camera
  25972. */
  25973. readonly rightCamera: Nullable<FreeCamera>;
  25974. /**
  25975. * Gets the left camera target of a rig setup in case of Rigged Camera
  25976. * @returns the target position
  25977. */
  25978. getLeftTarget(): Nullable<Vector3>;
  25979. /**
  25980. * Gets the right camera target of a rig setup in case of Rigged Camera
  25981. * @returns the target position
  25982. */
  25983. getRightTarget(): Nullable<Vector3>;
  25984. /**
  25985. * @hidden
  25986. */
  25987. setCameraRigMode(mode: number, rigParams: any): void;
  25988. /** @hidden */
  25989. static _setStereoscopicRigMode(camera: Camera): void;
  25990. /** @hidden */
  25991. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  25992. /** @hidden */
  25993. static _setVRRigMode(camera: Camera, rigParams: any): void;
  25994. /** @hidden */
  25995. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  25996. /** @hidden */
  25997. _getVRProjectionMatrix(): Matrix;
  25998. protected _updateCameraRotationMatrix(): void;
  25999. protected _updateWebVRCameraRotationMatrix(): void;
  26000. /**
  26001. * This function MUST be overwritten by the different WebVR cameras available.
  26002. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26003. * @hidden
  26004. */
  26005. _getWebVRProjectionMatrix(): Matrix;
  26006. /**
  26007. * This function MUST be overwritten by the different WebVR cameras available.
  26008. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  26009. * @hidden
  26010. */
  26011. _getWebVRViewMatrix(): Matrix;
  26012. /** @hidden */
  26013. setCameraRigParameter(name: string, value: any): void;
  26014. /**
  26015. * needs to be overridden by children so sub has required properties to be copied
  26016. * @hidden
  26017. */
  26018. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  26019. /**
  26020. * May need to be overridden by children
  26021. * @hidden
  26022. */
  26023. _updateRigCameras(): void;
  26024. /** @hidden */
  26025. _setupInputs(): void;
  26026. /**
  26027. * Serialiaze the camera setup to a json represention
  26028. * @returns the JSON representation
  26029. */
  26030. serialize(): any;
  26031. /**
  26032. * Clones the current camera.
  26033. * @param name The cloned camera name
  26034. * @returns the cloned camera
  26035. */
  26036. clone(name: string): Camera;
  26037. /**
  26038. * Gets the direction of the camera relative to a given local axis.
  26039. * @param localAxis Defines the reference axis to provide a relative direction.
  26040. * @return the direction
  26041. */
  26042. getDirection(localAxis: Vector3): Vector3;
  26043. /**
  26044. * Returns the current camera absolute rotation
  26045. */
  26046. readonly absoluteRotation: Quaternion;
  26047. /**
  26048. * Gets the direction of the camera relative to a given local axis into a passed vector.
  26049. * @param localAxis Defines the reference axis to provide a relative direction.
  26050. * @param result Defines the vector to store the result in
  26051. */
  26052. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  26053. /**
  26054. * Gets a camera constructor for a given camera type
  26055. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  26056. * @param name The name of the camera the result will be able to instantiate
  26057. * @param scene The scene the result will construct the camera in
  26058. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  26059. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  26060. * @returns a factory method to construc the camera
  26061. */
  26062. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  26063. /**
  26064. * Compute the world matrix of the camera.
  26065. * @returns the camera world matrix
  26066. */
  26067. computeWorldMatrix(): Matrix;
  26068. /**
  26069. * Parse a JSON and creates the camera from the parsed information
  26070. * @param parsedCamera The JSON to parse
  26071. * @param scene The scene to instantiate the camera in
  26072. * @returns the newly constructed camera
  26073. */
  26074. static Parse(parsedCamera: any, scene: Scene): Camera;
  26075. }
  26076. }
  26077. declare module "babylonjs/Meshes/Builders/discBuilder" {
  26078. import { Nullable } from "babylonjs/types";
  26079. import { Scene } from "babylonjs/scene";
  26080. import { Vector4 } from "babylonjs/Maths/math.vector";
  26081. import { Mesh } from "babylonjs/Meshes/mesh";
  26082. /**
  26083. * Class containing static functions to help procedurally build meshes
  26084. */
  26085. export class DiscBuilder {
  26086. /**
  26087. * Creates a plane polygonal mesh. By default, this is a disc
  26088. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  26089. * * 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
  26090. * * 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
  26091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  26092. * * 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
  26093. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  26094. * @param name defines the name of the mesh
  26095. * @param options defines the options used to create the mesh
  26096. * @param scene defines the hosting scene
  26097. * @returns the plane polygonal mesh
  26098. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  26099. */
  26100. static CreateDisc(name: string, options: {
  26101. radius?: number;
  26102. tessellation?: number;
  26103. arc?: number;
  26104. updatable?: boolean;
  26105. sideOrientation?: number;
  26106. frontUVs?: Vector4;
  26107. backUVs?: Vector4;
  26108. }, scene?: Nullable<Scene>): Mesh;
  26109. }
  26110. }
  26111. declare module "babylonjs/Particles/solidParticleSystem" {
  26112. import { Nullable } from "babylonjs/types";
  26113. import { Vector3 } from "babylonjs/Maths/math.vector";
  26114. import { Mesh } from "babylonjs/Meshes/mesh";
  26115. import { Scene, IDisposable } from "babylonjs/scene";
  26116. import { DepthSortedParticle, SolidParticle } from "babylonjs/Particles/solidParticle";
  26117. /**
  26118. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  26119. *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.
  26120. * The SPS is also a particle system. It provides some methods to manage the particles.
  26121. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  26122. *
  26123. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  26124. */
  26125. export class SolidParticleSystem implements IDisposable {
  26126. /**
  26127. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  26128. * Example : var p = SPS.particles[i];
  26129. */
  26130. particles: SolidParticle[];
  26131. /**
  26132. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  26133. */
  26134. nbParticles: number;
  26135. /**
  26136. * If the particles must ever face the camera (default false). Useful for planar particles.
  26137. */
  26138. billboard: boolean;
  26139. /**
  26140. * Recompute normals when adding a shape
  26141. */
  26142. recomputeNormals: boolean;
  26143. /**
  26144. * This a counter ofr your own usage. It's not set by any SPS functions.
  26145. */
  26146. counter: number;
  26147. /**
  26148. * The SPS name. This name is also given to the underlying mesh.
  26149. */
  26150. name: string;
  26151. /**
  26152. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  26153. */
  26154. mesh: Mesh;
  26155. /**
  26156. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  26157. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  26158. */
  26159. vars: any;
  26160. /**
  26161. * This array is populated when the SPS is set as 'pickable'.
  26162. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  26163. * Each element of this array is an object `{idx: int, faceId: int}`.
  26164. * `idx` is the picked particle index in the `SPS.particles` array
  26165. * `faceId` is the picked face index counted within this particle.
  26166. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  26167. */
  26168. pickedParticles: {
  26169. idx: number;
  26170. faceId: number;
  26171. }[];
  26172. /**
  26173. * This array is populated when `enableDepthSort` is set to true.
  26174. * Each element of this array is an instance of the class DepthSortedParticle.
  26175. */
  26176. depthSortedParticles: DepthSortedParticle[];
  26177. /**
  26178. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  26179. * @hidden
  26180. */
  26181. _bSphereOnly: boolean;
  26182. /**
  26183. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  26184. * @hidden
  26185. */
  26186. _bSphereRadiusFactor: number;
  26187. private _scene;
  26188. private _positions;
  26189. private _indices;
  26190. private _normals;
  26191. private _colors;
  26192. private _uvs;
  26193. private _indices32;
  26194. private _positions32;
  26195. private _normals32;
  26196. private _fixedNormal32;
  26197. private _colors32;
  26198. private _uvs32;
  26199. private _index;
  26200. private _updatable;
  26201. private _pickable;
  26202. private _isVisibilityBoxLocked;
  26203. private _alwaysVisible;
  26204. private _depthSort;
  26205. private _expandable;
  26206. private _shapeCounter;
  26207. private _copy;
  26208. private _mustResetCopy;
  26209. private _color;
  26210. private _computeParticleColor;
  26211. private _computeParticleTexture;
  26212. private _computeParticleRotation;
  26213. private _computeParticleVertex;
  26214. private _computeBoundingBox;
  26215. private _depthSortParticles;
  26216. private _camera;
  26217. private _mustUnrotateFixedNormals;
  26218. private _particlesIntersect;
  26219. private _needs32Bits;
  26220. private _isNotBuilt;
  26221. private _lastParticleId;
  26222. private _idxOfId;
  26223. /**
  26224. * Creates a SPS (Solid Particle System) object.
  26225. * @param name (String) is the SPS name, this will be the underlying mesh name.
  26226. * @param scene (Scene) is the scene in which the SPS is added.
  26227. * @param options defines the options of the sps e.g.
  26228. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  26229. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  26230. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  26231. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  26232. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  26233. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  26234. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  26235. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  26236. */
  26237. constructor(name: string, scene: Scene, options?: {
  26238. updatable?: boolean;
  26239. isPickable?: boolean;
  26240. enableDepthSort?: boolean;
  26241. particleIntersection?: boolean;
  26242. boundingSphereOnly?: boolean;
  26243. bSphereRadiusFactor?: number;
  26244. expandable?: boolean;
  26245. });
  26246. /**
  26247. * Builds the SPS underlying mesh. Returns a standard Mesh.
  26248. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  26249. * @returns the created mesh
  26250. */
  26251. buildMesh(): Mesh;
  26252. /**
  26253. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  26254. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  26255. * Thus the particles generated from `digest()` have their property `position` set yet.
  26256. * @param mesh ( Mesh ) is the mesh to be digested
  26257. * @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
  26258. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  26259. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  26260. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26261. * @returns the current SPS
  26262. */
  26263. digest(mesh: Mesh, options?: {
  26264. facetNb?: number;
  26265. number?: number;
  26266. delta?: number;
  26267. storage?: [];
  26268. }): SolidParticleSystem;
  26269. /**
  26270. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  26271. * @hidden
  26272. */
  26273. private _unrotateFixedNormals;
  26274. /**
  26275. * Resets the temporary working copy particle
  26276. * @hidden
  26277. */
  26278. private _resetCopy;
  26279. /**
  26280. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  26281. * @param p the current index in the positions array to be updated
  26282. * @param shape a Vector3 array, the shape geometry
  26283. * @param positions the positions array to be updated
  26284. * @param meshInd the shape indices array
  26285. * @param indices the indices array to be updated
  26286. * @param meshUV the shape uv array
  26287. * @param uvs the uv array to be updated
  26288. * @param meshCol the shape color array
  26289. * @param colors the color array to be updated
  26290. * @param meshNor the shape normals array
  26291. * @param normals the normals array to be updated
  26292. * @param idx the particle index
  26293. * @param idxInShape the particle index in its shape
  26294. * @param options the addShape() method passed options
  26295. * @hidden
  26296. */
  26297. private _meshBuilder;
  26298. /**
  26299. * Returns a shape Vector3 array from positions float array
  26300. * @param positions float array
  26301. * @returns a vector3 array
  26302. * @hidden
  26303. */
  26304. private _posToShape;
  26305. /**
  26306. * Returns a shapeUV array from a float uvs (array deep copy)
  26307. * @param uvs as a float array
  26308. * @returns a shapeUV array
  26309. * @hidden
  26310. */
  26311. private _uvsToShapeUV;
  26312. /**
  26313. * Adds a new particle object in the particles array
  26314. * @param idx particle index in particles array
  26315. * @param id particle id
  26316. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  26317. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  26318. * @param model particle ModelShape object
  26319. * @param shapeId model shape identifier
  26320. * @param idxInShape index of the particle in the current model
  26321. * @param bInfo model bounding info object
  26322. * @param storage target storage array, if any
  26323. * @hidden
  26324. */
  26325. private _addParticle;
  26326. /**
  26327. * Adds some particles to the SPS from the model shape. Returns the shape id.
  26328. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  26329. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  26330. * @param nb (positive integer) the number of particles to be created from this model
  26331. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  26332. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  26333. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  26334. * @returns the number of shapes in the system
  26335. */
  26336. addShape(mesh: Mesh, nb: number, options?: {
  26337. positionFunction?: any;
  26338. vertexFunction?: any;
  26339. storage?: [];
  26340. }): number;
  26341. /**
  26342. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  26343. * @hidden
  26344. */
  26345. private _rebuildParticle;
  26346. /**
  26347. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  26348. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  26349. * @returns the SPS.
  26350. */
  26351. rebuildMesh(reset?: boolean): SolidParticleSystem;
  26352. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  26353. * Returns an array with the removed particles.
  26354. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  26355. * The SPS can't be empty so at least one particle needs to remain in place.
  26356. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  26357. * @param start index of the first particle to remove
  26358. * @param end index of the last particle to remove (included)
  26359. * @returns an array populated with the removed particles
  26360. */
  26361. removeParticles(start: number, end: number): SolidParticle[];
  26362. /**
  26363. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  26364. * @param solidParticleArray an array populated with Solid Particles objects
  26365. * @returns the SPS
  26366. */
  26367. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  26368. /**
  26369. * Creates a new particle and modifies the SPS mesh geometry :
  26370. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  26371. * - calls _addParticle() to populate the particle array
  26372. * factorized code from addShape() and insertParticlesFromArray()
  26373. * @param idx particle index in the particles array
  26374. * @param i particle index in its shape
  26375. * @param modelShape particle ModelShape object
  26376. * @param shape shape vertex array
  26377. * @param meshInd shape indices array
  26378. * @param meshUV shape uv array
  26379. * @param meshCol shape color array
  26380. * @param meshNor shape normals array
  26381. * @param bbInfo shape bounding info
  26382. * @param storage target particle storage
  26383. * @options addShape() passed options
  26384. * @hidden
  26385. */
  26386. private _insertNewParticle;
  26387. /**
  26388. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  26389. * This method calls `updateParticle()` for each particle of the SPS.
  26390. * For an animated SPS, it is usually called within the render loop.
  26391. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  26392. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  26393. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  26394. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  26395. * @returns the SPS.
  26396. */
  26397. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  26398. /**
  26399. * Disposes the SPS.
  26400. */
  26401. dispose(): void;
  26402. /**
  26403. * Returns a SolidParticle object from its identifier : particle.id
  26404. * @param id (integer) the particle Id
  26405. * @returns the searched particle or null if not found in the SPS.
  26406. */
  26407. getParticleById(id: number): Nullable<SolidParticle>;
  26408. /**
  26409. * Returns a new array populated with the particles having the passed shapeId.
  26410. * @param shapeId (integer) the shape identifier
  26411. * @returns a new solid particle array
  26412. */
  26413. getParticlesByShapeId(shapeId: number): SolidParticle[];
  26414. /**
  26415. * Populates the passed array "ref" with the particles having the passed shapeId.
  26416. * @param shapeId the shape identifier
  26417. * @returns the SPS
  26418. * @param ref
  26419. */
  26420. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  26421. /**
  26422. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  26423. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26424. * @returns the SPS.
  26425. */
  26426. refreshVisibleSize(): SolidParticleSystem;
  26427. /**
  26428. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  26429. * @param size the size (float) of the visibility box
  26430. * note : this doesn't lock the SPS mesh bounding box.
  26431. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26432. */
  26433. setVisibilityBox(size: number): void;
  26434. /**
  26435. * Gets whether the SPS as always visible or not
  26436. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26437. */
  26438. /**
  26439. * Sets the SPS as always visible or not
  26440. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26441. */
  26442. isAlwaysVisible: boolean;
  26443. /**
  26444. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26445. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26446. */
  26447. /**
  26448. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  26449. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  26450. */
  26451. isVisibilityBoxLocked: boolean;
  26452. /**
  26453. * Tells to `setParticles()` to compute the particle rotations or not.
  26454. * Default value : true. The SPS is faster when it's set to false.
  26455. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26456. */
  26457. /**
  26458. * Gets if `setParticles()` computes the particle rotations or not.
  26459. * Default value : true. The SPS is faster when it's set to false.
  26460. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  26461. */
  26462. computeParticleRotation: boolean;
  26463. /**
  26464. * Tells to `setParticles()` to compute the particle colors or not.
  26465. * Default value : true. The SPS is faster when it's set to false.
  26466. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26467. */
  26468. /**
  26469. * Gets if `setParticles()` computes the particle colors or not.
  26470. * Default value : true. The SPS is faster when it's set to false.
  26471. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  26472. */
  26473. computeParticleColor: boolean;
  26474. /**
  26475. * Gets if `setParticles()` computes the particle textures or not.
  26476. * Default value : true. The SPS is faster when it's set to false.
  26477. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  26478. */
  26479. computeParticleTexture: boolean;
  26480. /**
  26481. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  26482. * Default value : false. The SPS is faster when it's set to false.
  26483. * Note : the particle custom vertex positions aren't stored values.
  26484. */
  26485. /**
  26486. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  26487. * Default value : false. The SPS is faster when it's set to false.
  26488. * Note : the particle custom vertex positions aren't stored values.
  26489. */
  26490. computeParticleVertex: boolean;
  26491. /**
  26492. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  26493. */
  26494. /**
  26495. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  26496. */
  26497. computeBoundingBox: boolean;
  26498. /**
  26499. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  26500. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26501. * Default : `true`
  26502. */
  26503. /**
  26504. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  26505. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  26506. * Default : `true`
  26507. */
  26508. depthSortParticles: boolean;
  26509. /**
  26510. * Gets if the SPS is created as expandable at construction time.
  26511. * Default : `false`
  26512. */
  26513. readonly expandable: boolean;
  26514. /**
  26515. * This function does nothing. It may be overwritten to set all the particle first values.
  26516. * The SPS doesn't call this function, you may have to call it by your own.
  26517. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26518. */
  26519. initParticles(): void;
  26520. /**
  26521. * This function does nothing. It may be overwritten to recycle a particle.
  26522. * The SPS doesn't call this function, you may have to call it by your own.
  26523. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26524. * @param particle The particle to recycle
  26525. * @returns the recycled particle
  26526. */
  26527. recycleParticle(particle: SolidParticle): SolidParticle;
  26528. /**
  26529. * Updates a particle : this function should be overwritten by the user.
  26530. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  26531. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  26532. * @example : just set a particle position or velocity and recycle conditions
  26533. * @param particle The particle to update
  26534. * @returns the updated particle
  26535. */
  26536. updateParticle(particle: SolidParticle): SolidParticle;
  26537. /**
  26538. * Updates a vertex of a particle : it can be overwritten by the user.
  26539. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  26540. * @param particle the current particle
  26541. * @param vertex the current index of the current particle
  26542. * @param pt the index of the current vertex in the particle shape
  26543. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  26544. * @example : just set a vertex particle position
  26545. * @returns the updated vertex
  26546. */
  26547. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  26548. /**
  26549. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  26550. * This does nothing and may be overwritten by the user.
  26551. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26552. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26553. * @param update the boolean update value actually passed to setParticles()
  26554. */
  26555. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26556. /**
  26557. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  26558. * This will be passed three parameters.
  26559. * This does nothing and may be overwritten by the user.
  26560. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26561. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  26562. * @param update the boolean update value actually passed to setParticles()
  26563. */
  26564. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  26565. }
  26566. }
  26567. declare module "babylonjs/Particles/solidParticle" {
  26568. import { Nullable } from "babylonjs/types";
  26569. import { Vector3, Matrix, Quaternion, Vector4 } from "babylonjs/Maths/math.vector";
  26570. import { Color4 } from "babylonjs/Maths/math.color";
  26571. import { Mesh } from "babylonjs/Meshes/mesh";
  26572. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26573. import { SolidParticleSystem } from "babylonjs/Particles/solidParticleSystem";
  26574. import { Plane } from "babylonjs/Maths/math.plane";
  26575. /**
  26576. * Represents one particle of a solid particle system.
  26577. */
  26578. export class SolidParticle {
  26579. /**
  26580. * particle global index
  26581. */
  26582. idx: number;
  26583. /**
  26584. * particle identifier
  26585. */
  26586. id: number;
  26587. /**
  26588. * The color of the particle
  26589. */
  26590. color: Nullable<Color4>;
  26591. /**
  26592. * The world space position of the particle.
  26593. */
  26594. position: Vector3;
  26595. /**
  26596. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  26597. */
  26598. rotation: Vector3;
  26599. /**
  26600. * The world space rotation quaternion of the particle.
  26601. */
  26602. rotationQuaternion: Nullable<Quaternion>;
  26603. /**
  26604. * The scaling of the particle.
  26605. */
  26606. scaling: Vector3;
  26607. /**
  26608. * The uvs of the particle.
  26609. */
  26610. uvs: Vector4;
  26611. /**
  26612. * The current speed of the particle.
  26613. */
  26614. velocity: Vector3;
  26615. /**
  26616. * The pivot point in the particle local space.
  26617. */
  26618. pivot: Vector3;
  26619. /**
  26620. * Must the particle be translated from its pivot point in its local space ?
  26621. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  26622. * Default : false
  26623. */
  26624. translateFromPivot: boolean;
  26625. /**
  26626. * Is the particle active or not ?
  26627. */
  26628. alive: boolean;
  26629. /**
  26630. * Is the particle visible or not ?
  26631. */
  26632. isVisible: boolean;
  26633. /**
  26634. * Index of this particle in the global "positions" array (Internal use)
  26635. * @hidden
  26636. */
  26637. _pos: number;
  26638. /**
  26639. * @hidden Index of this particle in the global "indices" array (Internal use)
  26640. */
  26641. _ind: number;
  26642. /**
  26643. * @hidden ModelShape of this particle (Internal use)
  26644. */
  26645. _model: ModelShape;
  26646. /**
  26647. * ModelShape id of this particle
  26648. */
  26649. shapeId: number;
  26650. /**
  26651. * Index of the particle in its shape id
  26652. */
  26653. idxInShape: number;
  26654. /**
  26655. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  26656. */
  26657. _modelBoundingInfo: BoundingInfo;
  26658. /**
  26659. * @hidden Particle BoundingInfo object (Internal use)
  26660. */
  26661. _boundingInfo: BoundingInfo;
  26662. /**
  26663. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  26664. */
  26665. _sps: SolidParticleSystem;
  26666. /**
  26667. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  26668. */
  26669. _stillInvisible: boolean;
  26670. /**
  26671. * @hidden Last computed particle rotation matrix
  26672. */
  26673. _rotationMatrix: number[];
  26674. /**
  26675. * Parent particle Id, if any.
  26676. * Default null.
  26677. */
  26678. parentId: Nullable<number>;
  26679. /**
  26680. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  26681. * The possible values are :
  26682. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26683. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26684. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26685. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26686. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26687. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  26688. * */
  26689. cullingStrategy: number;
  26690. /**
  26691. * @hidden Internal global position in the SPS.
  26692. */
  26693. _globalPosition: Vector3;
  26694. /**
  26695. * Creates a Solid Particle object.
  26696. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  26697. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  26698. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  26699. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  26700. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  26701. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  26702. * @param shapeId (integer) is the model shape identifier in the SPS.
  26703. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  26704. * @param sps defines the sps it is associated to
  26705. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  26706. */
  26707. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  26708. /**
  26709. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  26710. * @param target the particle target
  26711. * @returns the current particle
  26712. */
  26713. copyToRef(target: SolidParticle): SolidParticle;
  26714. /**
  26715. * Legacy support, changed scale to scaling
  26716. */
  26717. /**
  26718. * Legacy support, changed scale to scaling
  26719. */
  26720. scale: Vector3;
  26721. /**
  26722. * Legacy support, changed quaternion to rotationQuaternion
  26723. */
  26724. /**
  26725. * Legacy support, changed quaternion to rotationQuaternion
  26726. */
  26727. quaternion: Nullable<Quaternion>;
  26728. /**
  26729. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  26730. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  26731. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  26732. * @returns true if it intersects
  26733. */
  26734. intersectsMesh(target: Mesh | SolidParticle): boolean;
  26735. /**
  26736. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  26737. * A particle is in the frustum if its bounding box intersects the frustum
  26738. * @param frustumPlanes defines the frustum to test
  26739. * @returns true if the particle is in the frustum planes
  26740. */
  26741. isInFrustum(frustumPlanes: Plane[]): boolean;
  26742. /**
  26743. * get the rotation matrix of the particle
  26744. * @hidden
  26745. */
  26746. getRotationMatrix(m: Matrix): void;
  26747. }
  26748. /**
  26749. * Represents the shape of the model used by one particle of a solid particle system.
  26750. * SPS internal tool, don't use it manually.
  26751. */
  26752. export class ModelShape {
  26753. /**
  26754. * The shape id
  26755. * @hidden
  26756. */
  26757. shapeID: number;
  26758. /**
  26759. * flat array of model positions (internal use)
  26760. * @hidden
  26761. */
  26762. _shape: Vector3[];
  26763. /**
  26764. * flat array of model UVs (internal use)
  26765. * @hidden
  26766. */
  26767. _shapeUV: number[];
  26768. /**
  26769. * color array of the model
  26770. * @hidden
  26771. */
  26772. _shapeColors: number[];
  26773. /**
  26774. * indices array of the model
  26775. * @hidden
  26776. */
  26777. _indices: number[];
  26778. /**
  26779. * normals array of the model
  26780. * @hidden
  26781. */
  26782. _normals: number[];
  26783. /**
  26784. * length of the shape in the model indices array (internal use)
  26785. * @hidden
  26786. */
  26787. _indicesLength: number;
  26788. /**
  26789. * Custom position function (internal use)
  26790. * @hidden
  26791. */
  26792. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  26793. /**
  26794. * Custom vertex function (internal use)
  26795. * @hidden
  26796. */
  26797. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  26798. /**
  26799. * 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.
  26800. * SPS internal tool, don't use it manually.
  26801. * @hidden
  26802. */
  26803. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  26804. }
  26805. /**
  26806. * Represents a Depth Sorted Particle in the solid particle system.
  26807. */
  26808. export class DepthSortedParticle {
  26809. /**
  26810. * Index of the particle in the "indices" array
  26811. */
  26812. ind: number;
  26813. /**
  26814. * Length of the particle shape in the "indices" array
  26815. */
  26816. indicesLength: number;
  26817. /**
  26818. * Squared distance from the particle to the camera
  26819. */
  26820. sqDistance: number;
  26821. }
  26822. }
  26823. declare module "babylonjs/Collisions/meshCollisionData" {
  26824. import { Collider } from "babylonjs/Collisions/collider";
  26825. import { Vector3 } from "babylonjs/Maths/math.vector";
  26826. import { Nullable } from "babylonjs/types";
  26827. import { Observer } from "babylonjs/Misc/observable";
  26828. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  26829. /**
  26830. * @hidden
  26831. */
  26832. export class _MeshCollisionData {
  26833. _checkCollisions: boolean;
  26834. _collisionMask: number;
  26835. _collisionGroup: number;
  26836. _collider: Nullable<Collider>;
  26837. _oldPositionForCollisions: Vector3;
  26838. _diffPositionForCollisions: Vector3;
  26839. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  26840. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  26841. }
  26842. }
  26843. declare module "babylonjs/Meshes/abstractMesh" {
  26844. import { Observable } from "babylonjs/Misc/observable";
  26845. import { Nullable, FloatArray, IndicesArray, DeepImmutable } from "babylonjs/types";
  26846. import { Camera } from "babylonjs/Cameras/camera";
  26847. import { Scene, IDisposable } from "babylonjs/scene";
  26848. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  26849. import { Node } from "babylonjs/node";
  26850. import { IGetSetVerticesData } from "babylonjs/Meshes/mesh.vertexData";
  26851. import { TransformNode } from "babylonjs/Meshes/transformNode";
  26852. import { SubMesh } from "babylonjs/Meshes/subMesh";
  26853. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  26854. import { ICullable, BoundingInfo } from "babylonjs/Culling/boundingInfo";
  26855. import { Material } from "babylonjs/Materials/material";
  26856. import { Light } from "babylonjs/Lights/light";
  26857. import { Skeleton } from "babylonjs/Bones/skeleton";
  26858. import { IEdgesRenderer } from "babylonjs/Rendering/edgesRenderer";
  26859. import { SolidParticle } from "babylonjs/Particles/solidParticle";
  26860. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  26861. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  26862. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  26863. import { Plane } from "babylonjs/Maths/math.plane";
  26864. import { Ray } from "babylonjs/Culling/ray";
  26865. import { Collider } from "babylonjs/Collisions/collider";
  26866. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  26867. import { RenderingGroup } from "babylonjs/Rendering/renderingGroup";
  26868. /** @hidden */
  26869. class _FacetDataStorage {
  26870. facetPositions: Vector3[];
  26871. facetNormals: Vector3[];
  26872. facetPartitioning: number[][];
  26873. facetNb: number;
  26874. partitioningSubdivisions: number;
  26875. partitioningBBoxRatio: number;
  26876. facetDataEnabled: boolean;
  26877. facetParameters: any;
  26878. bbSize: Vector3;
  26879. subDiv: {
  26880. max: number;
  26881. X: number;
  26882. Y: number;
  26883. Z: number;
  26884. };
  26885. facetDepthSort: boolean;
  26886. facetDepthSortEnabled: boolean;
  26887. depthSortedIndices: IndicesArray;
  26888. depthSortedFacets: {
  26889. ind: number;
  26890. sqDistance: number;
  26891. }[];
  26892. facetDepthSortFunction: (f1: {
  26893. ind: number;
  26894. sqDistance: number;
  26895. }, f2: {
  26896. ind: number;
  26897. sqDistance: number;
  26898. }) => number;
  26899. facetDepthSortFrom: Vector3;
  26900. facetDepthSortOrigin: Vector3;
  26901. invertedMatrix: Matrix;
  26902. }
  26903. /**
  26904. * @hidden
  26905. **/
  26906. class _InternalAbstractMeshDataInfo {
  26907. _hasVertexAlpha: boolean;
  26908. _useVertexColors: boolean;
  26909. _numBoneInfluencers: number;
  26910. _applyFog: boolean;
  26911. _receiveShadows: boolean;
  26912. _facetData: _FacetDataStorage;
  26913. _visibility: number;
  26914. _skeleton: Nullable<Skeleton>;
  26915. _layerMask: number;
  26916. _computeBonesUsingShaders: boolean;
  26917. _isActive: boolean;
  26918. _onlyForInstances: boolean;
  26919. _isActiveIntermediate: boolean;
  26920. _onlyForInstancesIntermediate: boolean;
  26921. _actAsRegularMesh: boolean;
  26922. }
  26923. /**
  26924. * Class used to store all common mesh properties
  26925. */
  26926. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  26927. /** No occlusion */
  26928. static OCCLUSION_TYPE_NONE: number;
  26929. /** Occlusion set to optimisitic */
  26930. static OCCLUSION_TYPE_OPTIMISTIC: number;
  26931. /** Occlusion set to strict */
  26932. static OCCLUSION_TYPE_STRICT: number;
  26933. /** Use an accurante occlusion algorithm */
  26934. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  26935. /** Use a conservative occlusion algorithm */
  26936. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  26937. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  26938. * Test order :
  26939. * Is the bounding sphere outside the frustum ?
  26940. * If not, are the bounding box vertices outside the frustum ?
  26941. * It not, then the cullable object is in the frustum.
  26942. */
  26943. static readonly CULLINGSTRATEGY_STANDARD: number;
  26944. /** Culling strategy : Bounding Sphere Only.
  26945. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  26946. * It's also less accurate than the standard because some not visible objects can still be selected.
  26947. * Test : is the bounding sphere outside the frustum ?
  26948. * If not, then the cullable object is in the frustum.
  26949. */
  26950. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  26951. /** Culling strategy : Optimistic Inclusion.
  26952. * This in an inclusion test first, then the standard exclusion test.
  26953. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  26954. * 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.
  26955. * Anyway, it's as accurate as the standard strategy.
  26956. * Test :
  26957. * Is the cullable object bounding sphere center in the frustum ?
  26958. * If not, apply the default culling strategy.
  26959. */
  26960. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  26961. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  26962. * This in an inclusion test first, then the bounding sphere only exclusion test.
  26963. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  26964. * 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.
  26965. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  26966. * Test :
  26967. * Is the cullable object bounding sphere center in the frustum ?
  26968. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  26969. */
  26970. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  26971. /**
  26972. * No billboard
  26973. */
  26974. static readonly BILLBOARDMODE_NONE: number;
  26975. /** Billboard on X axis */
  26976. static readonly BILLBOARDMODE_X: number;
  26977. /** Billboard on Y axis */
  26978. static readonly BILLBOARDMODE_Y: number;
  26979. /** Billboard on Z axis */
  26980. static readonly BILLBOARDMODE_Z: number;
  26981. /** Billboard on all axes */
  26982. static readonly BILLBOARDMODE_ALL: number;
  26983. /** Billboard on using position instead of orientation */
  26984. static readonly BILLBOARDMODE_USE_POSITION: number;
  26985. /** @hidden */
  26986. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  26987. /**
  26988. * The culling strategy to use to check whether the mesh must be rendered or not.
  26989. * This value can be changed at any time and will be used on the next render mesh selection.
  26990. * The possible values are :
  26991. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  26992. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  26993. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  26994. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  26995. * Please read each static variable documentation to get details about the culling process.
  26996. * */
  26997. cullingStrategy: number;
  26998. /**
  26999. * Gets the number of facets in the mesh
  27000. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27001. */
  27002. readonly facetNb: number;
  27003. /**
  27004. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  27005. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27006. */
  27007. partitioningSubdivisions: number;
  27008. /**
  27009. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  27010. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  27011. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  27012. */
  27013. partitioningBBoxRatio: number;
  27014. /**
  27015. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  27016. * Works only for updatable meshes.
  27017. * Doesn't work with multi-materials
  27018. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27019. */
  27020. mustDepthSortFacets: boolean;
  27021. /**
  27022. * The location (Vector3) where the facet depth sort must be computed from.
  27023. * By default, the active camera position.
  27024. * Used only when facet depth sort is enabled
  27025. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  27026. */
  27027. facetDepthSortFrom: Vector3;
  27028. /**
  27029. * gets a boolean indicating if facetData is enabled
  27030. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  27031. */
  27032. readonly isFacetDataEnabled: boolean;
  27033. /** @hidden */
  27034. _updateNonUniformScalingState(value: boolean): boolean;
  27035. /**
  27036. * An event triggered when this mesh collides with another one
  27037. */
  27038. onCollideObservable: Observable<AbstractMesh>;
  27039. /** Set a function to call when this mesh collides with another one */
  27040. onCollide: () => void;
  27041. /**
  27042. * An event triggered when the collision's position changes
  27043. */
  27044. onCollisionPositionChangeObservable: Observable<Vector3>;
  27045. /** Set a function to call when the collision's position changes */
  27046. onCollisionPositionChange: () => void;
  27047. /**
  27048. * An event triggered when material is changed
  27049. */
  27050. onMaterialChangedObservable: Observable<AbstractMesh>;
  27051. /**
  27052. * Gets or sets the orientation for POV movement & rotation
  27053. */
  27054. definedFacingForward: boolean;
  27055. /** @hidden */
  27056. _occlusionQuery: Nullable<WebGLQuery>;
  27057. /** @hidden */
  27058. _renderingGroup: Nullable<RenderingGroup>;
  27059. /**
  27060. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27061. */
  27062. /**
  27063. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  27064. */
  27065. visibility: number;
  27066. /** Gets or sets the alpha index used to sort transparent meshes
  27067. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  27068. */
  27069. alphaIndex: number;
  27070. /**
  27071. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  27072. */
  27073. isVisible: boolean;
  27074. /**
  27075. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  27076. */
  27077. isPickable: boolean;
  27078. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  27079. showSubMeshesBoundingBox: boolean;
  27080. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  27081. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  27082. */
  27083. isBlocker: boolean;
  27084. /**
  27085. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  27086. */
  27087. enablePointerMoveEvents: boolean;
  27088. /**
  27089. * Specifies the rendering group id for this mesh (0 by default)
  27090. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  27091. */
  27092. renderingGroupId: number;
  27093. private _material;
  27094. /** Gets or sets current material */
  27095. material: Nullable<Material>;
  27096. /**
  27097. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  27098. * @see http://doc.babylonjs.com/babylon101/shadows
  27099. */
  27100. receiveShadows: boolean;
  27101. /** Defines color to use when rendering outline */
  27102. outlineColor: Color3;
  27103. /** Define width to use when rendering outline */
  27104. outlineWidth: number;
  27105. /** Defines color to use when rendering overlay */
  27106. overlayColor: Color3;
  27107. /** Defines alpha to use when rendering overlay */
  27108. overlayAlpha: number;
  27109. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  27110. hasVertexAlpha: boolean;
  27111. /** 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) */
  27112. useVertexColors: boolean;
  27113. /**
  27114. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  27115. */
  27116. computeBonesUsingShaders: boolean;
  27117. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  27118. numBoneInfluencers: number;
  27119. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  27120. applyFog: boolean;
  27121. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  27122. useOctreeForRenderingSelection: boolean;
  27123. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  27124. useOctreeForPicking: boolean;
  27125. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  27126. useOctreeForCollisions: boolean;
  27127. /**
  27128. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  27129. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  27130. */
  27131. layerMask: number;
  27132. /**
  27133. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  27134. */
  27135. alwaysSelectAsActiveMesh: boolean;
  27136. /**
  27137. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  27138. */
  27139. doNotSyncBoundingInfo: boolean;
  27140. /**
  27141. * Gets or sets the current action manager
  27142. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27143. */
  27144. actionManager: Nullable<AbstractActionManager>;
  27145. private _meshCollisionData;
  27146. /**
  27147. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  27148. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27149. */
  27150. ellipsoid: Vector3;
  27151. /**
  27152. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  27153. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27154. */
  27155. ellipsoidOffset: Vector3;
  27156. /**
  27157. * Gets or sets a collision mask used to mask collisions (default is -1).
  27158. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27159. */
  27160. collisionMask: number;
  27161. /**
  27162. * Gets or sets the current collision group mask (-1 by default).
  27163. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  27164. */
  27165. collisionGroup: number;
  27166. /**
  27167. * Defines edge width used when edgesRenderer is enabled
  27168. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27169. */
  27170. edgesWidth: number;
  27171. /**
  27172. * Defines edge color used when edgesRenderer is enabled
  27173. * @see https://www.babylonjs-playground.com/#10OJSG#13
  27174. */
  27175. edgesColor: Color4;
  27176. /** @hidden */
  27177. _edgesRenderer: Nullable<IEdgesRenderer>;
  27178. /** @hidden */
  27179. _masterMesh: Nullable<AbstractMesh>;
  27180. /** @hidden */
  27181. _boundingInfo: Nullable<BoundingInfo>;
  27182. /** @hidden */
  27183. _renderId: number;
  27184. /**
  27185. * Gets or sets the list of subMeshes
  27186. * @see http://doc.babylonjs.com/how_to/multi_materials
  27187. */
  27188. subMeshes: SubMesh[];
  27189. /** @hidden */
  27190. _intersectionsInProgress: AbstractMesh[];
  27191. /** @hidden */
  27192. _unIndexed: boolean;
  27193. /** @hidden */
  27194. _lightSources: Light[];
  27195. /** Gets the list of lights affecting that mesh */
  27196. readonly lightSources: Light[];
  27197. /** @hidden */
  27198. readonly _positions: Nullable<Vector3[]>;
  27199. /** @hidden */
  27200. _waitingData: {
  27201. lods: Nullable<any>;
  27202. actions: Nullable<any>;
  27203. freezeWorldMatrix: Nullable<boolean>;
  27204. };
  27205. /** @hidden */
  27206. _bonesTransformMatrices: Nullable<Float32Array>;
  27207. /** @hidden */
  27208. _transformMatrixTexture: Nullable<RawTexture>;
  27209. /**
  27210. * Gets or sets a skeleton to apply skining transformations
  27211. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  27212. */
  27213. skeleton: Nullable<Skeleton>;
  27214. /**
  27215. * An event triggered when the mesh is rebuilt.
  27216. */
  27217. onRebuildObservable: Observable<AbstractMesh>;
  27218. /**
  27219. * Creates a new AbstractMesh
  27220. * @param name defines the name of the mesh
  27221. * @param scene defines the hosting scene
  27222. */
  27223. constructor(name: string, scene?: Nullable<Scene>);
  27224. /**
  27225. * Returns the string "AbstractMesh"
  27226. * @returns "AbstractMesh"
  27227. */
  27228. getClassName(): string;
  27229. /**
  27230. * Gets a string representation of the current mesh
  27231. * @param fullDetails defines a boolean indicating if full details must be included
  27232. * @returns a string representation of the current mesh
  27233. */
  27234. toString(fullDetails?: boolean): string;
  27235. /**
  27236. * @hidden
  27237. */
  27238. protected _getEffectiveParent(): Nullable<Node>;
  27239. /** @hidden */
  27240. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  27241. /** @hidden */
  27242. _rebuild(): void;
  27243. /** @hidden */
  27244. _resyncLightSources(): void;
  27245. /** @hidden */
  27246. _resyncLighSource(light: Light): void;
  27247. /** @hidden */
  27248. _unBindEffect(): void;
  27249. /** @hidden */
  27250. _removeLightSource(light: Light, dispose: boolean): void;
  27251. private _markSubMeshesAsDirty;
  27252. /** @hidden */
  27253. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  27254. /** @hidden */
  27255. _markSubMeshesAsAttributesDirty(): void;
  27256. /** @hidden */
  27257. _markSubMeshesAsMiscDirty(): void;
  27258. /**
  27259. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  27260. */
  27261. scaling: Vector3;
  27262. /**
  27263. * Returns true if the mesh is blocked. Implemented by child classes
  27264. */
  27265. readonly isBlocked: boolean;
  27266. /**
  27267. * Returns the mesh itself by default. Implemented by child classes
  27268. * @param camera defines the camera to use to pick the right LOD level
  27269. * @returns the currentAbstractMesh
  27270. */
  27271. getLOD(camera: Camera): Nullable<AbstractMesh>;
  27272. /**
  27273. * Returns 0 by default. Implemented by child classes
  27274. * @returns an integer
  27275. */
  27276. getTotalVertices(): number;
  27277. /**
  27278. * Returns a positive integer : the total number of indices in this mesh geometry.
  27279. * @returns the numner of indices or zero if the mesh has no geometry.
  27280. */
  27281. getTotalIndices(): number;
  27282. /**
  27283. * Returns null by default. Implemented by child classes
  27284. * @returns null
  27285. */
  27286. getIndices(): Nullable<IndicesArray>;
  27287. /**
  27288. * Returns the array of the requested vertex data kind. Implemented by child classes
  27289. * @param kind defines the vertex data kind to use
  27290. * @returns null
  27291. */
  27292. getVerticesData(kind: string): Nullable<FloatArray>;
  27293. /**
  27294. * Sets the vertex data of the mesh geometry for the requested `kind`.
  27295. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  27296. * Note that a new underlying VertexBuffer object is created each call.
  27297. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  27298. * @param kind defines vertex data kind:
  27299. * * VertexBuffer.PositionKind
  27300. * * VertexBuffer.UVKind
  27301. * * VertexBuffer.UV2Kind
  27302. * * VertexBuffer.UV3Kind
  27303. * * VertexBuffer.UV4Kind
  27304. * * VertexBuffer.UV5Kind
  27305. * * VertexBuffer.UV6Kind
  27306. * * VertexBuffer.ColorKind
  27307. * * VertexBuffer.MatricesIndicesKind
  27308. * * VertexBuffer.MatricesIndicesExtraKind
  27309. * * VertexBuffer.MatricesWeightsKind
  27310. * * VertexBuffer.MatricesWeightsExtraKind
  27311. * @param data defines the data source
  27312. * @param updatable defines if the data must be flagged as updatable (or static)
  27313. * @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
  27314. * @returns the current mesh
  27315. */
  27316. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  27317. /**
  27318. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  27319. * If the mesh has no geometry, it is simply returned as it is.
  27320. * @param kind defines vertex data kind:
  27321. * * VertexBuffer.PositionKind
  27322. * * VertexBuffer.UVKind
  27323. * * VertexBuffer.UV2Kind
  27324. * * VertexBuffer.UV3Kind
  27325. * * VertexBuffer.UV4Kind
  27326. * * VertexBuffer.UV5Kind
  27327. * * VertexBuffer.UV6Kind
  27328. * * VertexBuffer.ColorKind
  27329. * * VertexBuffer.MatricesIndicesKind
  27330. * * VertexBuffer.MatricesIndicesExtraKind
  27331. * * VertexBuffer.MatricesWeightsKind
  27332. * * VertexBuffer.MatricesWeightsExtraKind
  27333. * @param data defines the data source
  27334. * @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
  27335. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  27336. * @returns the current mesh
  27337. */
  27338. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  27339. /**
  27340. * Sets the mesh indices,
  27341. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  27342. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  27343. * @param totalVertices Defines the total number of vertices
  27344. * @returns the current mesh
  27345. */
  27346. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  27347. /**
  27348. * Gets a boolean indicating if specific vertex data is present
  27349. * @param kind defines the vertex data kind to use
  27350. * @returns true is data kind is present
  27351. */
  27352. isVerticesDataPresent(kind: string): boolean;
  27353. /**
  27354. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  27355. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  27356. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  27357. * @returns a BoundingInfo
  27358. */
  27359. getBoundingInfo(): BoundingInfo;
  27360. /**
  27361. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  27362. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  27363. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  27364. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  27365. * @returns the current mesh
  27366. */
  27367. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  27368. /**
  27369. * Overwrite the current bounding info
  27370. * @param boundingInfo defines the new bounding info
  27371. * @returns the current mesh
  27372. */
  27373. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  27374. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  27375. readonly useBones: boolean;
  27376. /** @hidden */
  27377. _preActivate(): void;
  27378. /** @hidden */
  27379. _preActivateForIntermediateRendering(renderId: number): void;
  27380. /** @hidden */
  27381. _activate(renderId: number, intermediateRendering: boolean): boolean;
  27382. /** @hidden */
  27383. _postActivate(): void;
  27384. /** @hidden */
  27385. _freeze(): void;
  27386. /** @hidden */
  27387. _unFreeze(): void;
  27388. /**
  27389. * Gets the current world matrix
  27390. * @returns a Matrix
  27391. */
  27392. getWorldMatrix(): Matrix;
  27393. /** @hidden */
  27394. _getWorldMatrixDeterminant(): number;
  27395. /**
  27396. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  27397. */
  27398. readonly isAnInstance: boolean;
  27399. /**
  27400. * Gets a boolean indicating if this mesh has instances
  27401. */
  27402. readonly hasInstances: boolean;
  27403. /**
  27404. * Perform relative position change from the point of view of behind the front of the mesh.
  27405. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27406. * Supports definition of mesh facing forward or backward
  27407. * @param amountRight defines the distance on the right axis
  27408. * @param amountUp defines the distance on the up axis
  27409. * @param amountForward defines the distance on the forward axis
  27410. * @returns the current mesh
  27411. */
  27412. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  27413. /**
  27414. * Calculate relative position change from the point of view of behind the front of the mesh.
  27415. * This is performed taking into account the meshes current rotation, so you do not have to care.
  27416. * Supports definition of mesh facing forward or backward
  27417. * @param amountRight defines the distance on the right axis
  27418. * @param amountUp defines the distance on the up axis
  27419. * @param amountForward defines the distance on the forward axis
  27420. * @returns the new displacement vector
  27421. */
  27422. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  27423. /**
  27424. * Perform relative rotation change from the point of view of behind the front of the mesh.
  27425. * Supports definition of mesh facing forward or backward
  27426. * @param flipBack defines the flip
  27427. * @param twirlClockwise defines the twirl
  27428. * @param tiltRight defines the tilt
  27429. * @returns the current mesh
  27430. */
  27431. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  27432. /**
  27433. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  27434. * Supports definition of mesh facing forward or backward.
  27435. * @param flipBack defines the flip
  27436. * @param twirlClockwise defines the twirl
  27437. * @param tiltRight defines the tilt
  27438. * @returns the new rotation vector
  27439. */
  27440. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  27441. /**
  27442. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  27443. * This means the mesh underlying bounding box and sphere are recomputed.
  27444. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  27445. * @returns the current mesh
  27446. */
  27447. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  27448. /** @hidden */
  27449. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  27450. /** @hidden */
  27451. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  27452. /** @hidden */
  27453. _updateBoundingInfo(): AbstractMesh;
  27454. /** @hidden */
  27455. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  27456. /** @hidden */
  27457. protected _afterComputeWorldMatrix(): void;
  27458. /** @hidden */
  27459. readonly _effectiveMesh: AbstractMesh;
  27460. /**
  27461. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  27462. * A mesh is in the frustum if its bounding box intersects the frustum
  27463. * @param frustumPlanes defines the frustum to test
  27464. * @returns true if the mesh is in the frustum planes
  27465. */
  27466. isInFrustum(frustumPlanes: Plane[]): boolean;
  27467. /**
  27468. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  27469. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  27470. * @param frustumPlanes defines the frustum to test
  27471. * @returns true if the mesh is completely in the frustum planes
  27472. */
  27473. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  27474. /**
  27475. * True if the mesh intersects another mesh or a SolidParticle object
  27476. * @param mesh defines a target mesh or SolidParticle to test
  27477. * @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)
  27478. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  27479. * @returns true if there is an intersection
  27480. */
  27481. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  27482. /**
  27483. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  27484. * @param point defines the point to test
  27485. * @returns true if there is an intersection
  27486. */
  27487. intersectsPoint(point: Vector3): boolean;
  27488. /**
  27489. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  27490. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27491. */
  27492. checkCollisions: boolean;
  27493. /**
  27494. * Gets Collider object used to compute collisions (not physics)
  27495. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27496. */
  27497. readonly collider: Nullable<Collider>;
  27498. /**
  27499. * Move the mesh using collision engine
  27500. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  27501. * @param displacement defines the requested displacement vector
  27502. * @returns the current mesh
  27503. */
  27504. moveWithCollisions(displacement: Vector3): AbstractMesh;
  27505. private _onCollisionPositionChange;
  27506. /** @hidden */
  27507. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  27508. /** @hidden */
  27509. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  27510. /** @hidden */
  27511. _checkCollision(collider: Collider): AbstractMesh;
  27512. /** @hidden */
  27513. _generatePointsArray(): boolean;
  27514. /**
  27515. * Checks if the passed Ray intersects with the mesh
  27516. * @param ray defines the ray to use
  27517. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  27518. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  27519. * @returns the picking info
  27520. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  27521. */
  27522. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  27523. /**
  27524. * Clones the current mesh
  27525. * @param name defines the mesh name
  27526. * @param newParent defines the new mesh parent
  27527. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  27528. * @returns the new mesh
  27529. */
  27530. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  27531. /**
  27532. * Disposes all the submeshes of the current meshnp
  27533. * @returns the current mesh
  27534. */
  27535. releaseSubMeshes(): AbstractMesh;
  27536. /**
  27537. * Releases resources associated with this abstract mesh.
  27538. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  27539. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  27540. */
  27541. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  27542. /**
  27543. * Adds the passed mesh as a child to the current mesh
  27544. * @param mesh defines the child mesh
  27545. * @returns the current mesh
  27546. */
  27547. addChild(mesh: AbstractMesh): AbstractMesh;
  27548. /**
  27549. * Removes the passed mesh from the current mesh children list
  27550. * @param mesh defines the child mesh
  27551. * @returns the current mesh
  27552. */
  27553. removeChild(mesh: AbstractMesh): AbstractMesh;
  27554. /** @hidden */
  27555. private _initFacetData;
  27556. /**
  27557. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  27558. * This method can be called within the render loop.
  27559. * 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
  27560. * @returns the current mesh
  27561. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27562. */
  27563. updateFacetData(): AbstractMesh;
  27564. /**
  27565. * Returns the facetLocalNormals array.
  27566. * The normals are expressed in the mesh local spac
  27567. * @returns an array of Vector3
  27568. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27569. */
  27570. getFacetLocalNormals(): Vector3[];
  27571. /**
  27572. * Returns the facetLocalPositions array.
  27573. * The facet positions are expressed in the mesh local space
  27574. * @returns an array of Vector3
  27575. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27576. */
  27577. getFacetLocalPositions(): Vector3[];
  27578. /**
  27579. * Returns the facetLocalPartioning array
  27580. * @returns an array of array of numbers
  27581. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27582. */
  27583. getFacetLocalPartitioning(): number[][];
  27584. /**
  27585. * Returns the i-th facet position in the world system.
  27586. * This method allocates a new Vector3 per call
  27587. * @param i defines the facet index
  27588. * @returns a new Vector3
  27589. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27590. */
  27591. getFacetPosition(i: number): Vector3;
  27592. /**
  27593. * Sets the reference Vector3 with the i-th facet position in the world system
  27594. * @param i defines the facet index
  27595. * @param ref defines the target vector
  27596. * @returns the current mesh
  27597. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27598. */
  27599. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  27600. /**
  27601. * Returns the i-th facet normal in the world system.
  27602. * This method allocates a new Vector3 per call
  27603. * @param i defines the facet index
  27604. * @returns a new Vector3
  27605. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27606. */
  27607. getFacetNormal(i: number): Vector3;
  27608. /**
  27609. * Sets the reference Vector3 with the i-th facet normal in the world system
  27610. * @param i defines the facet index
  27611. * @param ref defines the target vector
  27612. * @returns the current mesh
  27613. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27614. */
  27615. getFacetNormalToRef(i: number, ref: Vector3): this;
  27616. /**
  27617. * 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)
  27618. * @param x defines x coordinate
  27619. * @param y defines y coordinate
  27620. * @param z defines z coordinate
  27621. * @returns the array of facet indexes
  27622. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27623. */
  27624. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  27625. /**
  27626. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  27627. * @param projected sets as the (x,y,z) world projection on the facet
  27628. * @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
  27629. * @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
  27630. * @param x defines x coordinate
  27631. * @param y defines y coordinate
  27632. * @param z defines z coordinate
  27633. * @returns the face index if found (or null instead)
  27634. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27635. */
  27636. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27637. /**
  27638. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  27639. * @param projected sets as the (x,y,z) local projection on the facet
  27640. * @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
  27641. * @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
  27642. * @param x defines x coordinate
  27643. * @param y defines y coordinate
  27644. * @param z defines z coordinate
  27645. * @returns the face index if found (or null instead)
  27646. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27647. */
  27648. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  27649. /**
  27650. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  27651. * @returns the parameters
  27652. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27653. */
  27654. getFacetDataParameters(): any;
  27655. /**
  27656. * Disables the feature FacetData and frees the related memory
  27657. * @returns the current mesh
  27658. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  27659. */
  27660. disableFacetData(): AbstractMesh;
  27661. /**
  27662. * Updates the AbstractMesh indices array
  27663. * @param indices defines the data source
  27664. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  27665. * @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)
  27666. * @returns the current mesh
  27667. */
  27668. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  27669. /**
  27670. * Creates new normals data for the mesh
  27671. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  27672. * @returns the current mesh
  27673. */
  27674. createNormals(updatable: boolean): AbstractMesh;
  27675. /**
  27676. * Align the mesh with a normal
  27677. * @param normal defines the normal to use
  27678. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  27679. * @returns the current mesh
  27680. */
  27681. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  27682. /** @hidden */
  27683. _checkOcclusionQuery(): boolean;
  27684. /**
  27685. * Disables the mesh edge rendering mode
  27686. * @returns the currentAbstractMesh
  27687. */
  27688. disableEdgesRendering(): AbstractMesh;
  27689. /**
  27690. * Enables the edge rendering mode on the mesh.
  27691. * This mode makes the mesh edges visible
  27692. * @param epsilon defines the maximal distance between two angles to detect a face
  27693. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  27694. * @returns the currentAbstractMesh
  27695. * @see https://www.babylonjs-playground.com/#19O9TU#0
  27696. */
  27697. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  27698. }
  27699. }
  27700. declare module "babylonjs/Actions/actionEvent" {
  27701. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27702. import { Nullable } from "babylonjs/types";
  27703. import { Sprite } from "babylonjs/Sprites/sprite";
  27704. import { Scene } from "babylonjs/scene";
  27705. import { Vector2 } from "babylonjs/Maths/math.vector";
  27706. /**
  27707. * Interface used to define ActionEvent
  27708. */
  27709. export interface IActionEvent {
  27710. /** The mesh or sprite that triggered the action */
  27711. source: any;
  27712. /** The X mouse cursor position at the time of the event */
  27713. pointerX: number;
  27714. /** The Y mouse cursor position at the time of the event */
  27715. pointerY: number;
  27716. /** The mesh that is currently pointed at (can be null) */
  27717. meshUnderPointer: Nullable<AbstractMesh>;
  27718. /** the original (browser) event that triggered the ActionEvent */
  27719. sourceEvent?: any;
  27720. /** additional data for the event */
  27721. additionalData?: any;
  27722. }
  27723. /**
  27724. * ActionEvent is the event being sent when an action is triggered.
  27725. */
  27726. export class ActionEvent implements IActionEvent {
  27727. /** The mesh or sprite that triggered the action */
  27728. source: any;
  27729. /** The X mouse cursor position at the time of the event */
  27730. pointerX: number;
  27731. /** The Y mouse cursor position at the time of the event */
  27732. pointerY: number;
  27733. /** The mesh that is currently pointed at (can be null) */
  27734. meshUnderPointer: Nullable<AbstractMesh>;
  27735. /** the original (browser) event that triggered the ActionEvent */
  27736. sourceEvent?: any;
  27737. /** additional data for the event */
  27738. additionalData?: any;
  27739. /**
  27740. * Creates a new ActionEvent
  27741. * @param source The mesh or sprite that triggered the action
  27742. * @param pointerX The X mouse cursor position at the time of the event
  27743. * @param pointerY The Y mouse cursor position at the time of the event
  27744. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  27745. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  27746. * @param additionalData additional data for the event
  27747. */
  27748. constructor(
  27749. /** The mesh or sprite that triggered the action */
  27750. source: any,
  27751. /** The X mouse cursor position at the time of the event */
  27752. pointerX: number,
  27753. /** The Y mouse cursor position at the time of the event */
  27754. pointerY: number,
  27755. /** The mesh that is currently pointed at (can be null) */
  27756. meshUnderPointer: Nullable<AbstractMesh>,
  27757. /** the original (browser) event that triggered the ActionEvent */
  27758. sourceEvent?: any,
  27759. /** additional data for the event */
  27760. additionalData?: any);
  27761. /**
  27762. * Helper function to auto-create an ActionEvent from a source mesh.
  27763. * @param source The source mesh that triggered the event
  27764. * @param evt The original (browser) event
  27765. * @param additionalData additional data for the event
  27766. * @returns the new ActionEvent
  27767. */
  27768. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  27769. /**
  27770. * Helper function to auto-create an ActionEvent from a source sprite
  27771. * @param source The source sprite that triggered the event
  27772. * @param scene Scene associated with the sprite
  27773. * @param evt The original (browser) event
  27774. * @param additionalData additional data for the event
  27775. * @returns the new ActionEvent
  27776. */
  27777. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  27778. /**
  27779. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  27780. * @param scene the scene where the event occurred
  27781. * @param evt The original (browser) event
  27782. * @returns the new ActionEvent
  27783. */
  27784. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  27785. /**
  27786. * Helper function to auto-create an ActionEvent from a primitive
  27787. * @param prim defines the target primitive
  27788. * @param pointerPos defines the pointer position
  27789. * @param evt The original (browser) event
  27790. * @param additionalData additional data for the event
  27791. * @returns the new ActionEvent
  27792. */
  27793. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  27794. }
  27795. }
  27796. declare module "babylonjs/Actions/abstractActionManager" {
  27797. import { IDisposable } from "babylonjs/scene";
  27798. import { IActionEvent } from "babylonjs/Actions/actionEvent";
  27799. import { IAction } from "babylonjs/Actions/action";
  27800. import { Nullable } from "babylonjs/types";
  27801. /**
  27802. * Abstract class used to decouple action Manager from scene and meshes.
  27803. * Do not instantiate.
  27804. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  27805. */
  27806. export abstract class AbstractActionManager implements IDisposable {
  27807. /** Gets the list of active triggers */
  27808. static Triggers: {
  27809. [key: string]: number;
  27810. };
  27811. /** Gets the cursor to use when hovering items */
  27812. hoverCursor: string;
  27813. /** Gets the list of actions */
  27814. actions: IAction[];
  27815. /**
  27816. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  27817. */
  27818. isRecursive: boolean;
  27819. /**
  27820. * Releases all associated resources
  27821. */
  27822. abstract dispose(): void;
  27823. /**
  27824. * Does this action manager has pointer triggers
  27825. */
  27826. abstract readonly hasPointerTriggers: boolean;
  27827. /**
  27828. * Does this action manager has pick triggers
  27829. */
  27830. abstract readonly hasPickTriggers: boolean;
  27831. /**
  27832. * Process a specific trigger
  27833. * @param trigger defines the trigger to process
  27834. * @param evt defines the event details to be processed
  27835. */
  27836. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  27837. /**
  27838. * Does this action manager handles actions of any of the given triggers
  27839. * @param triggers defines the triggers to be tested
  27840. * @return a boolean indicating whether one (or more) of the triggers is handled
  27841. */
  27842. abstract hasSpecificTriggers(triggers: number[]): boolean;
  27843. /**
  27844. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  27845. * speed.
  27846. * @param triggerA defines the trigger to be tested
  27847. * @param triggerB defines the trigger to be tested
  27848. * @return a boolean indicating whether one (or more) of the triggers is handled
  27849. */
  27850. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  27851. /**
  27852. * Does this action manager handles actions of a given trigger
  27853. * @param trigger defines the trigger to be tested
  27854. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  27855. * @return whether the trigger is handled
  27856. */
  27857. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  27858. /**
  27859. * Serialize this manager to a JSON object
  27860. * @param name defines the property name to store this manager
  27861. * @returns a JSON representation of this manager
  27862. */
  27863. abstract serialize(name: string): any;
  27864. /**
  27865. * Registers an action to this action manager
  27866. * @param action defines the action to be registered
  27867. * @return the action amended (prepared) after registration
  27868. */
  27869. abstract registerAction(action: IAction): Nullable<IAction>;
  27870. /**
  27871. * Unregisters an action to this action manager
  27872. * @param action defines the action to be unregistered
  27873. * @return a boolean indicating whether the action has been unregistered
  27874. */
  27875. abstract unregisterAction(action: IAction): Boolean;
  27876. /**
  27877. * Does exist one action manager with at least one trigger
  27878. **/
  27879. static readonly HasTriggers: boolean;
  27880. /**
  27881. * Does exist one action manager with at least one pick trigger
  27882. **/
  27883. static readonly HasPickTriggers: boolean;
  27884. /**
  27885. * Does exist one action manager that handles actions of a given trigger
  27886. * @param trigger defines the trigger to be tested
  27887. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  27888. **/
  27889. static HasSpecificTrigger(trigger: number): boolean;
  27890. }
  27891. }
  27892. declare module "babylonjs/node" {
  27893. import { Scene } from "babylonjs/scene";
  27894. import { Nullable } from "babylonjs/types";
  27895. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  27896. import { Engine } from "babylonjs/Engines/engine";
  27897. import { IBehaviorAware, Behavior } from "babylonjs/Behaviors/behavior";
  27898. import { Observable } from "babylonjs/Misc/observable";
  27899. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  27900. import { IInspectable } from "babylonjs/Misc/iInspectable";
  27901. import { Animatable } from "babylonjs/Animations/animatable";
  27902. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  27903. import { Animation } from "babylonjs/Animations/animation";
  27904. import { AnimationRange } from "babylonjs/Animations/animationRange";
  27905. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  27906. /**
  27907. * Defines how a node can be built from a string name.
  27908. */
  27909. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  27910. /**
  27911. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  27912. */
  27913. export class Node implements IBehaviorAware<Node> {
  27914. /** @hidden */
  27915. static _AnimationRangeFactory: (name: string, from: number, to: number) => import("babylonjs/Animations/animationRange").AnimationRange;
  27916. private static _NodeConstructors;
  27917. /**
  27918. * Add a new node constructor
  27919. * @param type defines the type name of the node to construct
  27920. * @param constructorFunc defines the constructor function
  27921. */
  27922. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  27923. /**
  27924. * Returns a node constructor based on type name
  27925. * @param type defines the type name
  27926. * @param name defines the new node name
  27927. * @param scene defines the hosting scene
  27928. * @param options defines optional options to transmit to constructors
  27929. * @returns the new constructor or null
  27930. */
  27931. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  27932. /**
  27933. * Gets or sets the name of the node
  27934. */
  27935. name: string;
  27936. /**
  27937. * Gets or sets the id of the node
  27938. */
  27939. id: string;
  27940. /**
  27941. * Gets or sets the unique id of the node
  27942. */
  27943. uniqueId: number;
  27944. /**
  27945. * Gets or sets a string used to store user defined state for the node
  27946. */
  27947. state: string;
  27948. /**
  27949. * Gets or sets an object used to store user defined information for the node
  27950. */
  27951. metadata: any;
  27952. /**
  27953. * For internal use only. Please do not use.
  27954. */
  27955. reservedDataStore: any;
  27956. /**
  27957. * List of inspectable custom properties (used by the Inspector)
  27958. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  27959. */
  27960. inspectableCustomProperties: IInspectable[];
  27961. private _doNotSerialize;
  27962. /**
  27963. * Gets or sets a boolean used to define if the node must be serialized
  27964. */
  27965. doNotSerialize: boolean;
  27966. /** @hidden */
  27967. _isDisposed: boolean;
  27968. /**
  27969. * Gets a list of Animations associated with the node
  27970. */
  27971. animations: import("babylonjs/Animations/animation").Animation[];
  27972. protected _ranges: {
  27973. [name: string]: Nullable<AnimationRange>;
  27974. };
  27975. /**
  27976. * Callback raised when the node is ready to be used
  27977. */
  27978. onReady: Nullable<(node: Node) => void>;
  27979. private _isEnabled;
  27980. private _isParentEnabled;
  27981. private _isReady;
  27982. /** @hidden */
  27983. _currentRenderId: number;
  27984. private _parentUpdateId;
  27985. /** @hidden */
  27986. _childUpdateId: number;
  27987. /** @hidden */
  27988. _waitingParentId: Nullable<string>;
  27989. /** @hidden */
  27990. _scene: Scene;
  27991. /** @hidden */
  27992. _cache: any;
  27993. private _parentNode;
  27994. private _children;
  27995. /** @hidden */
  27996. _worldMatrix: Matrix;
  27997. /** @hidden */
  27998. _worldMatrixDeterminant: number;
  27999. /** @hidden */
  28000. _worldMatrixDeterminantIsDirty: boolean;
  28001. /** @hidden */
  28002. private _sceneRootNodesIndex;
  28003. /**
  28004. * Gets a boolean indicating if the node has been disposed
  28005. * @returns true if the node was disposed
  28006. */
  28007. isDisposed(): boolean;
  28008. /**
  28009. * Gets or sets the parent of the node (without keeping the current position in the scene)
  28010. * @see https://doc.babylonjs.com/how_to/parenting
  28011. */
  28012. parent: Nullable<Node>;
  28013. /** @hidden */
  28014. _addToSceneRootNodes(): void;
  28015. /** @hidden */
  28016. _removeFromSceneRootNodes(): void;
  28017. private _animationPropertiesOverride;
  28018. /**
  28019. * Gets or sets the animation properties override
  28020. */
  28021. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  28022. /**
  28023. * Gets a string idenfifying the name of the class
  28024. * @returns "Node" string
  28025. */
  28026. getClassName(): string;
  28027. /** @hidden */
  28028. readonly _isNode: boolean;
  28029. /**
  28030. * An event triggered when the mesh is disposed
  28031. */
  28032. onDisposeObservable: Observable<Node>;
  28033. private _onDisposeObserver;
  28034. /**
  28035. * Sets a callback that will be raised when the node will be disposed
  28036. */
  28037. onDispose: () => void;
  28038. /**
  28039. * Creates a new Node
  28040. * @param name the name and id to be given to this node
  28041. * @param scene the scene this node will be added to
  28042. */
  28043. constructor(name: string, scene?: Nullable<Scene>);
  28044. /**
  28045. * Gets the scene of the node
  28046. * @returns a scene
  28047. */
  28048. getScene(): Scene;
  28049. /**
  28050. * Gets the engine of the node
  28051. * @returns a Engine
  28052. */
  28053. getEngine(): Engine;
  28054. private _behaviors;
  28055. /**
  28056. * Attach a behavior to the node
  28057. * @see http://doc.babylonjs.com/features/behaviour
  28058. * @param behavior defines the behavior to attach
  28059. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  28060. * @returns the current Node
  28061. */
  28062. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  28063. /**
  28064. * Remove an attached behavior
  28065. * @see http://doc.babylonjs.com/features/behaviour
  28066. * @param behavior defines the behavior to attach
  28067. * @returns the current Node
  28068. */
  28069. removeBehavior(behavior: Behavior<Node>): Node;
  28070. /**
  28071. * Gets the list of attached behaviors
  28072. * @see http://doc.babylonjs.com/features/behaviour
  28073. */
  28074. readonly behaviors: Behavior<Node>[];
  28075. /**
  28076. * Gets an attached behavior by name
  28077. * @param name defines the name of the behavior to look for
  28078. * @see http://doc.babylonjs.com/features/behaviour
  28079. * @returns null if behavior was not found else the requested behavior
  28080. */
  28081. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  28082. /**
  28083. * Returns the latest update of the World matrix
  28084. * @returns a Matrix
  28085. */
  28086. getWorldMatrix(): Matrix;
  28087. /** @hidden */
  28088. _getWorldMatrixDeterminant(): number;
  28089. /**
  28090. * Returns directly the latest state of the mesh World matrix.
  28091. * A Matrix is returned.
  28092. */
  28093. readonly worldMatrixFromCache: Matrix;
  28094. /** @hidden */
  28095. _initCache(): void;
  28096. /** @hidden */
  28097. updateCache(force?: boolean): void;
  28098. /** @hidden */
  28099. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  28100. /** @hidden */
  28101. _updateCache(ignoreParentClass?: boolean): void;
  28102. /** @hidden */
  28103. _isSynchronized(): boolean;
  28104. /** @hidden */
  28105. _markSyncedWithParent(): void;
  28106. /** @hidden */
  28107. isSynchronizedWithParent(): boolean;
  28108. /** @hidden */
  28109. isSynchronized(): boolean;
  28110. /**
  28111. * Is this node ready to be used/rendered
  28112. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  28113. * @return true if the node is ready
  28114. */
  28115. isReady(completeCheck?: boolean): boolean;
  28116. /**
  28117. * Is this node enabled?
  28118. * 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
  28119. * @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
  28120. * @return whether this node (and its parent) is enabled
  28121. */
  28122. isEnabled(checkAncestors?: boolean): boolean;
  28123. /** @hidden */
  28124. protected _syncParentEnabledState(): void;
  28125. /**
  28126. * Set the enabled state of this node
  28127. * @param value defines the new enabled state
  28128. */
  28129. setEnabled(value: boolean): void;
  28130. /**
  28131. * Is this node a descendant of the given node?
  28132. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  28133. * @param ancestor defines the parent node to inspect
  28134. * @returns a boolean indicating if this node is a descendant of the given node
  28135. */
  28136. isDescendantOf(ancestor: Node): boolean;
  28137. /** @hidden */
  28138. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  28139. /**
  28140. * Will return all nodes that have this node as ascendant
  28141. * @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
  28142. * @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
  28143. * @return all children nodes of all types
  28144. */
  28145. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  28146. /**
  28147. * Get all child-meshes of this node
  28148. * @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)
  28149. * @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
  28150. * @returns an array of AbstractMesh
  28151. */
  28152. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  28153. /**
  28154. * Get all direct children of this node
  28155. * @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
  28156. * @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)
  28157. * @returns an array of Node
  28158. */
  28159. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  28160. /** @hidden */
  28161. _setReady(state: boolean): void;
  28162. /**
  28163. * Get an animation by name
  28164. * @param name defines the name of the animation to look for
  28165. * @returns null if not found else the requested animation
  28166. */
  28167. getAnimationByName(name: string): Nullable<Animation>;
  28168. /**
  28169. * Creates an animation range for this node
  28170. * @param name defines the name of the range
  28171. * @param from defines the starting key
  28172. * @param to defines the end key
  28173. */
  28174. createAnimationRange(name: string, from: number, to: number): void;
  28175. /**
  28176. * Delete a specific animation range
  28177. * @param name defines the name of the range to delete
  28178. * @param deleteFrames defines if animation frames from the range must be deleted as well
  28179. */
  28180. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  28181. /**
  28182. * Get an animation range by name
  28183. * @param name defines the name of the animation range to look for
  28184. * @returns null if not found else the requested animation range
  28185. */
  28186. getAnimationRange(name: string): Nullable<AnimationRange>;
  28187. /**
  28188. * Gets the list of all animation ranges defined on this node
  28189. * @returns an array
  28190. */
  28191. getAnimationRanges(): Nullable<AnimationRange>[];
  28192. /**
  28193. * Will start the animation sequence
  28194. * @param name defines the range frames for animation sequence
  28195. * @param loop defines if the animation should loop (false by default)
  28196. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  28197. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  28198. * @returns the object created for this animation. If range does not exist, it will return null
  28199. */
  28200. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  28201. /**
  28202. * Serialize animation ranges into a JSON compatible object
  28203. * @returns serialization object
  28204. */
  28205. serializeAnimationRanges(): any;
  28206. /**
  28207. * Computes the world matrix of the node
  28208. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  28209. * @returns the world matrix
  28210. */
  28211. computeWorldMatrix(force?: boolean): Matrix;
  28212. /**
  28213. * Releases resources associated with this node.
  28214. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  28215. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  28216. */
  28217. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  28218. /**
  28219. * Parse animation range data from a serialization object and store them into a given node
  28220. * @param node defines where to store the animation ranges
  28221. * @param parsedNode defines the serialization object to read data from
  28222. * @param scene defines the hosting scene
  28223. */
  28224. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  28225. /**
  28226. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  28227. * @param includeDescendants Include bounding info from descendants as well (true by default)
  28228. * @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
  28229. * @returns the new bounding vectors
  28230. */
  28231. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  28232. min: Vector3;
  28233. max: Vector3;
  28234. };
  28235. }
  28236. }
  28237. declare module "babylonjs/Animations/animation" {
  28238. import { IEasingFunction, EasingFunction } from "babylonjs/Animations/easing";
  28239. import { Vector3, Quaternion, Vector2, Matrix } from "babylonjs/Maths/math.vector";
  28240. import { Color3, Color4 } from "babylonjs/Maths/math.color";
  28241. import { Nullable } from "babylonjs/types";
  28242. import { Scene } from "babylonjs/scene";
  28243. import { IAnimationKey } from "babylonjs/Animations/animationKey";
  28244. import { AnimationRange } from "babylonjs/Animations/animationRange";
  28245. import { AnimationEvent } from "babylonjs/Animations/animationEvent";
  28246. import { Node } from "babylonjs/node";
  28247. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28248. import { Size } from "babylonjs/Maths/math.size";
  28249. import { Animatable } from "babylonjs/Animations/animatable";
  28250. import { RuntimeAnimation } from "babylonjs/Animations/runtimeAnimation";
  28251. /**
  28252. * @hidden
  28253. */
  28254. export class _IAnimationState {
  28255. key: number;
  28256. repeatCount: number;
  28257. workValue?: any;
  28258. loopMode?: number;
  28259. offsetValue?: any;
  28260. highLimitValue?: any;
  28261. }
  28262. /**
  28263. * Class used to store any kind of animation
  28264. */
  28265. export class Animation {
  28266. /**Name of the animation */
  28267. name: string;
  28268. /**Property to animate */
  28269. targetProperty: string;
  28270. /**The frames per second of the animation */
  28271. framePerSecond: number;
  28272. /**The data type of the animation */
  28273. dataType: number;
  28274. /**The loop mode of the animation */
  28275. loopMode?: number | undefined;
  28276. /**Specifies if blending should be enabled */
  28277. enableBlending?: boolean | undefined;
  28278. /**
  28279. * Use matrix interpolation instead of using direct key value when animating matrices
  28280. */
  28281. static AllowMatricesInterpolation: boolean;
  28282. /**
  28283. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  28284. */
  28285. static AllowMatrixDecomposeForInterpolation: boolean;
  28286. /**
  28287. * Stores the key frames of the animation
  28288. */
  28289. private _keys;
  28290. /**
  28291. * Stores the easing function of the animation
  28292. */
  28293. private _easingFunction;
  28294. /**
  28295. * @hidden Internal use only
  28296. */
  28297. _runtimeAnimations: import("babylonjs/Animations/runtimeAnimation").RuntimeAnimation[];
  28298. /**
  28299. * The set of event that will be linked to this animation
  28300. */
  28301. private _events;
  28302. /**
  28303. * Stores an array of target property paths
  28304. */
  28305. targetPropertyPath: string[];
  28306. /**
  28307. * Stores the blending speed of the animation
  28308. */
  28309. blendingSpeed: number;
  28310. /**
  28311. * Stores the animation ranges for the animation
  28312. */
  28313. private _ranges;
  28314. /**
  28315. * @hidden Internal use
  28316. */
  28317. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  28318. /**
  28319. * Sets up an animation
  28320. * @param property The property to animate
  28321. * @param animationType The animation type to apply
  28322. * @param framePerSecond The frames per second of the animation
  28323. * @param easingFunction The easing function used in the animation
  28324. * @returns The created animation
  28325. */
  28326. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  28327. /**
  28328. * Create and start an animation on a node
  28329. * @param name defines the name of the global animation that will be run on all nodes
  28330. * @param node defines the root node where the animation will take place
  28331. * @param targetProperty defines property to animate
  28332. * @param framePerSecond defines the number of frame per second yo use
  28333. * @param totalFrame defines the number of frames in total
  28334. * @param from defines the initial value
  28335. * @param to defines the final value
  28336. * @param loopMode defines which loop mode you want to use (off by default)
  28337. * @param easingFunction defines the easing function to use (linear by default)
  28338. * @param onAnimationEnd defines the callback to call when animation end
  28339. * @returns the animatable created for this animation
  28340. */
  28341. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28342. /**
  28343. * Create and start an animation on a node and its descendants
  28344. * @param name defines the name of the global animation that will be run on all nodes
  28345. * @param node defines the root node where the animation will take place
  28346. * @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
  28347. * @param targetProperty defines property to animate
  28348. * @param framePerSecond defines the number of frame per second to use
  28349. * @param totalFrame defines the number of frames in total
  28350. * @param from defines the initial value
  28351. * @param to defines the final value
  28352. * @param loopMode defines which loop mode you want to use (off by default)
  28353. * @param easingFunction defines the easing function to use (linear by default)
  28354. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  28355. * @returns the list of animatables created for all nodes
  28356. * @example https://www.babylonjs-playground.com/#MH0VLI
  28357. */
  28358. 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[]>;
  28359. /**
  28360. * Creates a new animation, merges it with the existing animations and starts it
  28361. * @param name Name of the animation
  28362. * @param node Node which contains the scene that begins the animations
  28363. * @param targetProperty Specifies which property to animate
  28364. * @param framePerSecond The frames per second of the animation
  28365. * @param totalFrame The total number of frames
  28366. * @param from The frame at the beginning of the animation
  28367. * @param to The frame at the end of the animation
  28368. * @param loopMode Specifies the loop mode of the animation
  28369. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  28370. * @param onAnimationEnd Callback to run once the animation is complete
  28371. * @returns Nullable animation
  28372. */
  28373. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  28374. /**
  28375. * Transition property of an host to the target Value
  28376. * @param property The property to transition
  28377. * @param targetValue The target Value of the property
  28378. * @param host The object where the property to animate belongs
  28379. * @param scene Scene used to run the animation
  28380. * @param frameRate Framerate (in frame/s) to use
  28381. * @param transition The transition type we want to use
  28382. * @param duration The duration of the animation, in milliseconds
  28383. * @param onAnimationEnd Callback trigger at the end of the animation
  28384. * @returns Nullable animation
  28385. */
  28386. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  28387. /**
  28388. * Return the array of runtime animations currently using this animation
  28389. */
  28390. readonly runtimeAnimations: RuntimeAnimation[];
  28391. /**
  28392. * Specifies if any of the runtime animations are currently running
  28393. */
  28394. readonly hasRunningRuntimeAnimations: boolean;
  28395. /**
  28396. * Initializes the animation
  28397. * @param name Name of the animation
  28398. * @param targetProperty Property to animate
  28399. * @param framePerSecond The frames per second of the animation
  28400. * @param dataType The data type of the animation
  28401. * @param loopMode The loop mode of the animation
  28402. * @param enableBlending Specifies if blending should be enabled
  28403. */
  28404. constructor(
  28405. /**Name of the animation */
  28406. name: string,
  28407. /**Property to animate */
  28408. targetProperty: string,
  28409. /**The frames per second of the animation */
  28410. framePerSecond: number,
  28411. /**The data type of the animation */
  28412. dataType: number,
  28413. /**The loop mode of the animation */
  28414. loopMode?: number | undefined,
  28415. /**Specifies if blending should be enabled */
  28416. enableBlending?: boolean | undefined);
  28417. /**
  28418. * Converts the animation to a string
  28419. * @param fullDetails support for multiple levels of logging within scene loading
  28420. * @returns String form of the animation
  28421. */
  28422. toString(fullDetails?: boolean): string;
  28423. /**
  28424. * Add an event to this animation
  28425. * @param event Event to add
  28426. */
  28427. addEvent(event: AnimationEvent): void;
  28428. /**
  28429. * Remove all events found at the given frame
  28430. * @param frame The frame to remove events from
  28431. */
  28432. removeEvents(frame: number): void;
  28433. /**
  28434. * Retrieves all the events from the animation
  28435. * @returns Events from the animation
  28436. */
  28437. getEvents(): AnimationEvent[];
  28438. /**
  28439. * Creates an animation range
  28440. * @param name Name of the animation range
  28441. * @param from Starting frame of the animation range
  28442. * @param to Ending frame of the animation
  28443. */
  28444. createRange(name: string, from: number, to: number): void;
  28445. /**
  28446. * Deletes an animation range by name
  28447. * @param name Name of the animation range to delete
  28448. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  28449. */
  28450. deleteRange(name: string, deleteFrames?: boolean): void;
  28451. /**
  28452. * Gets the animation range by name, or null if not defined
  28453. * @param name Name of the animation range
  28454. * @returns Nullable animation range
  28455. */
  28456. getRange(name: string): Nullable<AnimationRange>;
  28457. /**
  28458. * Gets the key frames from the animation
  28459. * @returns The key frames of the animation
  28460. */
  28461. getKeys(): Array<IAnimationKey>;
  28462. /**
  28463. * Gets the highest frame rate of the animation
  28464. * @returns Highest frame rate of the animation
  28465. */
  28466. getHighestFrame(): number;
  28467. /**
  28468. * Gets the easing function of the animation
  28469. * @returns Easing function of the animation
  28470. */
  28471. getEasingFunction(): IEasingFunction;
  28472. /**
  28473. * Sets the easing function of the animation
  28474. * @param easingFunction A custom mathematical formula for animation
  28475. */
  28476. setEasingFunction(easingFunction: EasingFunction): void;
  28477. /**
  28478. * Interpolates a scalar linearly
  28479. * @param startValue Start value of the animation curve
  28480. * @param endValue End value of the animation curve
  28481. * @param gradient Scalar amount to interpolate
  28482. * @returns Interpolated scalar value
  28483. */
  28484. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  28485. /**
  28486. * Interpolates a scalar cubically
  28487. * @param startValue Start value of the animation curve
  28488. * @param outTangent End tangent of the animation
  28489. * @param endValue End value of the animation curve
  28490. * @param inTangent Start tangent of the animation curve
  28491. * @param gradient Scalar amount to interpolate
  28492. * @returns Interpolated scalar value
  28493. */
  28494. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  28495. /**
  28496. * Interpolates a quaternion using a spherical linear interpolation
  28497. * @param startValue Start value of the animation curve
  28498. * @param endValue End value of the animation curve
  28499. * @param gradient Scalar amount to interpolate
  28500. * @returns Interpolated quaternion value
  28501. */
  28502. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  28503. /**
  28504. * Interpolates a quaternion cubically
  28505. * @param startValue Start value of the animation curve
  28506. * @param outTangent End tangent of the animation curve
  28507. * @param endValue End value of the animation curve
  28508. * @param inTangent Start tangent of the animation curve
  28509. * @param gradient Scalar amount to interpolate
  28510. * @returns Interpolated quaternion value
  28511. */
  28512. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  28513. /**
  28514. * Interpolates a Vector3 linearl
  28515. * @param startValue Start value of the animation curve
  28516. * @param endValue End value of the animation curve
  28517. * @param gradient Scalar amount to interpolate
  28518. * @returns Interpolated scalar value
  28519. */
  28520. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  28521. /**
  28522. * Interpolates a Vector3 cubically
  28523. * @param startValue Start value of the animation curve
  28524. * @param outTangent End tangent of the animation
  28525. * @param endValue End value of the animation curve
  28526. * @param inTangent Start tangent of the animation curve
  28527. * @param gradient Scalar amount to interpolate
  28528. * @returns InterpolatedVector3 value
  28529. */
  28530. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  28531. /**
  28532. * Interpolates a Vector2 linearly
  28533. * @param startValue Start value of the animation curve
  28534. * @param endValue End value of the animation curve
  28535. * @param gradient Scalar amount to interpolate
  28536. * @returns Interpolated Vector2 value
  28537. */
  28538. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  28539. /**
  28540. * Interpolates a Vector2 cubically
  28541. * @param startValue Start value of the animation curve
  28542. * @param outTangent End tangent of the animation
  28543. * @param endValue End value of the animation curve
  28544. * @param inTangent Start tangent of the animation curve
  28545. * @param gradient Scalar amount to interpolate
  28546. * @returns Interpolated Vector2 value
  28547. */
  28548. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  28549. /**
  28550. * Interpolates a size linearly
  28551. * @param startValue Start value of the animation curve
  28552. * @param endValue End value of the animation curve
  28553. * @param gradient Scalar amount to interpolate
  28554. * @returns Interpolated Size value
  28555. */
  28556. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  28557. /**
  28558. * Interpolates a Color3 linearly
  28559. * @param startValue Start value of the animation curve
  28560. * @param endValue End value of the animation curve
  28561. * @param gradient Scalar amount to interpolate
  28562. * @returns Interpolated Color3 value
  28563. */
  28564. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  28565. /**
  28566. * Interpolates a Color4 linearly
  28567. * @param startValue Start value of the animation curve
  28568. * @param endValue End value of the animation curve
  28569. * @param gradient Scalar amount to interpolate
  28570. * @returns Interpolated Color3 value
  28571. */
  28572. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  28573. /**
  28574. * @hidden Internal use only
  28575. */
  28576. _getKeyValue(value: any): any;
  28577. /**
  28578. * @hidden Internal use only
  28579. */
  28580. _interpolate(currentFrame: number, state: _IAnimationState): any;
  28581. /**
  28582. * Defines the function to use to interpolate matrices
  28583. * @param startValue defines the start matrix
  28584. * @param endValue defines the end matrix
  28585. * @param gradient defines the gradient between both matrices
  28586. * @param result defines an optional target matrix where to store the interpolation
  28587. * @returns the interpolated matrix
  28588. */
  28589. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  28590. /**
  28591. * Makes a copy of the animation
  28592. * @returns Cloned animation
  28593. */
  28594. clone(): Animation;
  28595. /**
  28596. * Sets the key frames of the animation
  28597. * @param values The animation key frames to set
  28598. */
  28599. setKeys(values: Array<IAnimationKey>): void;
  28600. /**
  28601. * Serializes the animation to an object
  28602. * @returns Serialized object
  28603. */
  28604. serialize(): any;
  28605. /**
  28606. * Float animation type
  28607. */
  28608. static readonly ANIMATIONTYPE_FLOAT: number;
  28609. /**
  28610. * Vector3 animation type
  28611. */
  28612. static readonly ANIMATIONTYPE_VECTOR3: number;
  28613. /**
  28614. * Quaternion animation type
  28615. */
  28616. static readonly ANIMATIONTYPE_QUATERNION: number;
  28617. /**
  28618. * Matrix animation type
  28619. */
  28620. static readonly ANIMATIONTYPE_MATRIX: number;
  28621. /**
  28622. * Color3 animation type
  28623. */
  28624. static readonly ANIMATIONTYPE_COLOR3: number;
  28625. /**
  28626. * Color3 animation type
  28627. */
  28628. static readonly ANIMATIONTYPE_COLOR4: number;
  28629. /**
  28630. * Vector2 animation type
  28631. */
  28632. static readonly ANIMATIONTYPE_VECTOR2: number;
  28633. /**
  28634. * Size animation type
  28635. */
  28636. static readonly ANIMATIONTYPE_SIZE: number;
  28637. /**
  28638. * Relative Loop Mode
  28639. */
  28640. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  28641. /**
  28642. * Cycle Loop Mode
  28643. */
  28644. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  28645. /**
  28646. * Constant Loop Mode
  28647. */
  28648. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  28649. /** @hidden */
  28650. static _UniversalLerp(left: any, right: any, amount: number): any;
  28651. /**
  28652. * Parses an animation object and creates an animation
  28653. * @param parsedAnimation Parsed animation object
  28654. * @returns Animation object
  28655. */
  28656. static Parse(parsedAnimation: any): Animation;
  28657. /**
  28658. * Appends the serialized animations from the source animations
  28659. * @param source Source containing the animations
  28660. * @param destination Target to store the animations
  28661. */
  28662. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28663. }
  28664. }
  28665. declare module "babylonjs/Animations/animatable.interface" {
  28666. import { Nullable } from "babylonjs/types";
  28667. import { Animation } from "babylonjs/Animations/animation";
  28668. /**
  28669. * Interface containing an array of animations
  28670. */
  28671. export interface IAnimatable {
  28672. /**
  28673. * Array of animations
  28674. */
  28675. animations: Nullable<Array<Animation>>;
  28676. }
  28677. }
  28678. declare module "babylonjs/Materials/fresnelParameters" {
  28679. import { Color3 } from "babylonjs/Maths/math.color";
  28680. /**
  28681. * This represents all the required information to add a fresnel effect on a material:
  28682. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  28683. */
  28684. export class FresnelParameters {
  28685. private _isEnabled;
  28686. /**
  28687. * Define if the fresnel effect is enable or not.
  28688. */
  28689. isEnabled: boolean;
  28690. /**
  28691. * Define the color used on edges (grazing angle)
  28692. */
  28693. leftColor: Color3;
  28694. /**
  28695. * Define the color used on center
  28696. */
  28697. rightColor: Color3;
  28698. /**
  28699. * Define bias applied to computed fresnel term
  28700. */
  28701. bias: number;
  28702. /**
  28703. * Defined the power exponent applied to fresnel term
  28704. */
  28705. power: number;
  28706. /**
  28707. * Clones the current fresnel and its valuues
  28708. * @returns a clone fresnel configuration
  28709. */
  28710. clone(): FresnelParameters;
  28711. /**
  28712. * Serializes the current fresnel parameters to a JSON representation.
  28713. * @return the JSON serialization
  28714. */
  28715. serialize(): any;
  28716. /**
  28717. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  28718. * @param parsedFresnelParameters Define the JSON representation
  28719. * @returns the parsed parameters
  28720. */
  28721. static Parse(parsedFresnelParameters: any): FresnelParameters;
  28722. }
  28723. }
  28724. declare module "babylonjs/Misc/decorators" {
  28725. import { Nullable } from "babylonjs/types";
  28726. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28727. import { Scene } from "babylonjs/scene";
  28728. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  28729. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28730. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28731. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28732. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28733. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28734. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28735. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28736. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28737. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28738. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28739. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28740. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28741. /**
  28742. * Decorator used to define property that can be serialized as reference to a camera
  28743. * @param sourceName defines the name of the property to decorate
  28744. */
  28745. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  28746. /**
  28747. * Class used to help serialization objects
  28748. */
  28749. export class SerializationHelper {
  28750. /** @hidden */
  28751. static _ImageProcessingConfigurationParser: (sourceProperty: any) => import("babylonjs/Materials/imageProcessingConfiguration").ImageProcessingConfiguration;
  28752. /** @hidden */
  28753. static _FresnelParametersParser: (sourceProperty: any) => import("babylonjs/Materials/fresnelParameters").FresnelParameters;
  28754. /** @hidden */
  28755. static _ColorCurvesParser: (sourceProperty: any) => import("babylonjs/Materials/colorCurves").ColorCurves;
  28756. /** @hidden */
  28757. static _TextureParser: (sourceProperty: any, scene: import("babylonjs/scene").Scene, rootUrl: string) => Nullable<import("babylonjs/Materials/Textures/baseTexture").BaseTexture>;
  28758. /**
  28759. * Appends the serialized animations from the source animations
  28760. * @param source Source containing the animations
  28761. * @param destination Target to store the animations
  28762. */
  28763. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  28764. /**
  28765. * Static function used to serialized a specific entity
  28766. * @param entity defines the entity to serialize
  28767. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  28768. * @returns a JSON compatible object representing the serialization of the entity
  28769. */
  28770. static Serialize<T>(entity: T, serializationObject?: any): any;
  28771. /**
  28772. * Creates a new entity from a serialization data object
  28773. * @param creationFunction defines a function used to instanciated the new entity
  28774. * @param source defines the source serialization data
  28775. * @param scene defines the hosting scene
  28776. * @param rootUrl defines the root url for resources
  28777. * @returns a new entity
  28778. */
  28779. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  28780. /**
  28781. * Clones an object
  28782. * @param creationFunction defines the function used to instanciate the new object
  28783. * @param source defines the source object
  28784. * @returns the cloned object
  28785. */
  28786. static Clone<T>(creationFunction: () => T, source: T): T;
  28787. /**
  28788. * Instanciates a new object based on a source one (some data will be shared between both object)
  28789. * @param creationFunction defines the function used to instanciate the new object
  28790. * @param source defines the source object
  28791. * @returns the new object
  28792. */
  28793. static Instanciate<T>(creationFunction: () => T, source: T): T;
  28794. }
  28795. }
  28796. declare module "babylonjs/Misc/guid" {
  28797. /**
  28798. * Class used to manipulate GUIDs
  28799. */
  28800. export class GUID {
  28801. /**
  28802. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  28803. * Be aware Math.random() could cause collisions, but:
  28804. * "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"
  28805. * @returns a pseudo random id
  28806. */
  28807. static RandomId(): string;
  28808. }
  28809. }
  28810. declare module "babylonjs/Materials/Textures/baseTexture" {
  28811. import { Observable } from "babylonjs/Misc/observable";
  28812. import { Nullable } from "babylonjs/types";
  28813. import { Scene } from "babylonjs/scene";
  28814. import { Matrix } from "babylonjs/Maths/math.vector";
  28815. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  28816. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  28817. import { ISize } from "babylonjs/Maths/math.size";
  28818. /**
  28819. * Base class of all the textures in babylon.
  28820. * It groups all the common properties the materials, post process, lights... might need
  28821. * in order to make a correct use of the texture.
  28822. */
  28823. export class BaseTexture implements IAnimatable {
  28824. /**
  28825. * Default anisotropic filtering level for the application.
  28826. * It is set to 4 as a good tradeoff between perf and quality.
  28827. */
  28828. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  28829. /**
  28830. * Gets or sets the unique id of the texture
  28831. */
  28832. uniqueId: number;
  28833. /**
  28834. * Define the name of the texture.
  28835. */
  28836. name: string;
  28837. /**
  28838. * Gets or sets an object used to store user defined information.
  28839. */
  28840. metadata: any;
  28841. /**
  28842. * For internal use only. Please do not use.
  28843. */
  28844. reservedDataStore: any;
  28845. private _hasAlpha;
  28846. /**
  28847. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  28848. */
  28849. hasAlpha: boolean;
  28850. /**
  28851. * Defines if the alpha value should be determined via the rgb values.
  28852. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  28853. */
  28854. getAlphaFromRGB: boolean;
  28855. /**
  28856. * Intensity or strength of the texture.
  28857. * It is commonly used by materials to fine tune the intensity of the texture
  28858. */
  28859. level: number;
  28860. /**
  28861. * Define the UV chanel to use starting from 0 and defaulting to 0.
  28862. * This is part of the texture as textures usually maps to one uv set.
  28863. */
  28864. coordinatesIndex: number;
  28865. private _coordinatesMode;
  28866. /**
  28867. * How a texture is mapped.
  28868. *
  28869. * | Value | Type | Description |
  28870. * | ----- | ----------------------------------- | ----------- |
  28871. * | 0 | EXPLICIT_MODE | |
  28872. * | 1 | SPHERICAL_MODE | |
  28873. * | 2 | PLANAR_MODE | |
  28874. * | 3 | CUBIC_MODE | |
  28875. * | 4 | PROJECTION_MODE | |
  28876. * | 5 | SKYBOX_MODE | |
  28877. * | 6 | INVCUBIC_MODE | |
  28878. * | 7 | EQUIRECTANGULAR_MODE | |
  28879. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  28880. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  28881. */
  28882. coordinatesMode: number;
  28883. /**
  28884. * | Value | Type | Description |
  28885. * | ----- | ------------------ | ----------- |
  28886. * | 0 | CLAMP_ADDRESSMODE | |
  28887. * | 1 | WRAP_ADDRESSMODE | |
  28888. * | 2 | MIRROR_ADDRESSMODE | |
  28889. */
  28890. wrapU: number;
  28891. /**
  28892. * | Value | Type | Description |
  28893. * | ----- | ------------------ | ----------- |
  28894. * | 0 | CLAMP_ADDRESSMODE | |
  28895. * | 1 | WRAP_ADDRESSMODE | |
  28896. * | 2 | MIRROR_ADDRESSMODE | |
  28897. */
  28898. wrapV: number;
  28899. /**
  28900. * | Value | Type | Description |
  28901. * | ----- | ------------------ | ----------- |
  28902. * | 0 | CLAMP_ADDRESSMODE | |
  28903. * | 1 | WRAP_ADDRESSMODE | |
  28904. * | 2 | MIRROR_ADDRESSMODE | |
  28905. */
  28906. wrapR: number;
  28907. /**
  28908. * With compliant hardware and browser (supporting anisotropic filtering)
  28909. * this defines the level of anisotropic filtering in the texture.
  28910. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  28911. */
  28912. anisotropicFilteringLevel: number;
  28913. /**
  28914. * Define if the texture is a cube texture or if false a 2d texture.
  28915. */
  28916. isCube: boolean;
  28917. /**
  28918. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  28919. */
  28920. is3D: boolean;
  28921. /**
  28922. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  28923. */
  28924. is2DArray: boolean;
  28925. /**
  28926. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  28927. * HDR texture are usually stored in linear space.
  28928. * This only impacts the PBR and Background materials
  28929. */
  28930. gammaSpace: boolean;
  28931. /**
  28932. * Gets or sets whether or not the texture contains RGBD data.
  28933. */
  28934. isRGBD: boolean;
  28935. /**
  28936. * Is Z inverted in the texture (useful in a cube texture).
  28937. */
  28938. invertZ: boolean;
  28939. /**
  28940. * Are mip maps generated for this texture or not.
  28941. */
  28942. readonly noMipmap: boolean;
  28943. /**
  28944. * @hidden
  28945. */
  28946. lodLevelInAlpha: boolean;
  28947. /**
  28948. * With prefiltered texture, defined the offset used during the prefiltering steps.
  28949. */
  28950. lodGenerationOffset: number;
  28951. /**
  28952. * With prefiltered texture, defined the scale used during the prefiltering steps.
  28953. */
  28954. lodGenerationScale: number;
  28955. /**
  28956. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  28957. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  28958. * average roughness values.
  28959. */
  28960. linearSpecularLOD: boolean;
  28961. /**
  28962. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  28963. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  28964. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  28965. */
  28966. irradianceTexture: Nullable<BaseTexture>;
  28967. /**
  28968. * Define if the texture is a render target.
  28969. */
  28970. isRenderTarget: boolean;
  28971. /**
  28972. * Define the unique id of the texture in the scene.
  28973. */
  28974. readonly uid: string;
  28975. /**
  28976. * Return a string representation of the texture.
  28977. * @returns the texture as a string
  28978. */
  28979. toString(): string;
  28980. /**
  28981. * Get the class name of the texture.
  28982. * @returns "BaseTexture"
  28983. */
  28984. getClassName(): string;
  28985. /**
  28986. * Define the list of animation attached to the texture.
  28987. */
  28988. animations: import("babylonjs/Animations/animation").Animation[];
  28989. /**
  28990. * An event triggered when the texture is disposed.
  28991. */
  28992. onDisposeObservable: Observable<BaseTexture>;
  28993. private _onDisposeObserver;
  28994. /**
  28995. * Callback triggered when the texture has been disposed.
  28996. * Kept for back compatibility, you can use the onDisposeObservable instead.
  28997. */
  28998. onDispose: () => void;
  28999. /**
  29000. * Define the current state of the loading sequence when in delayed load mode.
  29001. */
  29002. delayLoadState: number;
  29003. private _scene;
  29004. /** @hidden */
  29005. _texture: Nullable<InternalTexture>;
  29006. private _uid;
  29007. /**
  29008. * Define if the texture is preventinga material to render or not.
  29009. * If not and the texture is not ready, the engine will use a default black texture instead.
  29010. */
  29011. readonly isBlocking: boolean;
  29012. /**
  29013. * Instantiates a new BaseTexture.
  29014. * Base class of all the textures in babylon.
  29015. * It groups all the common properties the materials, post process, lights... might need
  29016. * in order to make a correct use of the texture.
  29017. * @param scene Define the scene the texture blongs to
  29018. */
  29019. constructor(scene: Nullable<Scene>);
  29020. /**
  29021. * Get the scene the texture belongs to.
  29022. * @returns the scene or null if undefined
  29023. */
  29024. getScene(): Nullable<Scene>;
  29025. /**
  29026. * Get the texture transform matrix used to offset tile the texture for istance.
  29027. * @returns the transformation matrix
  29028. */
  29029. getTextureMatrix(): Matrix;
  29030. /**
  29031. * Get the texture reflection matrix used to rotate/transform the reflection.
  29032. * @returns the reflection matrix
  29033. */
  29034. getReflectionTextureMatrix(): Matrix;
  29035. /**
  29036. * Get the underlying lower level texture from Babylon.
  29037. * @returns the insternal texture
  29038. */
  29039. getInternalTexture(): Nullable<InternalTexture>;
  29040. /**
  29041. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  29042. * @returns true if ready or not blocking
  29043. */
  29044. isReadyOrNotBlocking(): boolean;
  29045. /**
  29046. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  29047. * @returns true if fully ready
  29048. */
  29049. isReady(): boolean;
  29050. private _cachedSize;
  29051. /**
  29052. * Get the size of the texture.
  29053. * @returns the texture size.
  29054. */
  29055. getSize(): ISize;
  29056. /**
  29057. * Get the base size of the texture.
  29058. * It can be different from the size if the texture has been resized for POT for instance
  29059. * @returns the base size
  29060. */
  29061. getBaseSize(): ISize;
  29062. /**
  29063. * Update the sampling mode of the texture.
  29064. * Default is Trilinear mode.
  29065. *
  29066. * | Value | Type | Description |
  29067. * | ----- | ------------------ | ----------- |
  29068. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  29069. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  29070. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  29071. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  29072. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  29073. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  29074. * | 7 | NEAREST_LINEAR | |
  29075. * | 8 | NEAREST_NEAREST | |
  29076. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  29077. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  29078. * | 11 | LINEAR_LINEAR | |
  29079. * | 12 | LINEAR_NEAREST | |
  29080. *
  29081. * > _mag_: magnification filter (close to the viewer)
  29082. * > _min_: minification filter (far from the viewer)
  29083. * > _mip_: filter used between mip map levels
  29084. *@param samplingMode Define the new sampling mode of the texture
  29085. */
  29086. updateSamplingMode(samplingMode: number): void;
  29087. /**
  29088. * Scales the texture if is `canRescale()`
  29089. * @param ratio the resize factor we want to use to rescale
  29090. */
  29091. scale(ratio: number): void;
  29092. /**
  29093. * Get if the texture can rescale.
  29094. */
  29095. readonly canRescale: boolean;
  29096. /** @hidden */
  29097. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  29098. /** @hidden */
  29099. _rebuild(): void;
  29100. /**
  29101. * Triggers the load sequence in delayed load mode.
  29102. */
  29103. delayLoad(): void;
  29104. /**
  29105. * Clones the texture.
  29106. * @returns the cloned texture
  29107. */
  29108. clone(): Nullable<BaseTexture>;
  29109. /**
  29110. * Get the texture underlying type (INT, FLOAT...)
  29111. */
  29112. readonly textureType: number;
  29113. /**
  29114. * Get the texture underlying format (RGB, RGBA...)
  29115. */
  29116. readonly textureFormat: number;
  29117. /**
  29118. * Indicates that textures need to be re-calculated for all materials
  29119. */
  29120. protected _markAllSubMeshesAsTexturesDirty(): void;
  29121. /**
  29122. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  29123. * This will returns an RGBA array buffer containing either in values (0-255) or
  29124. * float values (0-1) depending of the underlying buffer type.
  29125. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  29126. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  29127. * @param buffer defines a user defined buffer to fill with data (can be null)
  29128. * @returns The Array buffer containing the pixels data.
  29129. */
  29130. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  29131. /**
  29132. * Release and destroy the underlying lower level texture aka internalTexture.
  29133. */
  29134. releaseInternalTexture(): void;
  29135. /** @hidden */
  29136. readonly _lodTextureHigh: Nullable<BaseTexture>;
  29137. /** @hidden */
  29138. readonly _lodTextureMid: Nullable<BaseTexture>;
  29139. /** @hidden */
  29140. readonly _lodTextureLow: Nullable<BaseTexture>;
  29141. /**
  29142. * Dispose the texture and release its associated resources.
  29143. */
  29144. dispose(): void;
  29145. /**
  29146. * Serialize the texture into a JSON representation that can be parsed later on.
  29147. * @returns the JSON representation of the texture
  29148. */
  29149. serialize(): any;
  29150. /**
  29151. * Helper function to be called back once a list of texture contains only ready textures.
  29152. * @param textures Define the list of textures to wait for
  29153. * @param callback Define the callback triggered once the entire list will be ready
  29154. */
  29155. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  29156. }
  29157. }
  29158. declare module "babylonjs/Materials/effect" {
  29159. import { Observable } from "babylonjs/Misc/observable";
  29160. import { Nullable } from "babylonjs/types";
  29161. import { IDisposable } from "babylonjs/scene";
  29162. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  29163. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  29164. import { IMatrixLike, IVector2Like, IVector3Like, IVector4Like, IColor3Like, IColor4Like } from "babylonjs/Maths/math.like";
  29165. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  29166. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  29167. import { Engine } from "babylonjs/Engines/engine";
  29168. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29169. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  29170. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  29171. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  29172. /**
  29173. * Options to be used when creating an effect.
  29174. */
  29175. export interface IEffectCreationOptions {
  29176. /**
  29177. * Atrributes that will be used in the shader.
  29178. */
  29179. attributes: string[];
  29180. /**
  29181. * Uniform varible names that will be set in the shader.
  29182. */
  29183. uniformsNames: string[];
  29184. /**
  29185. * Uniform buffer varible names that will be set in the shader.
  29186. */
  29187. uniformBuffersNames: string[];
  29188. /**
  29189. * Sampler texture variable names that will be set in the shader.
  29190. */
  29191. samplers: string[];
  29192. /**
  29193. * Define statements that will be set in the shader.
  29194. */
  29195. defines: any;
  29196. /**
  29197. * Possible fallbacks for this effect to improve performance when needed.
  29198. */
  29199. fallbacks: Nullable<IEffectFallbacks>;
  29200. /**
  29201. * Callback that will be called when the shader is compiled.
  29202. */
  29203. onCompiled: Nullable<(effect: Effect) => void>;
  29204. /**
  29205. * Callback that will be called if an error occurs during shader compilation.
  29206. */
  29207. onError: Nullable<(effect: Effect, errors: string) => void>;
  29208. /**
  29209. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29210. */
  29211. indexParameters?: any;
  29212. /**
  29213. * Max number of lights that can be used in the shader.
  29214. */
  29215. maxSimultaneousLights?: number;
  29216. /**
  29217. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  29218. */
  29219. transformFeedbackVaryings?: Nullable<string[]>;
  29220. }
  29221. /**
  29222. * Effect containing vertex and fragment shader that can be executed on an object.
  29223. */
  29224. export class Effect implements IDisposable {
  29225. /**
  29226. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  29227. */
  29228. static ShadersRepository: string;
  29229. /**
  29230. * Name of the effect.
  29231. */
  29232. name: any;
  29233. /**
  29234. * String container all the define statements that should be set on the shader.
  29235. */
  29236. defines: string;
  29237. /**
  29238. * Callback that will be called when the shader is compiled.
  29239. */
  29240. onCompiled: Nullable<(effect: Effect) => void>;
  29241. /**
  29242. * Callback that will be called if an error occurs during shader compilation.
  29243. */
  29244. onError: Nullable<(effect: Effect, errors: string) => void>;
  29245. /**
  29246. * Callback that will be called when effect is bound.
  29247. */
  29248. onBind: Nullable<(effect: Effect) => void>;
  29249. /**
  29250. * Unique ID of the effect.
  29251. */
  29252. uniqueId: number;
  29253. /**
  29254. * Observable that will be called when the shader is compiled.
  29255. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  29256. */
  29257. onCompileObservable: Observable<Effect>;
  29258. /**
  29259. * Observable that will be called if an error occurs during shader compilation.
  29260. */
  29261. onErrorObservable: Observable<Effect>;
  29262. /** @hidden */
  29263. _onBindObservable: Nullable<Observable<Effect>>;
  29264. /**
  29265. * Observable that will be called when effect is bound.
  29266. */
  29267. readonly onBindObservable: Observable<Effect>;
  29268. /** @hidden */
  29269. _bonesComputationForcedToCPU: boolean;
  29270. private static _uniqueIdSeed;
  29271. private _engine;
  29272. private _uniformBuffersNames;
  29273. private _uniformsNames;
  29274. private _samplerList;
  29275. private _samplers;
  29276. private _isReady;
  29277. private _compilationError;
  29278. private _allFallbacksProcessed;
  29279. private _attributesNames;
  29280. private _attributes;
  29281. private _uniforms;
  29282. /**
  29283. * Key for the effect.
  29284. * @hidden
  29285. */
  29286. _key: string;
  29287. private _indexParameters;
  29288. private _fallbacks;
  29289. private _vertexSourceCode;
  29290. private _fragmentSourceCode;
  29291. private _vertexSourceCodeOverride;
  29292. private _fragmentSourceCodeOverride;
  29293. private _transformFeedbackVaryings;
  29294. /**
  29295. * Compiled shader to webGL program.
  29296. * @hidden
  29297. */
  29298. _pipelineContext: Nullable<IPipelineContext>;
  29299. private _valueCache;
  29300. private static _baseCache;
  29301. /**
  29302. * Instantiates an effect.
  29303. * An effect can be used to create/manage/execute vertex and fragment shaders.
  29304. * @param baseName Name of the effect.
  29305. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  29306. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  29307. * @param samplers List of sampler variables that will be passed to the shader.
  29308. * @param engine Engine to be used to render the effect
  29309. * @param defines Define statements to be added to the shader.
  29310. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  29311. * @param onCompiled Callback that will be called when the shader is compiled.
  29312. * @param onError Callback that will be called if an error occurs during shader compilation.
  29313. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  29314. */
  29315. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  29316. private _useFinalCode;
  29317. /**
  29318. * Unique key for this effect
  29319. */
  29320. readonly key: string;
  29321. /**
  29322. * If the effect has been compiled and prepared.
  29323. * @returns if the effect is compiled and prepared.
  29324. */
  29325. isReady(): boolean;
  29326. private _isReadyInternal;
  29327. /**
  29328. * The engine the effect was initialized with.
  29329. * @returns the engine.
  29330. */
  29331. getEngine(): Engine;
  29332. /**
  29333. * The pipeline context for this effect
  29334. * @returns the associated pipeline context
  29335. */
  29336. getPipelineContext(): Nullable<IPipelineContext>;
  29337. /**
  29338. * The set of names of attribute variables for the shader.
  29339. * @returns An array of attribute names.
  29340. */
  29341. getAttributesNames(): string[];
  29342. /**
  29343. * Returns the attribute at the given index.
  29344. * @param index The index of the attribute.
  29345. * @returns The location of the attribute.
  29346. */
  29347. getAttributeLocation(index: number): number;
  29348. /**
  29349. * Returns the attribute based on the name of the variable.
  29350. * @param name of the attribute to look up.
  29351. * @returns the attribute location.
  29352. */
  29353. getAttributeLocationByName(name: string): number;
  29354. /**
  29355. * The number of attributes.
  29356. * @returns the numnber of attributes.
  29357. */
  29358. getAttributesCount(): number;
  29359. /**
  29360. * Gets the index of a uniform variable.
  29361. * @param uniformName of the uniform to look up.
  29362. * @returns the index.
  29363. */
  29364. getUniformIndex(uniformName: string): number;
  29365. /**
  29366. * Returns the attribute based on the name of the variable.
  29367. * @param uniformName of the uniform to look up.
  29368. * @returns the location of the uniform.
  29369. */
  29370. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  29371. /**
  29372. * Returns an array of sampler variable names
  29373. * @returns The array of sampler variable neames.
  29374. */
  29375. getSamplers(): string[];
  29376. /**
  29377. * The error from the last compilation.
  29378. * @returns the error string.
  29379. */
  29380. getCompilationError(): string;
  29381. /**
  29382. * Gets a boolean indicating that all fallbacks were used during compilation
  29383. * @returns true if all fallbacks were used
  29384. */
  29385. allFallbacksProcessed(): boolean;
  29386. /**
  29387. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  29388. * @param func The callback to be used.
  29389. */
  29390. executeWhenCompiled(func: (effect: Effect) => void): void;
  29391. private _checkIsReady;
  29392. private _loadShader;
  29393. /**
  29394. * Recompiles the webGL program
  29395. * @param vertexSourceCode The source code for the vertex shader.
  29396. * @param fragmentSourceCode The source code for the fragment shader.
  29397. * @param onCompiled Callback called when completed.
  29398. * @param onError Callback called on error.
  29399. * @hidden
  29400. */
  29401. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  29402. /**
  29403. * Prepares the effect
  29404. * @hidden
  29405. */
  29406. _prepareEffect(): void;
  29407. private _processCompilationErrors;
  29408. /**
  29409. * Checks if the effect is supported. (Must be called after compilation)
  29410. */
  29411. readonly isSupported: boolean;
  29412. /**
  29413. * Binds a texture to the engine to be used as output of the shader.
  29414. * @param channel Name of the output variable.
  29415. * @param texture Texture to bind.
  29416. * @hidden
  29417. */
  29418. _bindTexture(channel: string, texture: InternalTexture): void;
  29419. /**
  29420. * Sets a texture on the engine to be used in the shader.
  29421. * @param channel Name of the sampler variable.
  29422. * @param texture Texture to set.
  29423. */
  29424. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  29425. /**
  29426. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  29427. * @param channel Name of the sampler variable.
  29428. * @param texture Texture to set.
  29429. */
  29430. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  29431. /**
  29432. * Sets an array of textures on the engine to be used in the shader.
  29433. * @param channel Name of the variable.
  29434. * @param textures Textures to set.
  29435. */
  29436. setTextureArray(channel: string, textures: BaseTexture[]): void;
  29437. /**
  29438. * 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)
  29439. * @param channel Name of the sampler variable.
  29440. * @param postProcess Post process to get the input texture from.
  29441. */
  29442. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  29443. /**
  29444. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  29445. * 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)
  29446. * @param channel Name of the sampler variable.
  29447. * @param postProcess Post process to get the output texture from.
  29448. */
  29449. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  29450. /** @hidden */
  29451. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  29452. /** @hidden */
  29453. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  29454. /** @hidden */
  29455. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  29456. /** @hidden */
  29457. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  29458. /**
  29459. * Binds a buffer to a uniform.
  29460. * @param buffer Buffer to bind.
  29461. * @param name Name of the uniform variable to bind to.
  29462. */
  29463. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  29464. /**
  29465. * Binds block to a uniform.
  29466. * @param blockName Name of the block to bind.
  29467. * @param index Index to bind.
  29468. */
  29469. bindUniformBlock(blockName: string, index: number): void;
  29470. /**
  29471. * Sets an interger value on a uniform variable.
  29472. * @param uniformName Name of the variable.
  29473. * @param value Value to be set.
  29474. * @returns this effect.
  29475. */
  29476. setInt(uniformName: string, value: number): Effect;
  29477. /**
  29478. * Sets an int array on a uniform variable.
  29479. * @param uniformName Name of the variable.
  29480. * @param array array to be set.
  29481. * @returns this effect.
  29482. */
  29483. setIntArray(uniformName: string, array: Int32Array): Effect;
  29484. /**
  29485. * 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)
  29486. * @param uniformName Name of the variable.
  29487. * @param array array to be set.
  29488. * @returns this effect.
  29489. */
  29490. setIntArray2(uniformName: string, array: Int32Array): Effect;
  29491. /**
  29492. * 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)
  29493. * @param uniformName Name of the variable.
  29494. * @param array array to be set.
  29495. * @returns this effect.
  29496. */
  29497. setIntArray3(uniformName: string, array: Int32Array): Effect;
  29498. /**
  29499. * 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)
  29500. * @param uniformName Name of the variable.
  29501. * @param array array to be set.
  29502. * @returns this effect.
  29503. */
  29504. setIntArray4(uniformName: string, array: Int32Array): Effect;
  29505. /**
  29506. * Sets an float array on a uniform variable.
  29507. * @param uniformName Name of the variable.
  29508. * @param array array to be set.
  29509. * @returns this effect.
  29510. */
  29511. setFloatArray(uniformName: string, array: Float32Array): Effect;
  29512. /**
  29513. * 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)
  29514. * @param uniformName Name of the variable.
  29515. * @param array array to be set.
  29516. * @returns this effect.
  29517. */
  29518. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  29519. /**
  29520. * 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)
  29521. * @param uniformName Name of the variable.
  29522. * @param array array to be set.
  29523. * @returns this effect.
  29524. */
  29525. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  29526. /**
  29527. * 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)
  29528. * @param uniformName Name of the variable.
  29529. * @param array array to be set.
  29530. * @returns this effect.
  29531. */
  29532. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  29533. /**
  29534. * Sets an array on a uniform variable.
  29535. * @param uniformName Name of the variable.
  29536. * @param array array to be set.
  29537. * @returns this effect.
  29538. */
  29539. setArray(uniformName: string, array: number[]): Effect;
  29540. /**
  29541. * 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)
  29542. * @param uniformName Name of the variable.
  29543. * @param array array to be set.
  29544. * @returns this effect.
  29545. */
  29546. setArray2(uniformName: string, array: number[]): Effect;
  29547. /**
  29548. * 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)
  29549. * @param uniformName Name of the variable.
  29550. * @param array array to be set.
  29551. * @returns this effect.
  29552. */
  29553. setArray3(uniformName: string, array: number[]): Effect;
  29554. /**
  29555. * 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)
  29556. * @param uniformName Name of the variable.
  29557. * @param array array to be set.
  29558. * @returns this effect.
  29559. */
  29560. setArray4(uniformName: string, array: number[]): Effect;
  29561. /**
  29562. * Sets matrices on a uniform variable.
  29563. * @param uniformName Name of the variable.
  29564. * @param matrices matrices to be set.
  29565. * @returns this effect.
  29566. */
  29567. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  29568. /**
  29569. * Sets matrix on a uniform variable.
  29570. * @param uniformName Name of the variable.
  29571. * @param matrix matrix to be set.
  29572. * @returns this effect.
  29573. */
  29574. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  29575. /**
  29576. * 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)
  29577. * @param uniformName Name of the variable.
  29578. * @param matrix matrix to be set.
  29579. * @returns this effect.
  29580. */
  29581. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  29582. /**
  29583. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  29584. * @param uniformName Name of the variable.
  29585. * @param matrix matrix to be set.
  29586. * @returns this effect.
  29587. */
  29588. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  29589. /**
  29590. * Sets a float on a uniform variable.
  29591. * @param uniformName Name of the variable.
  29592. * @param value value to be set.
  29593. * @returns this effect.
  29594. */
  29595. setFloat(uniformName: string, value: number): Effect;
  29596. /**
  29597. * Sets a boolean on a uniform variable.
  29598. * @param uniformName Name of the variable.
  29599. * @param bool value to be set.
  29600. * @returns this effect.
  29601. */
  29602. setBool(uniformName: string, bool: boolean): Effect;
  29603. /**
  29604. * Sets a Vector2 on a uniform variable.
  29605. * @param uniformName Name of the variable.
  29606. * @param vector2 vector2 to be set.
  29607. * @returns this effect.
  29608. */
  29609. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  29610. /**
  29611. * Sets a float2 on a uniform variable.
  29612. * @param uniformName Name of the variable.
  29613. * @param x First float in float2.
  29614. * @param y Second float in float2.
  29615. * @returns this effect.
  29616. */
  29617. setFloat2(uniformName: string, x: number, y: number): Effect;
  29618. /**
  29619. * Sets a Vector3 on a uniform variable.
  29620. * @param uniformName Name of the variable.
  29621. * @param vector3 Value to be set.
  29622. * @returns this effect.
  29623. */
  29624. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  29625. /**
  29626. * Sets a float3 on a uniform variable.
  29627. * @param uniformName Name of the variable.
  29628. * @param x First float in float3.
  29629. * @param y Second float in float3.
  29630. * @param z Third float in float3.
  29631. * @returns this effect.
  29632. */
  29633. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  29634. /**
  29635. * Sets a Vector4 on a uniform variable.
  29636. * @param uniformName Name of the variable.
  29637. * @param vector4 Value to be set.
  29638. * @returns this effect.
  29639. */
  29640. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  29641. /**
  29642. * Sets a float4 on a uniform variable.
  29643. * @param uniformName Name of the variable.
  29644. * @param x First float in float4.
  29645. * @param y Second float in float4.
  29646. * @param z Third float in float4.
  29647. * @param w Fourth float in float4.
  29648. * @returns this effect.
  29649. */
  29650. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  29651. /**
  29652. * Sets a Color3 on a uniform variable.
  29653. * @param uniformName Name of the variable.
  29654. * @param color3 Value to be set.
  29655. * @returns this effect.
  29656. */
  29657. setColor3(uniformName: string, color3: IColor3Like): Effect;
  29658. /**
  29659. * Sets a Color4 on a uniform variable.
  29660. * @param uniformName Name of the variable.
  29661. * @param color3 Value to be set.
  29662. * @param alpha Alpha value to be set.
  29663. * @returns this effect.
  29664. */
  29665. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  29666. /**
  29667. * Sets a Color4 on a uniform variable
  29668. * @param uniformName defines the name of the variable
  29669. * @param color4 defines the value to be set
  29670. * @returns this effect.
  29671. */
  29672. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  29673. /** Release all associated resources */
  29674. dispose(): void;
  29675. /**
  29676. * This function will add a new shader to the shader store
  29677. * @param name the name of the shader
  29678. * @param pixelShader optional pixel shader content
  29679. * @param vertexShader optional vertex shader content
  29680. */
  29681. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  29682. /**
  29683. * Store of each shader (The can be looked up using effect.key)
  29684. */
  29685. static ShadersStore: {
  29686. [key: string]: string;
  29687. };
  29688. /**
  29689. * Store of each included file for a shader (The can be looked up using effect.key)
  29690. */
  29691. static IncludesShadersStore: {
  29692. [key: string]: string;
  29693. };
  29694. /**
  29695. * Resets the cache of effects.
  29696. */
  29697. static ResetCache(): void;
  29698. }
  29699. }
  29700. declare module "babylonjs/Engines/engineCapabilities" {
  29701. /**
  29702. * Interface used to describe the capabilities of the engine relatively to the current browser
  29703. */
  29704. export interface EngineCapabilities {
  29705. /** Maximum textures units per fragment shader */
  29706. maxTexturesImageUnits: number;
  29707. /** Maximum texture units per vertex shader */
  29708. maxVertexTextureImageUnits: number;
  29709. /** Maximum textures units in the entire pipeline */
  29710. maxCombinedTexturesImageUnits: number;
  29711. /** Maximum texture size */
  29712. maxTextureSize: number;
  29713. /** Maximum cube texture size */
  29714. maxCubemapTextureSize: number;
  29715. /** Maximum render texture size */
  29716. maxRenderTextureSize: number;
  29717. /** Maximum number of vertex attributes */
  29718. maxVertexAttribs: number;
  29719. /** Maximum number of varyings */
  29720. maxVaryingVectors: number;
  29721. /** Maximum number of uniforms per vertex shader */
  29722. maxVertexUniformVectors: number;
  29723. /** Maximum number of uniforms per fragment shader */
  29724. maxFragmentUniformVectors: number;
  29725. /** Defines if standard derivates (dx/dy) are supported */
  29726. standardDerivatives: boolean;
  29727. /** Defines if s3tc texture compression is supported */
  29728. s3tc?: WEBGL_compressed_texture_s3tc;
  29729. /** Defines if pvrtc texture compression is supported */
  29730. pvrtc: any;
  29731. /** Defines if etc1 texture compression is supported */
  29732. etc1: any;
  29733. /** Defines if etc2 texture compression is supported */
  29734. etc2: any;
  29735. /** Defines if astc texture compression is supported */
  29736. astc: any;
  29737. /** Defines if float textures are supported */
  29738. textureFloat: boolean;
  29739. /** Defines if vertex array objects are supported */
  29740. vertexArrayObject: boolean;
  29741. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  29742. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  29743. /** Gets the maximum level of anisotropy supported */
  29744. maxAnisotropy: number;
  29745. /** Defines if instancing is supported */
  29746. instancedArrays: boolean;
  29747. /** Defines if 32 bits indices are supported */
  29748. uintIndices: boolean;
  29749. /** Defines if high precision shaders are supported */
  29750. highPrecisionShaderSupported: boolean;
  29751. /** Defines if depth reading in the fragment shader is supported */
  29752. fragmentDepthSupported: boolean;
  29753. /** Defines if float texture linear filtering is supported*/
  29754. textureFloatLinearFiltering: boolean;
  29755. /** Defines if rendering to float textures is supported */
  29756. textureFloatRender: boolean;
  29757. /** Defines if half float textures are supported*/
  29758. textureHalfFloat: boolean;
  29759. /** Defines if half float texture linear filtering is supported*/
  29760. textureHalfFloatLinearFiltering: boolean;
  29761. /** Defines if rendering to half float textures is supported */
  29762. textureHalfFloatRender: boolean;
  29763. /** Defines if textureLOD shader command is supported */
  29764. textureLOD: boolean;
  29765. /** Defines if draw buffers extension is supported */
  29766. drawBuffersExtension: boolean;
  29767. /** Defines if depth textures are supported */
  29768. depthTextureExtension: boolean;
  29769. /** Defines if float color buffer are supported */
  29770. colorBufferFloat: boolean;
  29771. /** Gets disjoint timer query extension (null if not supported) */
  29772. timerQuery?: EXT_disjoint_timer_query;
  29773. /** Defines if timestamp can be used with timer query */
  29774. canUseTimestampForTimerQuery: boolean;
  29775. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  29776. multiview?: any;
  29777. /** Function used to let the system compiles shaders in background */
  29778. parallelShaderCompile?: {
  29779. COMPLETION_STATUS_KHR: number;
  29780. };
  29781. /** Max number of texture samples for MSAA */
  29782. maxMSAASamples: number;
  29783. /** Defines if the blend min max extension is supported */
  29784. blendMinMax: boolean;
  29785. }
  29786. }
  29787. declare module "babylonjs/States/depthCullingState" {
  29788. import { Nullable } from "babylonjs/types";
  29789. /**
  29790. * @hidden
  29791. **/
  29792. export class DepthCullingState {
  29793. private _isDepthTestDirty;
  29794. private _isDepthMaskDirty;
  29795. private _isDepthFuncDirty;
  29796. private _isCullFaceDirty;
  29797. private _isCullDirty;
  29798. private _isZOffsetDirty;
  29799. private _isFrontFaceDirty;
  29800. private _depthTest;
  29801. private _depthMask;
  29802. private _depthFunc;
  29803. private _cull;
  29804. private _cullFace;
  29805. private _zOffset;
  29806. private _frontFace;
  29807. /**
  29808. * Initializes the state.
  29809. */
  29810. constructor();
  29811. readonly isDirty: boolean;
  29812. zOffset: number;
  29813. cullFace: Nullable<number>;
  29814. cull: Nullable<boolean>;
  29815. depthFunc: Nullable<number>;
  29816. depthMask: boolean;
  29817. depthTest: boolean;
  29818. frontFace: Nullable<number>;
  29819. reset(): void;
  29820. apply(gl: WebGLRenderingContext): void;
  29821. }
  29822. }
  29823. declare module "babylonjs/States/stencilState" {
  29824. /**
  29825. * @hidden
  29826. **/
  29827. export class StencilState {
  29828. /** 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 */
  29829. static readonly ALWAYS: number;
  29830. /** Passed to stencilOperation to specify that stencil value must be kept */
  29831. static readonly KEEP: number;
  29832. /** Passed to stencilOperation to specify that stencil value must be replaced */
  29833. static readonly REPLACE: number;
  29834. private _isStencilTestDirty;
  29835. private _isStencilMaskDirty;
  29836. private _isStencilFuncDirty;
  29837. private _isStencilOpDirty;
  29838. private _stencilTest;
  29839. private _stencilMask;
  29840. private _stencilFunc;
  29841. private _stencilFuncRef;
  29842. private _stencilFuncMask;
  29843. private _stencilOpStencilFail;
  29844. private _stencilOpDepthFail;
  29845. private _stencilOpStencilDepthPass;
  29846. readonly isDirty: boolean;
  29847. stencilFunc: number;
  29848. stencilFuncRef: number;
  29849. stencilFuncMask: number;
  29850. stencilOpStencilFail: number;
  29851. stencilOpDepthFail: number;
  29852. stencilOpStencilDepthPass: number;
  29853. stencilMask: number;
  29854. stencilTest: boolean;
  29855. constructor();
  29856. reset(): void;
  29857. apply(gl: WebGLRenderingContext): void;
  29858. }
  29859. }
  29860. declare module "babylonjs/States/alphaCullingState" {
  29861. /**
  29862. * @hidden
  29863. **/
  29864. export class AlphaState {
  29865. private _isAlphaBlendDirty;
  29866. private _isBlendFunctionParametersDirty;
  29867. private _isBlendEquationParametersDirty;
  29868. private _isBlendConstantsDirty;
  29869. private _alphaBlend;
  29870. private _blendFunctionParameters;
  29871. private _blendEquationParameters;
  29872. private _blendConstants;
  29873. /**
  29874. * Initializes the state.
  29875. */
  29876. constructor();
  29877. readonly isDirty: boolean;
  29878. alphaBlend: boolean;
  29879. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  29880. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  29881. setAlphaEquationParameters(rgb: number, alpha: number): void;
  29882. reset(): void;
  29883. apply(gl: WebGLRenderingContext): void;
  29884. }
  29885. }
  29886. declare module "babylonjs/Engines/WebGL/webGL2ShaderProcessors" {
  29887. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  29888. /** @hidden */
  29889. export class WebGL2ShaderProcessor implements IShaderProcessor {
  29890. attributeProcessor(attribute: string): string;
  29891. varyingProcessor(varying: string, isFragment: boolean): string;
  29892. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  29893. }
  29894. }
  29895. declare module "babylonjs/Engines/instancingAttributeInfo" {
  29896. /**
  29897. * Interface for attribute information associated with buffer instanciation
  29898. */
  29899. export interface InstancingAttributeInfo {
  29900. /**
  29901. * Index/offset of the attribute in the vertex shader
  29902. */
  29903. index: number;
  29904. /**
  29905. * size of the attribute, 1, 2, 3 or 4
  29906. */
  29907. attributeSize: number;
  29908. /**
  29909. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  29910. * default is FLOAT
  29911. */
  29912. attributeType: number;
  29913. /**
  29914. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  29915. */
  29916. normalized: boolean;
  29917. /**
  29918. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  29919. */
  29920. offset: number;
  29921. /**
  29922. * Name of the GLSL attribute, for debugging purpose only
  29923. */
  29924. attributeName: string;
  29925. }
  29926. }
  29927. declare module "babylonjs/Engines/Extensions/engine.videoTexture" {
  29928. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  29929. import { Nullable } from "babylonjs/types";
  29930. module "babylonjs/Engines/thinEngine" {
  29931. interface ThinEngine {
  29932. /**
  29933. * Update a video texture
  29934. * @param texture defines the texture to update
  29935. * @param video defines the video element to use
  29936. * @param invertY defines if data must be stored with Y axis inverted
  29937. */
  29938. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  29939. }
  29940. }
  29941. }
  29942. declare module "babylonjs/Materials/Textures/videoTexture" {
  29943. import { Observable } from "babylonjs/Misc/observable";
  29944. import { Nullable } from "babylonjs/types";
  29945. import { Scene } from "babylonjs/scene";
  29946. import { Texture } from "babylonjs/Materials/Textures/texture";
  29947. import "babylonjs/Engines/Extensions/engine.videoTexture";
  29948. /**
  29949. * Settings for finer control over video usage
  29950. */
  29951. export interface VideoTextureSettings {
  29952. /**
  29953. * Applies `autoplay` to video, if specified
  29954. */
  29955. autoPlay?: boolean;
  29956. /**
  29957. * Applies `loop` to video, if specified
  29958. */
  29959. loop?: boolean;
  29960. /**
  29961. * Automatically updates internal texture from video at every frame in the render loop
  29962. */
  29963. autoUpdateTexture: boolean;
  29964. /**
  29965. * Image src displayed during the video loading or until the user interacts with the video.
  29966. */
  29967. poster?: string;
  29968. }
  29969. /**
  29970. * If you want to display a video in your scene, this is the special texture for that.
  29971. * This special texture works similar to other textures, with the exception of a few parameters.
  29972. * @see https://doc.babylonjs.com/how_to/video_texture
  29973. */
  29974. export class VideoTexture extends Texture {
  29975. /**
  29976. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  29977. */
  29978. readonly autoUpdateTexture: boolean;
  29979. /**
  29980. * The video instance used by the texture internally
  29981. */
  29982. readonly video: HTMLVideoElement;
  29983. private _onUserActionRequestedObservable;
  29984. /**
  29985. * Event triggerd when a dom action is required by the user to play the video.
  29986. * This happens due to recent changes in browser policies preventing video to auto start.
  29987. */
  29988. readonly onUserActionRequestedObservable: Observable<Texture>;
  29989. private _generateMipMaps;
  29990. private _engine;
  29991. private _stillImageCaptured;
  29992. private _displayingPosterTexture;
  29993. private _settings;
  29994. private _createInternalTextureOnEvent;
  29995. private _frameId;
  29996. /**
  29997. * Creates a video texture.
  29998. * If you want to display a video in your scene, this is the special texture for that.
  29999. * This special texture works similar to other textures, with the exception of a few parameters.
  30000. * @see https://doc.babylonjs.com/how_to/video_texture
  30001. * @param name optional name, will detect from video source, if not defined
  30002. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  30003. * @param scene is obviously the current scene.
  30004. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  30005. * @param invertY is false by default but can be used to invert video on Y axis
  30006. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  30007. * @param settings allows finer control over video usage
  30008. */
  30009. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  30010. private _getName;
  30011. private _getVideo;
  30012. private _createInternalTexture;
  30013. private reset;
  30014. /**
  30015. * @hidden Internal method to initiate `update`.
  30016. */
  30017. _rebuild(): void;
  30018. /**
  30019. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  30020. */
  30021. update(): void;
  30022. /**
  30023. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  30024. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  30025. */
  30026. updateTexture(isVisible: boolean): void;
  30027. protected _updateInternalTexture: () => void;
  30028. /**
  30029. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  30030. * @param url New url.
  30031. */
  30032. updateURL(url: string): void;
  30033. /**
  30034. * Dispose the texture and release its associated resources.
  30035. */
  30036. dispose(): void;
  30037. /**
  30038. * Creates a video texture straight from a stream.
  30039. * @param scene Define the scene the texture should be created in
  30040. * @param stream Define the stream the texture should be created from
  30041. * @returns The created video texture as a promise
  30042. */
  30043. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  30044. /**
  30045. * Creates a video texture straight from your WebCam video feed.
  30046. * @param scene Define the scene the texture should be created in
  30047. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30048. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30049. * @returns The created video texture as a promise
  30050. */
  30051. static CreateFromWebCamAsync(scene: Scene, constraints: {
  30052. minWidth: number;
  30053. maxWidth: number;
  30054. minHeight: number;
  30055. maxHeight: number;
  30056. deviceId: string;
  30057. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  30058. /**
  30059. * Creates a video texture straight from your WebCam video feed.
  30060. * @param scene Define the scene the texture should be created in
  30061. * @param onReady Define a callback to triggered once the texture will be ready
  30062. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  30063. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  30064. */
  30065. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  30066. minWidth: number;
  30067. maxWidth: number;
  30068. minHeight: number;
  30069. maxHeight: number;
  30070. deviceId: string;
  30071. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  30072. }
  30073. }
  30074. declare module "babylonjs/Engines/thinEngine" {
  30075. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  30076. import { Effect, IEffectCreationOptions } from "babylonjs/Materials/effect";
  30077. import { IShaderProcessor } from "babylonjs/Engines/Processors/iShaderProcessor";
  30078. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  30079. import { Nullable, DataArray, IndicesArray } from "babylonjs/types";
  30080. import { EngineCapabilities } from "babylonjs/Engines/engineCapabilities";
  30081. import { Observable } from "babylonjs/Misc/observable";
  30082. import { DepthCullingState } from "babylonjs/States/depthCullingState";
  30083. import { StencilState } from "babylonjs/States/stencilState";
  30084. import { AlphaState } from "babylonjs/States/alphaCullingState";
  30085. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  30086. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  30087. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  30088. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  30089. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  30090. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  30091. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  30092. import { InstancingAttributeInfo } from "babylonjs/Engines/instancingAttributeInfo";
  30093. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  30094. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  30095. import { IEffectFallbacks } from "babylonjs/Materials/iEffectFallbacks";
  30096. import { IWebRequest } from "babylonjs/Misc/interfaces/iWebRequest";
  30097. /**
  30098. * Defines the interface used by objects working like Scene
  30099. * @hidden
  30100. */
  30101. interface ISceneLike {
  30102. _addPendingData(data: any): void;
  30103. _removePendingData(data: any): void;
  30104. offlineProvider: IOfflineProvider;
  30105. }
  30106. /** Interface defining initialization parameters for Engine class */
  30107. export interface EngineOptions extends WebGLContextAttributes {
  30108. /**
  30109. * Defines if the engine should no exceed a specified device ratio
  30110. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  30111. */
  30112. limitDeviceRatio?: number;
  30113. /**
  30114. * Defines if webvr should be enabled automatically
  30115. * @see http://doc.babylonjs.com/how_to/webvr_camera
  30116. */
  30117. autoEnableWebVR?: boolean;
  30118. /**
  30119. * Defines if webgl2 should be turned off even if supported
  30120. * @see http://doc.babylonjs.com/features/webgl2
  30121. */
  30122. disableWebGL2Support?: boolean;
  30123. /**
  30124. * Defines if webaudio should be initialized as well
  30125. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  30126. */
  30127. audioEngine?: boolean;
  30128. /**
  30129. * Defines if animations should run using a deterministic lock step
  30130. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  30131. */
  30132. deterministicLockstep?: boolean;
  30133. /** Defines the maximum steps to use with deterministic lock step mode */
  30134. lockstepMaxSteps?: number;
  30135. /**
  30136. * Defines that engine should ignore context lost events
  30137. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  30138. */
  30139. doNotHandleContextLost?: boolean;
  30140. /**
  30141. * Defines that engine should ignore modifying touch action attribute and style
  30142. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  30143. */
  30144. doNotHandleTouchAction?: boolean;
  30145. /**
  30146. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  30147. */
  30148. useHighPrecisionFloats?: boolean;
  30149. }
  30150. /**
  30151. * The base engine class (root of all engines)
  30152. */
  30153. export class ThinEngine {
  30154. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  30155. static ExceptionList: ({
  30156. key: string;
  30157. capture: string;
  30158. captureConstraint: number;
  30159. targets: string[];
  30160. } | {
  30161. key: string;
  30162. capture: null;
  30163. captureConstraint: null;
  30164. targets: string[];
  30165. })[];
  30166. /** @hidden */
  30167. static _TextureLoaders: IInternalTextureLoader[];
  30168. /**
  30169. * Returns the current npm package of the sdk
  30170. */
  30171. static readonly NpmPackage: string;
  30172. /**
  30173. * Returns the current version of the framework
  30174. */
  30175. static readonly Version: string;
  30176. /**
  30177. * Returns a string describing the current engine
  30178. */
  30179. readonly description: string;
  30180. /**
  30181. * Gets or sets the epsilon value used by collision engine
  30182. */
  30183. static CollisionsEpsilon: number;
  30184. /**
  30185. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  30186. */
  30187. static ShadersRepository: string;
  30188. /** @hidden */
  30189. _shaderProcessor: IShaderProcessor;
  30190. /**
  30191. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  30192. */
  30193. forcePOTTextures: boolean;
  30194. /**
  30195. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  30196. */
  30197. isFullscreen: boolean;
  30198. /**
  30199. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  30200. */
  30201. cullBackFaces: boolean;
  30202. /**
  30203. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  30204. */
  30205. renderEvenInBackground: boolean;
  30206. /**
  30207. * Gets or sets a boolean indicating that cache can be kept between frames
  30208. */
  30209. preventCacheWipeBetweenFrames: boolean;
  30210. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  30211. validateShaderPrograms: boolean;
  30212. /**
  30213. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  30214. */
  30215. disableUniformBuffers: boolean;
  30216. /** @hidden */
  30217. _uniformBuffers: UniformBuffer[];
  30218. /**
  30219. * Gets a boolean indicating that the engine supports uniform buffers
  30220. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  30221. */
  30222. readonly supportsUniformBuffers: boolean;
  30223. /** @hidden */
  30224. _gl: WebGLRenderingContext;
  30225. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  30226. protected _windowIsBackground: boolean;
  30227. protected _webGLVersion: number;
  30228. protected _creationOptions: EngineOptions;
  30229. protected _highPrecisionShadersAllowed: boolean;
  30230. /** @hidden */
  30231. readonly _shouldUseHighPrecisionShader: boolean;
  30232. /**
  30233. * Gets a boolean indicating that only power of 2 textures are supported
  30234. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  30235. */
  30236. readonly needPOTTextures: boolean;
  30237. /** @hidden */
  30238. _badOS: boolean;
  30239. /** @hidden */
  30240. _badDesktopOS: boolean;
  30241. private _hardwareScalingLevel;
  30242. /** @hidden */
  30243. _caps: EngineCapabilities;
  30244. private _isStencilEnable;
  30245. protected _colorWrite: boolean;
  30246. private _glVersion;
  30247. private _glRenderer;
  30248. private _glVendor;
  30249. /** @hidden */
  30250. _videoTextureSupported: boolean;
  30251. protected _renderingQueueLaunched: boolean;
  30252. protected _activeRenderLoops: (() => void)[];
  30253. /**
  30254. * Observable signaled when a context lost event is raised
  30255. */
  30256. onContextLostObservable: Observable<ThinEngine>;
  30257. /**
  30258. * Observable signaled when a context restored event is raised
  30259. */
  30260. onContextRestoredObservable: Observable<ThinEngine>;
  30261. private _onContextLost;
  30262. private _onContextRestored;
  30263. protected _contextWasLost: boolean;
  30264. /** @hidden */
  30265. _doNotHandleContextLost: boolean;
  30266. /**
  30267. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  30268. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  30269. */
  30270. doNotHandleContextLost: boolean;
  30271. /**
  30272. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  30273. */
  30274. disableVertexArrayObjects: boolean;
  30275. /** @hidden */
  30276. protected _depthCullingState: DepthCullingState;
  30277. /** @hidden */
  30278. protected _stencilState: StencilState;
  30279. /** @hidden */
  30280. protected _alphaState: AlphaState;
  30281. /** @hidden */
  30282. _internalTexturesCache: InternalTexture[];
  30283. /** @hidden */
  30284. protected _activeChannel: number;
  30285. private _currentTextureChannel;
  30286. /** @hidden */
  30287. protected _boundTexturesCache: {
  30288. [key: string]: Nullable<InternalTexture>;
  30289. };
  30290. /** @hidden */
  30291. protected _currentEffect: Nullable<Effect>;
  30292. /** @hidden */
  30293. protected _currentProgram: Nullable<WebGLProgram>;
  30294. private _compiledEffects;
  30295. private _vertexAttribArraysEnabled;
  30296. /** @hidden */
  30297. protected _cachedViewport: Nullable<IViewportLike>;
  30298. private _cachedVertexArrayObject;
  30299. /** @hidden */
  30300. protected _cachedVertexBuffers: any;
  30301. /** @hidden */
  30302. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  30303. /** @hidden */
  30304. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  30305. /** @hidden */
  30306. _currentRenderTarget: Nullable<InternalTexture>;
  30307. private _uintIndicesCurrentlySet;
  30308. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  30309. /** @hidden */
  30310. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  30311. private _currentBufferPointers;
  30312. private _currentInstanceLocations;
  30313. private _currentInstanceBuffers;
  30314. private _textureUnits;
  30315. /** @hidden */
  30316. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  30317. /** @hidden */
  30318. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  30319. /** @hidden */
  30320. _boundRenderFunction: any;
  30321. private _vaoRecordInProgress;
  30322. private _mustWipeVertexAttributes;
  30323. private _emptyTexture;
  30324. private _emptyCubeTexture;
  30325. private _emptyTexture3D;
  30326. private _emptyTexture2DArray;
  30327. /** @hidden */
  30328. _frameHandler: number;
  30329. private _nextFreeTextureSlots;
  30330. private _maxSimultaneousTextures;
  30331. private _activeRequests;
  30332. protected _texturesSupported: string[];
  30333. /** @hidden */
  30334. _textureFormatInUse: Nullable<string>;
  30335. protected readonly _supportsHardwareTextureRescaling: boolean;
  30336. /**
  30337. * Gets the list of texture formats supported
  30338. */
  30339. readonly texturesSupported: Array<string>;
  30340. /**
  30341. * Gets the list of texture formats in use
  30342. */
  30343. readonly textureFormatInUse: Nullable<string>;
  30344. /**
  30345. * Gets the current viewport
  30346. */
  30347. readonly currentViewport: Nullable<IViewportLike>;
  30348. /**
  30349. * Gets the default empty texture
  30350. */
  30351. readonly emptyTexture: InternalTexture;
  30352. /**
  30353. * Gets the default empty 3D texture
  30354. */
  30355. readonly emptyTexture3D: InternalTexture;
  30356. /**
  30357. * Gets the default empty 2D array texture
  30358. */
  30359. readonly emptyTexture2DArray: InternalTexture;
  30360. /**
  30361. * Gets the default empty cube texture
  30362. */
  30363. readonly emptyCubeTexture: InternalTexture;
  30364. /**
  30365. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  30366. */
  30367. readonly premultipliedAlpha: boolean;
  30368. /**
  30369. * Observable event triggered before each texture is initialized
  30370. */
  30371. onBeforeTextureInitObservable: Observable<import("babylonjs/Materials/Textures/texture").Texture>;
  30372. /**
  30373. * Creates a new engine
  30374. * @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
  30375. * @param antialias defines enable antialiasing (default: false)
  30376. * @param options defines further options to be sent to the getContext() function
  30377. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  30378. */
  30379. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  30380. private _rebuildInternalTextures;
  30381. private _rebuildEffects;
  30382. /**
  30383. * Gets a boolean indicating if all created effects are ready
  30384. * @returns true if all effects are ready
  30385. */
  30386. areAllEffectsReady(): boolean;
  30387. protected _rebuildBuffers(): void;
  30388. private _initGLContext;
  30389. /**
  30390. * Gets version of the current webGL context
  30391. */
  30392. readonly webGLVersion: number;
  30393. /**
  30394. * Gets a string idenfifying the name of the class
  30395. * @returns "Engine" string
  30396. */
  30397. getClassName(): string;
  30398. /**
  30399. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  30400. */
  30401. readonly isStencilEnable: boolean;
  30402. /** @hidden */
  30403. _prepareWorkingCanvas(): void;
  30404. /**
  30405. * Reset the texture cache to empty state
  30406. */
  30407. resetTextureCache(): void;
  30408. /**
  30409. * Gets an object containing information about the current webGL context
  30410. * @returns an object containing the vender, the renderer and the version of the current webGL context
  30411. */
  30412. getGlInfo(): {
  30413. vendor: string;
  30414. renderer: string;
  30415. version: string;
  30416. };
  30417. /**
  30418. * Defines the hardware scaling level.
  30419. * By default the hardware scaling level is computed from the window device ratio.
  30420. * 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.
  30421. * @param level defines the level to use
  30422. */
  30423. setHardwareScalingLevel(level: number): void;
  30424. /**
  30425. * Gets the current hardware scaling level.
  30426. * By default the hardware scaling level is computed from the window device ratio.
  30427. * 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.
  30428. * @returns a number indicating the current hardware scaling level
  30429. */
  30430. getHardwareScalingLevel(): number;
  30431. /**
  30432. * Gets the list of loaded textures
  30433. * @returns an array containing all loaded textures
  30434. */
  30435. getLoadedTexturesCache(): InternalTexture[];
  30436. /**
  30437. * Gets the object containing all engine capabilities
  30438. * @returns the EngineCapabilities object
  30439. */
  30440. getCaps(): EngineCapabilities;
  30441. /**
  30442. * stop executing a render loop function and remove it from the execution array
  30443. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  30444. */
  30445. stopRenderLoop(renderFunction?: () => void): void;
  30446. /** @hidden */
  30447. _renderLoop(): void;
  30448. /**
  30449. * Gets the HTML canvas attached with the current webGL context
  30450. * @returns a HTML canvas
  30451. */
  30452. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  30453. /**
  30454. * Gets host window
  30455. * @returns the host window object
  30456. */
  30457. getHostWindow(): Nullable<Window>;
  30458. /**
  30459. * Gets the current render width
  30460. * @param useScreen defines if screen size must be used (or the current render target if any)
  30461. * @returns a number defining the current render width
  30462. */
  30463. getRenderWidth(useScreen?: boolean): number;
  30464. /**
  30465. * Gets the current render height
  30466. * @param useScreen defines if screen size must be used (or the current render target if any)
  30467. * @returns a number defining the current render height
  30468. */
  30469. getRenderHeight(useScreen?: boolean): number;
  30470. /**
  30471. * Can be used to override the current requestAnimationFrame requester.
  30472. * @hidden
  30473. */
  30474. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  30475. /**
  30476. * Register and execute a render loop. The engine can have more than one render function
  30477. * @param renderFunction defines the function to continuously execute
  30478. */
  30479. runRenderLoop(renderFunction: () => void): void;
  30480. /**
  30481. * Clear the current render buffer or the current render target (if any is set up)
  30482. * @param color defines the color to use
  30483. * @param backBuffer defines if the back buffer must be cleared
  30484. * @param depth defines if the depth buffer must be cleared
  30485. * @param stencil defines if the stencil buffer must be cleared
  30486. */
  30487. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  30488. private _viewportCached;
  30489. /** @hidden */
  30490. _viewport(x: number, y: number, width: number, height: number): void;
  30491. /**
  30492. * Set the WebGL's viewport
  30493. * @param viewport defines the viewport element to be used
  30494. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  30495. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  30496. */
  30497. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  30498. /**
  30499. * Begin a new frame
  30500. */
  30501. beginFrame(): void;
  30502. /**
  30503. * Enf the current frame
  30504. */
  30505. endFrame(): void;
  30506. /**
  30507. * Resize the view according to the canvas' size
  30508. */
  30509. resize(): void;
  30510. /**
  30511. * Force a specific size of the canvas
  30512. * @param width defines the new canvas' width
  30513. * @param height defines the new canvas' height
  30514. */
  30515. setSize(width: number, height: number): void;
  30516. /**
  30517. * Binds the frame buffer to the specified texture.
  30518. * @param texture The texture to render to or null for the default canvas
  30519. * @param faceIndex The face of the texture to render to in case of cube texture
  30520. * @param requiredWidth The width of the target to render to
  30521. * @param requiredHeight The height of the target to render to
  30522. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  30523. * @param depthStencilTexture The depth stencil texture to use to render
  30524. * @param lodLevel defines le lod level to bind to the frame buffer
  30525. */
  30526. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  30527. /** @hidden */
  30528. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  30529. /**
  30530. * Unbind the current render target texture from the webGL context
  30531. * @param texture defines the render target texture to unbind
  30532. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  30533. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  30534. */
  30535. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  30536. /**
  30537. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  30538. */
  30539. flushFramebuffer(): void;
  30540. /**
  30541. * Unbind the current render target and bind the default framebuffer
  30542. */
  30543. restoreDefaultFramebuffer(): void;
  30544. /** @hidden */
  30545. protected _resetVertexBufferBinding(): void;
  30546. /**
  30547. * Creates a vertex buffer
  30548. * @param data the data for the vertex buffer
  30549. * @returns the new WebGL static buffer
  30550. */
  30551. createVertexBuffer(data: DataArray): DataBuffer;
  30552. private _createVertexBuffer;
  30553. /**
  30554. * Creates a dynamic vertex buffer
  30555. * @param data the data for the dynamic vertex buffer
  30556. * @returns the new WebGL dynamic buffer
  30557. */
  30558. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  30559. protected _resetIndexBufferBinding(): void;
  30560. /**
  30561. * Creates a new index buffer
  30562. * @param indices defines the content of the index buffer
  30563. * @param updatable defines if the index buffer must be updatable
  30564. * @returns a new webGL buffer
  30565. */
  30566. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  30567. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  30568. /**
  30569. * Bind a webGL buffer to the webGL context
  30570. * @param buffer defines the buffer to bind
  30571. */
  30572. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  30573. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  30574. private bindBuffer;
  30575. /**
  30576. * update the bound buffer with the given data
  30577. * @param data defines the data to update
  30578. */
  30579. updateArrayBuffer(data: Float32Array): void;
  30580. private _vertexAttribPointer;
  30581. private _bindIndexBufferWithCache;
  30582. private _bindVertexBuffersAttributes;
  30583. /**
  30584. * Records a vertex array object
  30585. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30586. * @param vertexBuffers defines the list of vertex buffers to store
  30587. * @param indexBuffer defines the index buffer to store
  30588. * @param effect defines the effect to store
  30589. * @returns the new vertex array object
  30590. */
  30591. recordVertexArrayObject(vertexBuffers: {
  30592. [key: string]: VertexBuffer;
  30593. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  30594. /**
  30595. * Bind a specific vertex array object
  30596. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  30597. * @param vertexArrayObject defines the vertex array object to bind
  30598. * @param indexBuffer defines the index buffer to bind
  30599. */
  30600. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  30601. /**
  30602. * Bind webGl buffers directly to the webGL context
  30603. * @param vertexBuffer defines the vertex buffer to bind
  30604. * @param indexBuffer defines the index buffer to bind
  30605. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  30606. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  30607. * @param effect defines the effect associated with the vertex buffer
  30608. */
  30609. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  30610. private _unbindVertexArrayObject;
  30611. /**
  30612. * Bind a list of vertex buffers to the webGL context
  30613. * @param vertexBuffers defines the list of vertex buffers to bind
  30614. * @param indexBuffer defines the index buffer to bind
  30615. * @param effect defines the effect associated with the vertex buffers
  30616. */
  30617. bindBuffers(vertexBuffers: {
  30618. [key: string]: Nullable<VertexBuffer>;
  30619. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  30620. /**
  30621. * Unbind all instance attributes
  30622. */
  30623. unbindInstanceAttributes(): void;
  30624. /**
  30625. * Release and free the memory of a vertex array object
  30626. * @param vao defines the vertex array object to delete
  30627. */
  30628. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  30629. /** @hidden */
  30630. _releaseBuffer(buffer: DataBuffer): boolean;
  30631. protected _deleteBuffer(buffer: DataBuffer): void;
  30632. /**
  30633. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  30634. * @param instancesBuffer defines the webGL buffer to update and bind
  30635. * @param data defines the data to store in the buffer
  30636. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  30637. */
  30638. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  30639. /**
  30640. * Apply all cached states (depth, culling, stencil and alpha)
  30641. */
  30642. applyStates(): void;
  30643. /**
  30644. * Send a draw order
  30645. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30646. * @param indexStart defines the starting index
  30647. * @param indexCount defines the number of index to draw
  30648. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30649. */
  30650. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  30651. /**
  30652. * Draw a list of points
  30653. * @param verticesStart defines the index of first vertex to draw
  30654. * @param verticesCount defines the count of vertices to draw
  30655. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30656. */
  30657. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30658. /**
  30659. * Draw a list of unindexed primitives
  30660. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  30661. * @param verticesStart defines the index of first vertex to draw
  30662. * @param verticesCount defines the count of vertices to draw
  30663. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30664. */
  30665. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30666. /**
  30667. * Draw a list of indexed primitives
  30668. * @param fillMode defines the primitive to use
  30669. * @param indexStart defines the starting index
  30670. * @param indexCount defines the number of index to draw
  30671. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30672. */
  30673. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  30674. /**
  30675. * Draw a list of unindexed primitives
  30676. * @param fillMode defines the primitive to use
  30677. * @param verticesStart defines the index of first vertex to draw
  30678. * @param verticesCount defines the count of vertices to draw
  30679. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  30680. */
  30681. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  30682. private _drawMode;
  30683. /** @hidden */
  30684. protected _reportDrawCall(): void;
  30685. /** @hidden */
  30686. _releaseEffect(effect: Effect): void;
  30687. /** @hidden */
  30688. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  30689. /**
  30690. * Create a new effect (used to store vertex/fragment shaders)
  30691. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  30692. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  30693. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  30694. * @param samplers defines an array of string used to represent textures
  30695. * @param defines defines the string containing the defines to use to compile the shaders
  30696. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  30697. * @param onCompiled defines a function to call when the effect creation is successful
  30698. * @param onError defines a function to call when the effect creation has failed
  30699. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  30700. * @returns the new Effect
  30701. */
  30702. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  30703. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  30704. private _compileShader;
  30705. private _compileRawShader;
  30706. /**
  30707. * Directly creates a webGL program
  30708. * @param pipelineContext defines the pipeline context to attach to
  30709. * @param vertexCode defines the vertex shader code to use
  30710. * @param fragmentCode defines the fragment shader code to use
  30711. * @param context defines the webGL context to use (if not set, the current one will be used)
  30712. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30713. * @returns the new webGL program
  30714. */
  30715. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30716. /**
  30717. * Creates a webGL program
  30718. * @param pipelineContext defines the pipeline context to attach to
  30719. * @param vertexCode defines the vertex shader code to use
  30720. * @param fragmentCode defines the fragment shader code to use
  30721. * @param defines defines the string containing the defines to use to compile the shaders
  30722. * @param context defines the webGL context to use (if not set, the current one will be used)
  30723. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  30724. * @returns the new webGL program
  30725. */
  30726. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30727. /**
  30728. * Creates a new pipeline context
  30729. * @returns the new pipeline
  30730. */
  30731. createPipelineContext(): IPipelineContext;
  30732. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  30733. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  30734. /** @hidden */
  30735. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  30736. /** @hidden */
  30737. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  30738. /** @hidden */
  30739. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  30740. /**
  30741. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  30742. * @param pipelineContext defines the pipeline context to use
  30743. * @param uniformsNames defines the list of uniform names
  30744. * @returns an array of webGL uniform locations
  30745. */
  30746. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  30747. /**
  30748. * Gets the lsit of active attributes for a given webGL program
  30749. * @param pipelineContext defines the pipeline context to use
  30750. * @param attributesNames defines the list of attribute names to get
  30751. * @returns an array of indices indicating the offset of each attribute
  30752. */
  30753. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  30754. /**
  30755. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  30756. * @param effect defines the effect to activate
  30757. */
  30758. enableEffect(effect: Nullable<Effect>): void;
  30759. /**
  30760. * Set the value of an uniform to a number (int)
  30761. * @param uniform defines the webGL uniform location where to store the value
  30762. * @param value defines the int number to store
  30763. */
  30764. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30765. /**
  30766. * Set the value of an uniform to an array of int32
  30767. * @param uniform defines the webGL uniform location where to store the value
  30768. * @param array defines the array of int32 to store
  30769. */
  30770. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30771. /**
  30772. * Set the value of an uniform to an array of int32 (stored as vec2)
  30773. * @param uniform defines the webGL uniform location where to store the value
  30774. * @param array defines the array of int32 to store
  30775. */
  30776. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30777. /**
  30778. * Set the value of an uniform to an array of int32 (stored as vec3)
  30779. * @param uniform defines the webGL uniform location where to store the value
  30780. * @param array defines the array of int32 to store
  30781. */
  30782. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30783. /**
  30784. * Set the value of an uniform to an array of int32 (stored as vec4)
  30785. * @param uniform defines the webGL uniform location where to store the value
  30786. * @param array defines the array of int32 to store
  30787. */
  30788. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  30789. /**
  30790. * Set the value of an uniform to an array of number
  30791. * @param uniform defines the webGL uniform location where to store the value
  30792. * @param array defines the array of number to store
  30793. */
  30794. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30795. /**
  30796. * Set the value of an uniform to an array of number (stored as vec2)
  30797. * @param uniform defines the webGL uniform location where to store the value
  30798. * @param array defines the array of number to store
  30799. */
  30800. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30801. /**
  30802. * Set the value of an uniform to an array of number (stored as vec3)
  30803. * @param uniform defines the webGL uniform location where to store the value
  30804. * @param array defines the array of number to store
  30805. */
  30806. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30807. /**
  30808. * Set the value of an uniform to an array of number (stored as vec4)
  30809. * @param uniform defines the webGL uniform location where to store the value
  30810. * @param array defines the array of number to store
  30811. */
  30812. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  30813. /**
  30814. * Set the value of an uniform to an array of float32 (stored as matrices)
  30815. * @param uniform defines the webGL uniform location where to store the value
  30816. * @param matrices defines the array of float32 to store
  30817. */
  30818. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  30819. /**
  30820. * Set the value of an uniform to a matrix (3x3)
  30821. * @param uniform defines the webGL uniform location where to store the value
  30822. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  30823. */
  30824. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30825. /**
  30826. * Set the value of an uniform to a matrix (2x2)
  30827. * @param uniform defines the webGL uniform location where to store the value
  30828. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  30829. */
  30830. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  30831. /**
  30832. * Set the value of an uniform to a number (float)
  30833. * @param uniform defines the webGL uniform location where to store the value
  30834. * @param value defines the float number to store
  30835. */
  30836. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  30837. /**
  30838. * Set the value of an uniform to a vec2
  30839. * @param uniform defines the webGL uniform location where to store the value
  30840. * @param x defines the 1st component of the value
  30841. * @param y defines the 2nd component of the value
  30842. */
  30843. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  30844. /**
  30845. * Set the value of an uniform to a vec3
  30846. * @param uniform defines the webGL uniform location where to store the value
  30847. * @param x defines the 1st component of the value
  30848. * @param y defines the 2nd component of the value
  30849. * @param z defines the 3rd component of the value
  30850. */
  30851. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  30852. /**
  30853. * Set the value of an uniform to a vec4
  30854. * @param uniform defines the webGL uniform location where to store the value
  30855. * @param x defines the 1st component of the value
  30856. * @param y defines the 2nd component of the value
  30857. * @param z defines the 3rd component of the value
  30858. * @param w defines the 4th component of the value
  30859. */
  30860. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  30861. /**
  30862. * Gets the depth culling state manager
  30863. */
  30864. readonly depthCullingState: DepthCullingState;
  30865. /**
  30866. * Gets the alpha state manager
  30867. */
  30868. readonly alphaState: AlphaState;
  30869. /**
  30870. * Gets the stencil state manager
  30871. */
  30872. readonly stencilState: StencilState;
  30873. /**
  30874. * Clears the list of texture accessible through engine.
  30875. * This can help preventing texture load conflict due to name collision.
  30876. */
  30877. clearInternalTexturesCache(): void;
  30878. /**
  30879. * Force the entire cache to be cleared
  30880. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  30881. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  30882. */
  30883. wipeCaches(bruteForce?: boolean): void;
  30884. /** @hidden */
  30885. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  30886. min: number;
  30887. mag: number;
  30888. };
  30889. /** @hidden */
  30890. _createTexture(): WebGLTexture;
  30891. /**
  30892. * Usually called from Texture.ts.
  30893. * Passed information to create a WebGLTexture
  30894. * @param urlArg defines a value which contains one of the following:
  30895. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  30896. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  30897. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  30898. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  30899. * @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)
  30900. * @param scene needed for loading to the correct scene
  30901. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  30902. * @param onLoad optional callback to be called upon successful completion
  30903. * @param onError optional callback to be called upon failure
  30904. * @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
  30905. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  30906. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  30907. * @param forcedExtension defines the extension to use to pick the right loader
  30908. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  30909. * @param mimeType defines an optional mime type
  30910. * @returns a InternalTexture for assignment back into BABYLON.Texture
  30911. */
  30912. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  30913. /**
  30914. * @hidden
  30915. */
  30916. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  30917. /**
  30918. * Creates a raw texture
  30919. * @param data defines the data to store in the texture
  30920. * @param width defines the width of the texture
  30921. * @param height defines the height of the texture
  30922. * @param format defines the format of the data
  30923. * @param generateMipMaps defines if the engine should generate the mip levels
  30924. * @param invertY defines if data must be stored with Y axis inverted
  30925. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  30926. * @param compression defines the compression used (null by default)
  30927. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  30928. * @returns the raw texture inside an InternalTexture
  30929. */
  30930. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  30931. /**
  30932. * Creates a new raw cube texture
  30933. * @param data defines the array of data to use to create each face
  30934. * @param size defines the size of the textures
  30935. * @param format defines the format of the data
  30936. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  30937. * @param generateMipMaps defines if the engine should generate the mip levels
  30938. * @param invertY defines if data must be stored with Y axis inverted
  30939. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30940. * @param compression defines the compression used (null by default)
  30941. * @returns the cube texture as an InternalTexture
  30942. */
  30943. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  30944. /**
  30945. * Creates a new raw 3D texture
  30946. * @param data defines the data used to create the texture
  30947. * @param width defines the width of the texture
  30948. * @param height defines the height of the texture
  30949. * @param depth defines the depth of the texture
  30950. * @param format defines the format of the texture
  30951. * @param generateMipMaps defines if the engine must generate mip levels
  30952. * @param invertY defines if data must be stored with Y axis inverted
  30953. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30954. * @param compression defines the compressed used (can be null)
  30955. * @param textureType defines the compressed used (can be null)
  30956. * @returns a new raw 3D texture (stored in an InternalTexture)
  30957. */
  30958. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30959. /**
  30960. * Creates a new raw 2D array texture
  30961. * @param data defines the data used to create the texture
  30962. * @param width defines the width of the texture
  30963. * @param height defines the height of the texture
  30964. * @param depth defines the number of layers of the texture
  30965. * @param format defines the format of the texture
  30966. * @param generateMipMaps defines if the engine must generate mip levels
  30967. * @param invertY defines if data must be stored with Y axis inverted
  30968. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  30969. * @param compression defines the compressed used (can be null)
  30970. * @param textureType defines the compressed used (can be null)
  30971. * @returns a new raw 2D array texture (stored in an InternalTexture)
  30972. */
  30973. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  30974. private _unpackFlipYCached;
  30975. /**
  30976. * In case you are sharing the context with other applications, it might
  30977. * be interested to not cache the unpack flip y state to ensure a consistent
  30978. * value would be set.
  30979. */
  30980. enableUnpackFlipYCached: boolean;
  30981. /** @hidden */
  30982. _unpackFlipY(value: boolean): void;
  30983. /** @hidden */
  30984. _getUnpackAlignement(): number;
  30985. /**
  30986. * Update the sampling mode of a given texture
  30987. * @param samplingMode defines the required sampling mode
  30988. * @param texture defines the texture to update
  30989. */
  30990. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  30991. /** @hidden */
  30992. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  30993. width: number;
  30994. height: number;
  30995. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  30996. /** @hidden */
  30997. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  30998. /** @hidden */
  30999. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  31000. /** @hidden */
  31001. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  31002. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  31003. private _prepareWebGLTexture;
  31004. /** @hidden */
  31005. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  31006. /** @hidden */
  31007. _releaseFramebufferObjects(texture: InternalTexture): void;
  31008. /** @hidden */
  31009. _releaseTexture(texture: InternalTexture): void;
  31010. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  31011. protected _setProgram(program: WebGLProgram): void;
  31012. protected _boundUniforms: {
  31013. [key: number]: WebGLUniformLocation;
  31014. };
  31015. /**
  31016. * Binds an effect to the webGL context
  31017. * @param effect defines the effect to bind
  31018. */
  31019. bindSamplers(effect: Effect): void;
  31020. private _activateCurrentTexture;
  31021. /** @hidden */
  31022. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  31023. /** @hidden */
  31024. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  31025. /**
  31026. * Unbind all textures from the webGL context
  31027. */
  31028. unbindAllTextures(): void;
  31029. /**
  31030. * Sets a texture to the according uniform.
  31031. * @param channel The texture channel
  31032. * @param uniform The uniform to set
  31033. * @param texture The texture to apply
  31034. */
  31035. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  31036. private _bindSamplerUniformToChannel;
  31037. private _getTextureWrapMode;
  31038. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  31039. /**
  31040. * Sets an array of texture to the webGL context
  31041. * @param channel defines the channel where the texture array must be set
  31042. * @param uniform defines the associated uniform location
  31043. * @param textures defines the array of textures to bind
  31044. */
  31045. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  31046. /** @hidden */
  31047. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  31048. private _setTextureParameterFloat;
  31049. private _setTextureParameterInteger;
  31050. /**
  31051. * Unbind all vertex attributes from the webGL context
  31052. */
  31053. unbindAllAttributes(): void;
  31054. /**
  31055. * 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
  31056. */
  31057. releaseEffects(): void;
  31058. /**
  31059. * Dispose and release all associated resources
  31060. */
  31061. dispose(): void;
  31062. /**
  31063. * Attach a new callback raised when context lost event is fired
  31064. * @param callback defines the callback to call
  31065. */
  31066. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31067. /**
  31068. * Attach a new callback raised when context restored event is fired
  31069. * @param callback defines the callback to call
  31070. */
  31071. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  31072. /**
  31073. * Get the current error code of the webGL context
  31074. * @returns the error code
  31075. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  31076. */
  31077. getError(): number;
  31078. private _canRenderToFloatFramebuffer;
  31079. private _canRenderToHalfFloatFramebuffer;
  31080. private _canRenderToFramebuffer;
  31081. /** @hidden */
  31082. _getWebGLTextureType(type: number): number;
  31083. /** @hidden */
  31084. _getInternalFormat(format: number): number;
  31085. /** @hidden */
  31086. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  31087. /** @hidden */
  31088. _getRGBAMultiSampleBufferFormat(type: number): number;
  31089. /** @hidden */
  31090. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  31091. /**
  31092. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  31093. * @returns true if the engine can be created
  31094. * @ignorenaming
  31095. */
  31096. static isSupported(): boolean;
  31097. /**
  31098. * Find the next highest power of two.
  31099. * @param x Number to start search from.
  31100. * @return Next highest power of two.
  31101. */
  31102. static CeilingPOT(x: number): number;
  31103. /**
  31104. * Find the next lowest power of two.
  31105. * @param x Number to start search from.
  31106. * @return Next lowest power of two.
  31107. */
  31108. static FloorPOT(x: number): number;
  31109. /**
  31110. * Find the nearest power of two.
  31111. * @param x Number to start search from.
  31112. * @return Next nearest power of two.
  31113. */
  31114. static NearestPOT(x: number): number;
  31115. /**
  31116. * Get the closest exponent of two
  31117. * @param value defines the value to approximate
  31118. * @param max defines the maximum value to return
  31119. * @param mode defines how to define the closest value
  31120. * @returns closest exponent of two of the given value
  31121. */
  31122. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  31123. /**
  31124. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  31125. * @param func - the function to be called
  31126. * @param requester - the object that will request the next frame. Falls back to window.
  31127. * @returns frame number
  31128. */
  31129. static QueueNewFrame(func: () => void, requester?: any): number;
  31130. }
  31131. }
  31132. declare module "babylonjs/Maths/sphericalPolynomial" {
  31133. import { Vector3 } from "babylonjs/Maths/math.vector";
  31134. import { Color3 } from "babylonjs/Maths/math.color";
  31135. /**
  31136. * Class representing spherical harmonics coefficients to the 3rd degree
  31137. */
  31138. export class SphericalHarmonics {
  31139. /**
  31140. * Defines whether or not the harmonics have been prescaled for rendering.
  31141. */
  31142. preScaled: boolean;
  31143. /**
  31144. * The l0,0 coefficients of the spherical harmonics
  31145. */
  31146. l00: Vector3;
  31147. /**
  31148. * The l1,-1 coefficients of the spherical harmonics
  31149. */
  31150. l1_1: Vector3;
  31151. /**
  31152. * The l1,0 coefficients of the spherical harmonics
  31153. */
  31154. l10: Vector3;
  31155. /**
  31156. * The l1,1 coefficients of the spherical harmonics
  31157. */
  31158. l11: Vector3;
  31159. /**
  31160. * The l2,-2 coefficients of the spherical harmonics
  31161. */
  31162. l2_2: Vector3;
  31163. /**
  31164. * The l2,-1 coefficients of the spherical harmonics
  31165. */
  31166. l2_1: Vector3;
  31167. /**
  31168. * The l2,0 coefficients of the spherical harmonics
  31169. */
  31170. l20: Vector3;
  31171. /**
  31172. * The l2,1 coefficients of the spherical harmonics
  31173. */
  31174. l21: Vector3;
  31175. /**
  31176. * The l2,2 coefficients of the spherical harmonics
  31177. */
  31178. l22: Vector3;
  31179. /**
  31180. * Adds a light to the spherical harmonics
  31181. * @param direction the direction of the light
  31182. * @param color the color of the light
  31183. * @param deltaSolidAngle the delta solid angle of the light
  31184. */
  31185. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  31186. /**
  31187. * Scales the spherical harmonics by the given amount
  31188. * @param scale the amount to scale
  31189. */
  31190. scaleInPlace(scale: number): void;
  31191. /**
  31192. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  31193. *
  31194. * ```
  31195. * E_lm = A_l * L_lm
  31196. * ```
  31197. *
  31198. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  31199. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  31200. * the scaling factors are given in equation 9.
  31201. */
  31202. convertIncidentRadianceToIrradiance(): void;
  31203. /**
  31204. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  31205. *
  31206. * ```
  31207. * L = (1/pi) * E * rho
  31208. * ```
  31209. *
  31210. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  31211. */
  31212. convertIrradianceToLambertianRadiance(): void;
  31213. /**
  31214. * Integrates the reconstruction coefficients directly in to the SH preventing further
  31215. * required operations at run time.
  31216. *
  31217. * This is simply done by scaling back the SH with Ylm constants parameter.
  31218. * The trigonometric part being applied by the shader at run time.
  31219. */
  31220. preScaleForRendering(): void;
  31221. /**
  31222. * Constructs a spherical harmonics from an array.
  31223. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  31224. * @returns the spherical harmonics
  31225. */
  31226. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  31227. /**
  31228. * Gets the spherical harmonics from polynomial
  31229. * @param polynomial the spherical polynomial
  31230. * @returns the spherical harmonics
  31231. */
  31232. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  31233. }
  31234. /**
  31235. * Class representing spherical polynomial coefficients to the 3rd degree
  31236. */
  31237. export class SphericalPolynomial {
  31238. private _harmonics;
  31239. /**
  31240. * The spherical harmonics used to create the polynomials.
  31241. */
  31242. readonly preScaledHarmonics: SphericalHarmonics;
  31243. /**
  31244. * The x coefficients of the spherical polynomial
  31245. */
  31246. x: Vector3;
  31247. /**
  31248. * The y coefficients of the spherical polynomial
  31249. */
  31250. y: Vector3;
  31251. /**
  31252. * The z coefficients of the spherical polynomial
  31253. */
  31254. z: Vector3;
  31255. /**
  31256. * The xx coefficients of the spherical polynomial
  31257. */
  31258. xx: Vector3;
  31259. /**
  31260. * The yy coefficients of the spherical polynomial
  31261. */
  31262. yy: Vector3;
  31263. /**
  31264. * The zz coefficients of the spherical polynomial
  31265. */
  31266. zz: Vector3;
  31267. /**
  31268. * The xy coefficients of the spherical polynomial
  31269. */
  31270. xy: Vector3;
  31271. /**
  31272. * The yz coefficients of the spherical polynomial
  31273. */
  31274. yz: Vector3;
  31275. /**
  31276. * The zx coefficients of the spherical polynomial
  31277. */
  31278. zx: Vector3;
  31279. /**
  31280. * Adds an ambient color to the spherical polynomial
  31281. * @param color the color to add
  31282. */
  31283. addAmbient(color: Color3): void;
  31284. /**
  31285. * Scales the spherical polynomial by the given amount
  31286. * @param scale the amount to scale
  31287. */
  31288. scaleInPlace(scale: number): void;
  31289. /**
  31290. * Gets the spherical polynomial from harmonics
  31291. * @param harmonics the spherical harmonics
  31292. * @returns the spherical polynomial
  31293. */
  31294. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  31295. /**
  31296. * Constructs a spherical polynomial from an array.
  31297. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  31298. * @returns the spherical polynomial
  31299. */
  31300. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  31301. }
  31302. }
  31303. declare module "babylonjs/Materials/Textures/internalTexture" {
  31304. import { Observable } from "babylonjs/Misc/observable";
  31305. import { Nullable, int } from "babylonjs/types";
  31306. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  31307. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  31308. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  31309. /**
  31310. * Defines the source of the internal texture
  31311. */
  31312. export enum InternalTextureSource {
  31313. /**
  31314. * The source of the texture data is unknown
  31315. */
  31316. Unknown = 0,
  31317. /**
  31318. * Texture data comes from an URL
  31319. */
  31320. Url = 1,
  31321. /**
  31322. * Texture data is only used for temporary storage
  31323. */
  31324. Temp = 2,
  31325. /**
  31326. * Texture data comes from raw data (ArrayBuffer)
  31327. */
  31328. Raw = 3,
  31329. /**
  31330. * Texture content is dynamic (video or dynamic texture)
  31331. */
  31332. Dynamic = 4,
  31333. /**
  31334. * Texture content is generated by rendering to it
  31335. */
  31336. RenderTarget = 5,
  31337. /**
  31338. * Texture content is part of a multi render target process
  31339. */
  31340. MultiRenderTarget = 6,
  31341. /**
  31342. * Texture data comes from a cube data file
  31343. */
  31344. Cube = 7,
  31345. /**
  31346. * Texture data comes from a raw cube data
  31347. */
  31348. CubeRaw = 8,
  31349. /**
  31350. * Texture data come from a prefiltered cube data file
  31351. */
  31352. CubePrefiltered = 9,
  31353. /**
  31354. * Texture content is raw 3D data
  31355. */
  31356. Raw3D = 10,
  31357. /**
  31358. * Texture content is raw 2D array data
  31359. */
  31360. Raw2DArray = 11,
  31361. /**
  31362. * Texture content is a depth texture
  31363. */
  31364. Depth = 12,
  31365. /**
  31366. * Texture data comes from a raw cube data encoded with RGBD
  31367. */
  31368. CubeRawRGBD = 13
  31369. }
  31370. /**
  31371. * Class used to store data associated with WebGL texture data for the engine
  31372. * This class should not be used directly
  31373. */
  31374. export class InternalTexture {
  31375. /** @hidden */
  31376. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<import("babylonjs/Maths/sphericalPolynomial").SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  31377. /**
  31378. * Defines if the texture is ready
  31379. */
  31380. isReady: boolean;
  31381. /**
  31382. * Defines if the texture is a cube texture
  31383. */
  31384. isCube: boolean;
  31385. /**
  31386. * Defines if the texture contains 3D data
  31387. */
  31388. is3D: boolean;
  31389. /**
  31390. * Defines if the texture contains 2D array data
  31391. */
  31392. is2DArray: boolean;
  31393. /**
  31394. * Defines if the texture contains multiview data
  31395. */
  31396. isMultiview: boolean;
  31397. /**
  31398. * Gets the URL used to load this texture
  31399. */
  31400. url: string;
  31401. /**
  31402. * Gets the sampling mode of the texture
  31403. */
  31404. samplingMode: number;
  31405. /**
  31406. * Gets a boolean indicating if the texture needs mipmaps generation
  31407. */
  31408. generateMipMaps: boolean;
  31409. /**
  31410. * Gets the number of samples used by the texture (WebGL2+ only)
  31411. */
  31412. samples: number;
  31413. /**
  31414. * Gets the type of the texture (int, float...)
  31415. */
  31416. type: number;
  31417. /**
  31418. * Gets the format of the texture (RGB, RGBA...)
  31419. */
  31420. format: number;
  31421. /**
  31422. * Observable called when the texture is loaded
  31423. */
  31424. onLoadedObservable: Observable<InternalTexture>;
  31425. /**
  31426. * Gets the width of the texture
  31427. */
  31428. width: number;
  31429. /**
  31430. * Gets the height of the texture
  31431. */
  31432. height: number;
  31433. /**
  31434. * Gets the depth of the texture
  31435. */
  31436. depth: number;
  31437. /**
  31438. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  31439. */
  31440. baseWidth: number;
  31441. /**
  31442. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  31443. */
  31444. baseHeight: number;
  31445. /**
  31446. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  31447. */
  31448. baseDepth: number;
  31449. /**
  31450. * Gets a boolean indicating if the texture is inverted on Y axis
  31451. */
  31452. invertY: boolean;
  31453. /** @hidden */
  31454. _invertVScale: boolean;
  31455. /** @hidden */
  31456. _associatedChannel: number;
  31457. /** @hidden */
  31458. _source: InternalTextureSource;
  31459. /** @hidden */
  31460. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  31461. /** @hidden */
  31462. _bufferView: Nullable<ArrayBufferView>;
  31463. /** @hidden */
  31464. _bufferViewArray: Nullable<ArrayBufferView[]>;
  31465. /** @hidden */
  31466. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  31467. /** @hidden */
  31468. _size: number;
  31469. /** @hidden */
  31470. _extension: string;
  31471. /** @hidden */
  31472. _files: Nullable<string[]>;
  31473. /** @hidden */
  31474. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  31475. /** @hidden */
  31476. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  31477. /** @hidden */
  31478. _framebuffer: Nullable<WebGLFramebuffer>;
  31479. /** @hidden */
  31480. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  31481. /** @hidden */
  31482. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  31483. /** @hidden */
  31484. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  31485. /** @hidden */
  31486. _attachments: Nullable<number[]>;
  31487. /** @hidden */
  31488. _cachedCoordinatesMode: Nullable<number>;
  31489. /** @hidden */
  31490. _cachedWrapU: Nullable<number>;
  31491. /** @hidden */
  31492. _cachedWrapV: Nullable<number>;
  31493. /** @hidden */
  31494. _cachedWrapR: Nullable<number>;
  31495. /** @hidden */
  31496. _cachedAnisotropicFilteringLevel: Nullable<number>;
  31497. /** @hidden */
  31498. _isDisabled: boolean;
  31499. /** @hidden */
  31500. _compression: Nullable<string>;
  31501. /** @hidden */
  31502. _generateStencilBuffer: boolean;
  31503. /** @hidden */
  31504. _generateDepthBuffer: boolean;
  31505. /** @hidden */
  31506. _comparisonFunction: number;
  31507. /** @hidden */
  31508. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  31509. /** @hidden */
  31510. _lodGenerationScale: number;
  31511. /** @hidden */
  31512. _lodGenerationOffset: number;
  31513. /** @hidden */
  31514. _colorTextureArray: Nullable<WebGLTexture>;
  31515. /** @hidden */
  31516. _depthStencilTextureArray: Nullable<WebGLTexture>;
  31517. /** @hidden */
  31518. _lodTextureHigh: Nullable<BaseTexture>;
  31519. /** @hidden */
  31520. _lodTextureMid: Nullable<BaseTexture>;
  31521. /** @hidden */
  31522. _lodTextureLow: Nullable<BaseTexture>;
  31523. /** @hidden */
  31524. _isRGBD: boolean;
  31525. /** @hidden */
  31526. _linearSpecularLOD: boolean;
  31527. /** @hidden */
  31528. _irradianceTexture: Nullable<BaseTexture>;
  31529. /** @hidden */
  31530. _webGLTexture: Nullable<WebGLTexture>;
  31531. /** @hidden */
  31532. _references: number;
  31533. private _engine;
  31534. /**
  31535. * Gets the Engine the texture belongs to.
  31536. * @returns The babylon engine
  31537. */
  31538. getEngine(): ThinEngine;
  31539. /**
  31540. * Gets the data source type of the texture
  31541. */
  31542. readonly source: InternalTextureSource;
  31543. /**
  31544. * Creates a new InternalTexture
  31545. * @param engine defines the engine to use
  31546. * @param source defines the type of data that will be used
  31547. * @param delayAllocation if the texture allocation should be delayed (default: false)
  31548. */
  31549. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  31550. /**
  31551. * Increments the number of references (ie. the number of Texture that point to it)
  31552. */
  31553. incrementReferences(): void;
  31554. /**
  31555. * Change the size of the texture (not the size of the content)
  31556. * @param width defines the new width
  31557. * @param height defines the new height
  31558. * @param depth defines the new depth (1 by default)
  31559. */
  31560. updateSize(width: int, height: int, depth?: int): void;
  31561. /** @hidden */
  31562. _rebuild(): void;
  31563. /** @hidden */
  31564. _swapAndDie(target: InternalTexture): void;
  31565. /**
  31566. * Dispose the current allocated resources
  31567. */
  31568. dispose(): void;
  31569. }
  31570. }
  31571. declare module "babylonjs/Audio/analyser" {
  31572. import { Scene } from "babylonjs/scene";
  31573. /**
  31574. * Class used to work with sound analyzer using fast fourier transform (FFT)
  31575. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31576. */
  31577. export class Analyser {
  31578. /**
  31579. * Gets or sets the smoothing
  31580. * @ignorenaming
  31581. */
  31582. SMOOTHING: number;
  31583. /**
  31584. * Gets or sets the FFT table size
  31585. * @ignorenaming
  31586. */
  31587. FFT_SIZE: number;
  31588. /**
  31589. * Gets or sets the bar graph amplitude
  31590. * @ignorenaming
  31591. */
  31592. BARGRAPHAMPLITUDE: number;
  31593. /**
  31594. * Gets or sets the position of the debug canvas
  31595. * @ignorenaming
  31596. */
  31597. DEBUGCANVASPOS: {
  31598. x: number;
  31599. y: number;
  31600. };
  31601. /**
  31602. * Gets or sets the debug canvas size
  31603. * @ignorenaming
  31604. */
  31605. DEBUGCANVASSIZE: {
  31606. width: number;
  31607. height: number;
  31608. };
  31609. private _byteFreqs;
  31610. private _byteTime;
  31611. private _floatFreqs;
  31612. private _webAudioAnalyser;
  31613. private _debugCanvas;
  31614. private _debugCanvasContext;
  31615. private _scene;
  31616. private _registerFunc;
  31617. private _audioEngine;
  31618. /**
  31619. * Creates a new analyser
  31620. * @param scene defines hosting scene
  31621. */
  31622. constructor(scene: Scene);
  31623. /**
  31624. * Get the number of data values you will have to play with for the visualization
  31625. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  31626. * @returns a number
  31627. */
  31628. getFrequencyBinCount(): number;
  31629. /**
  31630. * Gets the current frequency data as a byte array
  31631. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31632. * @returns a Uint8Array
  31633. */
  31634. getByteFrequencyData(): Uint8Array;
  31635. /**
  31636. * Gets the current waveform as a byte array
  31637. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  31638. * @returns a Uint8Array
  31639. */
  31640. getByteTimeDomainData(): Uint8Array;
  31641. /**
  31642. * Gets the current frequency data as a float array
  31643. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  31644. * @returns a Float32Array
  31645. */
  31646. getFloatFrequencyData(): Float32Array;
  31647. /**
  31648. * Renders the debug canvas
  31649. */
  31650. drawDebugCanvas(): void;
  31651. /**
  31652. * Stops rendering the debug canvas and removes it
  31653. */
  31654. stopDebugCanvas(): void;
  31655. /**
  31656. * Connects two audio nodes
  31657. * @param inputAudioNode defines first node to connect
  31658. * @param outputAudioNode defines second node to connect
  31659. */
  31660. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  31661. /**
  31662. * Releases all associated resources
  31663. */
  31664. dispose(): void;
  31665. }
  31666. }
  31667. declare module "babylonjs/Audio/audioEngine" {
  31668. import { IDisposable } from "babylonjs/scene";
  31669. import { Analyser } from "babylonjs/Audio/analyser";
  31670. import { Nullable } from "babylonjs/types";
  31671. import { Observable } from "babylonjs/Misc/observable";
  31672. /**
  31673. * This represents an audio engine and it is responsible
  31674. * to play, synchronize and analyse sounds throughout the application.
  31675. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31676. */
  31677. export interface IAudioEngine extends IDisposable {
  31678. /**
  31679. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31680. */
  31681. readonly canUseWebAudio: boolean;
  31682. /**
  31683. * Gets the current AudioContext if available.
  31684. */
  31685. readonly audioContext: Nullable<AudioContext>;
  31686. /**
  31687. * The master gain node defines the global audio volume of your audio engine.
  31688. */
  31689. readonly masterGain: GainNode;
  31690. /**
  31691. * Gets whether or not mp3 are supported by your browser.
  31692. */
  31693. readonly isMP3supported: boolean;
  31694. /**
  31695. * Gets whether or not ogg are supported by your browser.
  31696. */
  31697. readonly isOGGsupported: boolean;
  31698. /**
  31699. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31700. * @ignoreNaming
  31701. */
  31702. WarnedWebAudioUnsupported: boolean;
  31703. /**
  31704. * Defines if the audio engine relies on a custom unlocked button.
  31705. * In this case, the embedded button will not be displayed.
  31706. */
  31707. useCustomUnlockedButton: boolean;
  31708. /**
  31709. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  31710. */
  31711. readonly unlocked: boolean;
  31712. /**
  31713. * Event raised when audio has been unlocked on the browser.
  31714. */
  31715. onAudioUnlockedObservable: Observable<AudioEngine>;
  31716. /**
  31717. * Event raised when audio has been locked on the browser.
  31718. */
  31719. onAudioLockedObservable: Observable<AudioEngine>;
  31720. /**
  31721. * Flags the audio engine in Locked state.
  31722. * This happens due to new browser policies preventing audio to autoplay.
  31723. */
  31724. lock(): void;
  31725. /**
  31726. * Unlocks the audio engine once a user action has been done on the dom.
  31727. * This is helpful to resume play once browser policies have been satisfied.
  31728. */
  31729. unlock(): void;
  31730. }
  31731. /**
  31732. * This represents the default audio engine used in babylon.
  31733. * It is responsible to play, synchronize and analyse sounds throughout the application.
  31734. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  31735. */
  31736. export class AudioEngine implements IAudioEngine {
  31737. private _audioContext;
  31738. private _audioContextInitialized;
  31739. private _muteButton;
  31740. private _hostElement;
  31741. /**
  31742. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  31743. */
  31744. canUseWebAudio: boolean;
  31745. /**
  31746. * The master gain node defines the global audio volume of your audio engine.
  31747. */
  31748. masterGain: GainNode;
  31749. /**
  31750. * Defines if Babylon should emit a warning if WebAudio is not supported.
  31751. * @ignoreNaming
  31752. */
  31753. WarnedWebAudioUnsupported: boolean;
  31754. /**
  31755. * Gets whether or not mp3 are supported by your browser.
  31756. */
  31757. isMP3supported: boolean;
  31758. /**
  31759. * Gets whether or not ogg are supported by your browser.
  31760. */
  31761. isOGGsupported: boolean;
  31762. /**
  31763. * Gets whether audio has been unlocked on the device.
  31764. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  31765. * a user interaction has happened.
  31766. */
  31767. unlocked: boolean;
  31768. /**
  31769. * Defines if the audio engine relies on a custom unlocked button.
  31770. * In this case, the embedded button will not be displayed.
  31771. */
  31772. useCustomUnlockedButton: boolean;
  31773. /**
  31774. * Event raised when audio has been unlocked on the browser.
  31775. */
  31776. onAudioUnlockedObservable: Observable<AudioEngine>;
  31777. /**
  31778. * Event raised when audio has been locked on the browser.
  31779. */
  31780. onAudioLockedObservable: Observable<AudioEngine>;
  31781. /**
  31782. * Gets the current AudioContext if available.
  31783. */
  31784. readonly audioContext: Nullable<AudioContext>;
  31785. private _connectedAnalyser;
  31786. /**
  31787. * Instantiates a new audio engine.
  31788. *
  31789. * There should be only one per page as some browsers restrict the number
  31790. * of audio contexts you can create.
  31791. * @param hostElement defines the host element where to display the mute icon if necessary
  31792. */
  31793. constructor(hostElement?: Nullable<HTMLElement>);
  31794. /**
  31795. * Flags the audio engine in Locked state.
  31796. * This happens due to new browser policies preventing audio to autoplay.
  31797. */
  31798. lock(): void;
  31799. /**
  31800. * Unlocks the audio engine once a user action has been done on the dom.
  31801. * This is helpful to resume play once browser policies have been satisfied.
  31802. */
  31803. unlock(): void;
  31804. private _resumeAudioContext;
  31805. private _initializeAudioContext;
  31806. private _tryToRun;
  31807. private _triggerRunningState;
  31808. private _triggerSuspendedState;
  31809. private _displayMuteButton;
  31810. private _moveButtonToTopLeft;
  31811. private _onResize;
  31812. private _hideMuteButton;
  31813. /**
  31814. * Destroy and release the resources associated with the audio ccontext.
  31815. */
  31816. dispose(): void;
  31817. /**
  31818. * Gets the global volume sets on the master gain.
  31819. * @returns the global volume if set or -1 otherwise
  31820. */
  31821. getGlobalVolume(): number;
  31822. /**
  31823. * Sets the global volume of your experience (sets on the master gain).
  31824. * @param newVolume Defines the new global volume of the application
  31825. */
  31826. setGlobalVolume(newVolume: number): void;
  31827. /**
  31828. * Connect the audio engine to an audio analyser allowing some amazing
  31829. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  31830. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  31831. * @param analyser The analyser to connect to the engine
  31832. */
  31833. connectToAnalyser(analyser: Analyser): void;
  31834. }
  31835. }
  31836. declare module "babylonjs/Loading/loadingScreen" {
  31837. /**
  31838. * Interface used to present a loading screen while loading a scene
  31839. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31840. */
  31841. export interface ILoadingScreen {
  31842. /**
  31843. * Function called to display the loading screen
  31844. */
  31845. displayLoadingUI: () => void;
  31846. /**
  31847. * Function called to hide the loading screen
  31848. */
  31849. hideLoadingUI: () => void;
  31850. /**
  31851. * Gets or sets the color to use for the background
  31852. */
  31853. loadingUIBackgroundColor: string;
  31854. /**
  31855. * Gets or sets the text to display while loading
  31856. */
  31857. loadingUIText: string;
  31858. }
  31859. /**
  31860. * Class used for the default loading screen
  31861. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  31862. */
  31863. export class DefaultLoadingScreen implements ILoadingScreen {
  31864. private _renderingCanvas;
  31865. private _loadingText;
  31866. private _loadingDivBackgroundColor;
  31867. private _loadingDiv;
  31868. private _loadingTextDiv;
  31869. /** Gets or sets the logo url to use for the default loading screen */
  31870. static DefaultLogoUrl: string;
  31871. /** Gets or sets the spinner url to use for the default loading screen */
  31872. static DefaultSpinnerUrl: string;
  31873. /**
  31874. * Creates a new default loading screen
  31875. * @param _renderingCanvas defines the canvas used to render the scene
  31876. * @param _loadingText defines the default text to display
  31877. * @param _loadingDivBackgroundColor defines the default background color
  31878. */
  31879. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  31880. /**
  31881. * Function called to display the loading screen
  31882. */
  31883. displayLoadingUI(): void;
  31884. /**
  31885. * Function called to hide the loading screen
  31886. */
  31887. hideLoadingUI(): void;
  31888. /**
  31889. * Gets or sets the text to display while loading
  31890. */
  31891. loadingUIText: string;
  31892. /**
  31893. * Gets or sets the color to use for the background
  31894. */
  31895. loadingUIBackgroundColor: string;
  31896. private _resizeLoadingUI;
  31897. }
  31898. }
  31899. declare module "babylonjs/Misc/customAnimationFrameRequester" {
  31900. /**
  31901. * Interface for any object that can request an animation frame
  31902. */
  31903. export interface ICustomAnimationFrameRequester {
  31904. /**
  31905. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  31906. */
  31907. renderFunction?: Function;
  31908. /**
  31909. * Called to request the next frame to render to
  31910. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  31911. */
  31912. requestAnimationFrame: Function;
  31913. /**
  31914. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  31915. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  31916. */
  31917. requestID?: number;
  31918. }
  31919. }
  31920. declare module "babylonjs/Misc/performanceMonitor" {
  31921. /**
  31922. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  31923. */
  31924. export class PerformanceMonitor {
  31925. private _enabled;
  31926. private _rollingFrameTime;
  31927. private _lastFrameTimeMs;
  31928. /**
  31929. * constructor
  31930. * @param frameSampleSize The number of samples required to saturate the sliding window
  31931. */
  31932. constructor(frameSampleSize?: number);
  31933. /**
  31934. * Samples current frame
  31935. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  31936. */
  31937. sampleFrame(timeMs?: number): void;
  31938. /**
  31939. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31940. */
  31941. readonly averageFrameTime: number;
  31942. /**
  31943. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  31944. */
  31945. readonly averageFrameTimeVariance: number;
  31946. /**
  31947. * Returns the frame time of the most recent frame
  31948. */
  31949. readonly instantaneousFrameTime: number;
  31950. /**
  31951. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  31952. */
  31953. readonly averageFPS: number;
  31954. /**
  31955. * Returns the average framerate in frames per second using the most recent frame time
  31956. */
  31957. readonly instantaneousFPS: number;
  31958. /**
  31959. * Returns true if enough samples have been taken to completely fill the sliding window
  31960. */
  31961. readonly isSaturated: boolean;
  31962. /**
  31963. * Enables contributions to the sliding window sample set
  31964. */
  31965. enable(): void;
  31966. /**
  31967. * Disables contributions to the sliding window sample set
  31968. * Samples will not be interpolated over the disabled period
  31969. */
  31970. disable(): void;
  31971. /**
  31972. * Returns true if sampling is enabled
  31973. */
  31974. readonly isEnabled: boolean;
  31975. /**
  31976. * Resets performance monitor
  31977. */
  31978. reset(): void;
  31979. }
  31980. /**
  31981. * RollingAverage
  31982. *
  31983. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  31984. */
  31985. export class RollingAverage {
  31986. /**
  31987. * Current average
  31988. */
  31989. average: number;
  31990. /**
  31991. * Current variance
  31992. */
  31993. variance: number;
  31994. protected _samples: Array<number>;
  31995. protected _sampleCount: number;
  31996. protected _pos: number;
  31997. protected _m2: number;
  31998. /**
  31999. * constructor
  32000. * @param length The number of samples required to saturate the sliding window
  32001. */
  32002. constructor(length: number);
  32003. /**
  32004. * Adds a sample to the sample set
  32005. * @param v The sample value
  32006. */
  32007. add(v: number): void;
  32008. /**
  32009. * Returns previously added values or null if outside of history or outside the sliding window domain
  32010. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  32011. * @return Value previously recorded with add() or null if outside of range
  32012. */
  32013. history(i: number): number;
  32014. /**
  32015. * Returns true if enough samples have been taken to completely fill the sliding window
  32016. * @return true if sample-set saturated
  32017. */
  32018. isSaturated(): boolean;
  32019. /**
  32020. * Resets the rolling average (equivalent to 0 samples taken so far)
  32021. */
  32022. reset(): void;
  32023. /**
  32024. * Wraps a value around the sample range boundaries
  32025. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  32026. * @return Wrapped position in sample range
  32027. */
  32028. protected _wrapPosition(i: number): number;
  32029. }
  32030. }
  32031. declare module "babylonjs/Misc/perfCounter" {
  32032. /**
  32033. * This class is used to track a performance counter which is number based.
  32034. * The user has access to many properties which give statistics of different nature.
  32035. *
  32036. * The implementer can track two kinds of Performance Counter: time and count.
  32037. * 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.
  32038. * 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.
  32039. */
  32040. export class PerfCounter {
  32041. /**
  32042. * Gets or sets a global boolean to turn on and off all the counters
  32043. */
  32044. static Enabled: boolean;
  32045. /**
  32046. * Returns the smallest value ever
  32047. */
  32048. readonly min: number;
  32049. /**
  32050. * Returns the biggest value ever
  32051. */
  32052. readonly max: number;
  32053. /**
  32054. * Returns the average value since the performance counter is running
  32055. */
  32056. readonly average: number;
  32057. /**
  32058. * Returns the average value of the last second the counter was monitored
  32059. */
  32060. readonly lastSecAverage: number;
  32061. /**
  32062. * Returns the current value
  32063. */
  32064. readonly current: number;
  32065. /**
  32066. * Gets the accumulated total
  32067. */
  32068. readonly total: number;
  32069. /**
  32070. * Gets the total value count
  32071. */
  32072. readonly count: number;
  32073. /**
  32074. * Creates a new counter
  32075. */
  32076. constructor();
  32077. /**
  32078. * Call this method to start monitoring a new frame.
  32079. * 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.
  32080. */
  32081. fetchNewFrame(): void;
  32082. /**
  32083. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  32084. * @param newCount the count value to add to the monitored count
  32085. * @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.
  32086. */
  32087. addCount(newCount: number, fetchResult: boolean): void;
  32088. /**
  32089. * Start monitoring this performance counter
  32090. */
  32091. beginMonitoring(): void;
  32092. /**
  32093. * Compute the time lapsed since the previous beginMonitoring() call.
  32094. * @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
  32095. */
  32096. endMonitoring(newFrame?: boolean): void;
  32097. private _fetchResult;
  32098. private _startMonitoringTime;
  32099. private _min;
  32100. private _max;
  32101. private _average;
  32102. private _current;
  32103. private _totalValueCount;
  32104. private _totalAccumulated;
  32105. private _lastSecAverage;
  32106. private _lastSecAccumulated;
  32107. private _lastSecTime;
  32108. private _lastSecValueCount;
  32109. }
  32110. }
  32111. declare module "babylonjs/Engines/engine" {
  32112. import { Observable } from "babylonjs/Misc/observable";
  32113. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  32114. import { Scene } from "babylonjs/scene";
  32115. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  32116. import { IAudioEngine } from "babylonjs/Audio/audioEngine";
  32117. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  32118. import { ILoadingScreen } from "babylonjs/Loading/loadingScreen";
  32119. import { WebGLPipelineContext } from "babylonjs/Engines/WebGL/webGLPipelineContext";
  32120. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  32121. import { ICustomAnimationFrameRequester } from "babylonjs/Misc/customAnimationFrameRequester";
  32122. import { ThinEngine, EngineOptions } from "babylonjs/Engines/thinEngine";
  32123. import { IViewportLike, IColor4Like } from "babylonjs/Maths/math.like";
  32124. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  32125. import { PerformanceMonitor } from "babylonjs/Misc/performanceMonitor";
  32126. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  32127. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  32128. import { Material } from "babylonjs/Materials/material";
  32129. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  32130. /**
  32131. * Defines the interface used by display changed events
  32132. */
  32133. export interface IDisplayChangedEventArgs {
  32134. /** Gets the vrDisplay object (if any) */
  32135. vrDisplay: Nullable<any>;
  32136. /** Gets a boolean indicating if webVR is supported */
  32137. vrSupported: boolean;
  32138. }
  32139. /**
  32140. * Defines the interface used by objects containing a viewport (like a camera)
  32141. */
  32142. interface IViewportOwnerLike {
  32143. /**
  32144. * Gets or sets the viewport
  32145. */
  32146. viewport: IViewportLike;
  32147. }
  32148. /**
  32149. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  32150. */
  32151. export class Engine extends ThinEngine {
  32152. /** Defines that alpha blending is disabled */
  32153. static readonly ALPHA_DISABLE: number;
  32154. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  32155. static readonly ALPHA_ADD: number;
  32156. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  32157. static readonly ALPHA_COMBINE: number;
  32158. /** Defines that alpha blending to DEST - SRC * DEST */
  32159. static readonly ALPHA_SUBTRACT: number;
  32160. /** Defines that alpha blending to SRC * DEST */
  32161. static readonly ALPHA_MULTIPLY: number;
  32162. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  32163. static readonly ALPHA_MAXIMIZED: number;
  32164. /** Defines that alpha blending to SRC + DEST */
  32165. static readonly ALPHA_ONEONE: number;
  32166. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  32167. static readonly ALPHA_PREMULTIPLIED: number;
  32168. /**
  32169. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  32170. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  32171. */
  32172. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  32173. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  32174. static readonly ALPHA_INTERPOLATE: number;
  32175. /**
  32176. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  32177. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  32178. */
  32179. static readonly ALPHA_SCREENMODE: number;
  32180. /** Defines that the ressource is not delayed*/
  32181. static readonly DELAYLOADSTATE_NONE: number;
  32182. /** Defines that the ressource was successfully delay loaded */
  32183. static readonly DELAYLOADSTATE_LOADED: number;
  32184. /** Defines that the ressource is currently delay loading */
  32185. static readonly DELAYLOADSTATE_LOADING: number;
  32186. /** Defines that the ressource is delayed and has not started loading */
  32187. static readonly DELAYLOADSTATE_NOTLOADED: number;
  32188. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  32189. static readonly NEVER: number;
  32190. /** 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 */
  32191. static readonly ALWAYS: number;
  32192. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  32193. static readonly LESS: number;
  32194. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  32195. static readonly EQUAL: number;
  32196. /** 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 */
  32197. static readonly LEQUAL: number;
  32198. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  32199. static readonly GREATER: number;
  32200. /** 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 */
  32201. static readonly GEQUAL: number;
  32202. /** 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 */
  32203. static readonly NOTEQUAL: number;
  32204. /** Passed to stencilOperation to specify that stencil value must be kept */
  32205. static readonly KEEP: number;
  32206. /** Passed to stencilOperation to specify that stencil value must be replaced */
  32207. static readonly REPLACE: number;
  32208. /** Passed to stencilOperation to specify that stencil value must be incremented */
  32209. static readonly INCR: number;
  32210. /** Passed to stencilOperation to specify that stencil value must be decremented */
  32211. static readonly DECR: number;
  32212. /** Passed to stencilOperation to specify that stencil value must be inverted */
  32213. static readonly INVERT: number;
  32214. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  32215. static readonly INCR_WRAP: number;
  32216. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  32217. static readonly DECR_WRAP: number;
  32218. /** Texture is not repeating outside of 0..1 UVs */
  32219. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  32220. /** Texture is repeating outside of 0..1 UVs */
  32221. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  32222. /** Texture is repeating and mirrored */
  32223. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  32224. /** ALPHA */
  32225. static readonly TEXTUREFORMAT_ALPHA: number;
  32226. /** LUMINANCE */
  32227. static readonly TEXTUREFORMAT_LUMINANCE: number;
  32228. /** LUMINANCE_ALPHA */
  32229. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  32230. /** RGB */
  32231. static readonly TEXTUREFORMAT_RGB: number;
  32232. /** RGBA */
  32233. static readonly TEXTUREFORMAT_RGBA: number;
  32234. /** RED */
  32235. static readonly TEXTUREFORMAT_RED: number;
  32236. /** RED (2nd reference) */
  32237. static readonly TEXTUREFORMAT_R: number;
  32238. /** RG */
  32239. static readonly TEXTUREFORMAT_RG: number;
  32240. /** RED_INTEGER */
  32241. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  32242. /** RED_INTEGER (2nd reference) */
  32243. static readonly TEXTUREFORMAT_R_INTEGER: number;
  32244. /** RG_INTEGER */
  32245. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  32246. /** RGB_INTEGER */
  32247. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  32248. /** RGBA_INTEGER */
  32249. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  32250. /** UNSIGNED_BYTE */
  32251. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  32252. /** UNSIGNED_BYTE (2nd reference) */
  32253. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  32254. /** FLOAT */
  32255. static readonly TEXTURETYPE_FLOAT: number;
  32256. /** HALF_FLOAT */
  32257. static readonly TEXTURETYPE_HALF_FLOAT: number;
  32258. /** BYTE */
  32259. static readonly TEXTURETYPE_BYTE: number;
  32260. /** SHORT */
  32261. static readonly TEXTURETYPE_SHORT: number;
  32262. /** UNSIGNED_SHORT */
  32263. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  32264. /** INT */
  32265. static readonly TEXTURETYPE_INT: number;
  32266. /** UNSIGNED_INT */
  32267. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  32268. /** UNSIGNED_SHORT_4_4_4_4 */
  32269. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  32270. /** UNSIGNED_SHORT_5_5_5_1 */
  32271. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  32272. /** UNSIGNED_SHORT_5_6_5 */
  32273. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  32274. /** UNSIGNED_INT_2_10_10_10_REV */
  32275. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  32276. /** UNSIGNED_INT_24_8 */
  32277. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  32278. /** UNSIGNED_INT_10F_11F_11F_REV */
  32279. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  32280. /** UNSIGNED_INT_5_9_9_9_REV */
  32281. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  32282. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  32283. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  32284. /** nearest is mag = nearest and min = nearest and mip = linear */
  32285. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  32286. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32287. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  32288. /** Trilinear is mag = linear and min = linear and mip = linear */
  32289. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  32290. /** nearest is mag = nearest and min = nearest and mip = linear */
  32291. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  32292. /** Bilinear is mag = linear and min = linear and mip = nearest */
  32293. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  32294. /** Trilinear is mag = linear and min = linear and mip = linear */
  32295. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  32296. /** mag = nearest and min = nearest and mip = nearest */
  32297. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  32298. /** mag = nearest and min = linear and mip = nearest */
  32299. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  32300. /** mag = nearest and min = linear and mip = linear */
  32301. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  32302. /** mag = nearest and min = linear and mip = none */
  32303. static readonly TEXTURE_NEAREST_LINEAR: number;
  32304. /** mag = nearest and min = nearest and mip = none */
  32305. static readonly TEXTURE_NEAREST_NEAREST: number;
  32306. /** mag = linear and min = nearest and mip = nearest */
  32307. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  32308. /** mag = linear and min = nearest and mip = linear */
  32309. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  32310. /** mag = linear and min = linear and mip = none */
  32311. static readonly TEXTURE_LINEAR_LINEAR: number;
  32312. /** mag = linear and min = nearest and mip = none */
  32313. static readonly TEXTURE_LINEAR_NEAREST: number;
  32314. /** Explicit coordinates mode */
  32315. static readonly TEXTURE_EXPLICIT_MODE: number;
  32316. /** Spherical coordinates mode */
  32317. static readonly TEXTURE_SPHERICAL_MODE: number;
  32318. /** Planar coordinates mode */
  32319. static readonly TEXTURE_PLANAR_MODE: number;
  32320. /** Cubic coordinates mode */
  32321. static readonly TEXTURE_CUBIC_MODE: number;
  32322. /** Projection coordinates mode */
  32323. static readonly TEXTURE_PROJECTION_MODE: number;
  32324. /** Skybox coordinates mode */
  32325. static readonly TEXTURE_SKYBOX_MODE: number;
  32326. /** Inverse Cubic coordinates mode */
  32327. static readonly TEXTURE_INVCUBIC_MODE: number;
  32328. /** Equirectangular coordinates mode */
  32329. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  32330. /** Equirectangular Fixed coordinates mode */
  32331. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  32332. /** Equirectangular Fixed Mirrored coordinates mode */
  32333. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  32334. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  32335. static readonly SCALEMODE_FLOOR: number;
  32336. /** Defines that texture rescaling will look for the nearest power of 2 size */
  32337. static readonly SCALEMODE_NEAREST: number;
  32338. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  32339. static readonly SCALEMODE_CEILING: number;
  32340. /**
  32341. * Returns the current npm package of the sdk
  32342. */
  32343. static readonly NpmPackage: string;
  32344. /**
  32345. * Returns the current version of the framework
  32346. */
  32347. static readonly Version: string;
  32348. /** Gets the list of created engines */
  32349. static readonly Instances: Engine[];
  32350. /**
  32351. * Gets the latest created engine
  32352. */
  32353. static readonly LastCreatedEngine: Nullable<Engine>;
  32354. /**
  32355. * Gets the latest created scene
  32356. */
  32357. static readonly LastCreatedScene: Nullable<Scene>;
  32358. /**
  32359. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  32360. * @param flag defines which part of the materials must be marked as dirty
  32361. * @param predicate defines a predicate used to filter which materials should be affected
  32362. */
  32363. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  32364. /**
  32365. * Method called to create the default loading screen.
  32366. * This can be overriden in your own app.
  32367. * @param canvas The rendering canvas element
  32368. * @returns The loading screen
  32369. */
  32370. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  32371. /**
  32372. * Method called to create the default rescale post process on each engine.
  32373. */
  32374. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  32375. /**
  32376. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  32377. **/
  32378. enableOfflineSupport: boolean;
  32379. /**
  32380. * 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)
  32381. **/
  32382. disableManifestCheck: boolean;
  32383. /**
  32384. * Gets the list of created scenes
  32385. */
  32386. scenes: Scene[];
  32387. /**
  32388. * Event raised when a new scene is created
  32389. */
  32390. onNewSceneAddedObservable: Observable<Scene>;
  32391. /**
  32392. * Gets the list of created postprocesses
  32393. */
  32394. postProcesses: import("babylonjs/PostProcesses/postProcess").PostProcess[];
  32395. /**
  32396. * Gets a boolean indicating if the pointer is currently locked
  32397. */
  32398. isPointerLock: boolean;
  32399. /**
  32400. * Observable event triggered each time the rendering canvas is resized
  32401. */
  32402. onResizeObservable: Observable<Engine>;
  32403. /**
  32404. * Observable event triggered each time the canvas loses focus
  32405. */
  32406. onCanvasBlurObservable: Observable<Engine>;
  32407. /**
  32408. * Observable event triggered each time the canvas gains focus
  32409. */
  32410. onCanvasFocusObservable: Observable<Engine>;
  32411. /**
  32412. * Observable event triggered each time the canvas receives pointerout event
  32413. */
  32414. onCanvasPointerOutObservable: Observable<PointerEvent>;
  32415. /**
  32416. * Observable raised when the engine begins a new frame
  32417. */
  32418. onBeginFrameObservable: Observable<Engine>;
  32419. /**
  32420. * If set, will be used to request the next animation frame for the render loop
  32421. */
  32422. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  32423. /**
  32424. * Observable raised when the engine ends the current frame
  32425. */
  32426. onEndFrameObservable: Observable<Engine>;
  32427. /**
  32428. * Observable raised when the engine is about to compile a shader
  32429. */
  32430. onBeforeShaderCompilationObservable: Observable<Engine>;
  32431. /**
  32432. * Observable raised when the engine has jsut compiled a shader
  32433. */
  32434. onAfterShaderCompilationObservable: Observable<Engine>;
  32435. /**
  32436. * Gets the audio engine
  32437. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  32438. * @ignorenaming
  32439. */
  32440. static audioEngine: IAudioEngine;
  32441. /**
  32442. * Default AudioEngine factory responsible of creating the Audio Engine.
  32443. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  32444. */
  32445. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  32446. /**
  32447. * Default offline support factory responsible of creating a tool used to store data locally.
  32448. * By default, this will create a Database object if the workload has been embedded.
  32449. */
  32450. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  32451. private _loadingScreen;
  32452. private _pointerLockRequested;
  32453. private _dummyFramebuffer;
  32454. private _rescalePostProcess;
  32455. /** @hidden */
  32456. protected _alphaMode: number;
  32457. /** @hidden */
  32458. protected _alphaEquation: number;
  32459. private _deterministicLockstep;
  32460. private _lockstepMaxSteps;
  32461. protected readonly _supportsHardwareTextureRescaling: boolean;
  32462. private _fps;
  32463. private _deltaTime;
  32464. /** @hidden */
  32465. _drawCalls: PerfCounter;
  32466. /**
  32467. * Turn this value on if you want to pause FPS computation when in background
  32468. */
  32469. disablePerformanceMonitorInBackground: boolean;
  32470. private _performanceMonitor;
  32471. /**
  32472. * Gets the performance monitor attached to this engine
  32473. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  32474. */
  32475. readonly performanceMonitor: PerformanceMonitor;
  32476. private _onFocus;
  32477. private _onBlur;
  32478. private _onCanvasPointerOut;
  32479. private _onCanvasBlur;
  32480. private _onCanvasFocus;
  32481. private _onFullscreenChange;
  32482. private _onPointerLockChange;
  32483. /**
  32484. * Gets the HTML element used to attach event listeners
  32485. * @returns a HTML element
  32486. */
  32487. getInputElement(): Nullable<HTMLElement>;
  32488. /**
  32489. * Creates a new engine
  32490. * @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
  32491. * @param antialias defines enable antialiasing (default: false)
  32492. * @param options defines further options to be sent to the getContext() function
  32493. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  32494. */
  32495. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  32496. /**
  32497. * Gets current aspect ratio
  32498. * @param viewportOwner defines the camera to use to get the aspect ratio
  32499. * @param useScreen defines if screen size must be used (or the current render target if any)
  32500. * @returns a number defining the aspect ratio
  32501. */
  32502. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  32503. /**
  32504. * Gets current screen aspect ratio
  32505. * @returns a number defining the aspect ratio
  32506. */
  32507. getScreenAspectRatio(): number;
  32508. /**
  32509. * Gets host document
  32510. * @returns the host document object
  32511. */
  32512. getHostDocument(): Document;
  32513. /**
  32514. * Gets the client rect of the HTML canvas attached with the current webGL context
  32515. * @returns a client rectanglee
  32516. */
  32517. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  32518. /**
  32519. * Gets the client rect of the HTML element used for events
  32520. * @returns a client rectanglee
  32521. */
  32522. getInputElementClientRect(): Nullable<ClientRect>;
  32523. /**
  32524. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  32525. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32526. * @returns true if engine is in deterministic lock step mode
  32527. */
  32528. isDeterministicLockStep(): boolean;
  32529. /**
  32530. * Gets the max steps when engine is running in deterministic lock step
  32531. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  32532. * @returns the max steps
  32533. */
  32534. getLockstepMaxSteps(): number;
  32535. /**
  32536. * Force the mipmap generation for the given render target texture
  32537. * @param texture defines the render target texture to use
  32538. */
  32539. generateMipMapsForCubemap(texture: InternalTexture): void;
  32540. /** States */
  32541. /**
  32542. * Set various states to the webGL context
  32543. * @param culling defines backface culling state
  32544. * @param zOffset defines the value to apply to zOffset (0 by default)
  32545. * @param force defines if states must be applied even if cache is up to date
  32546. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  32547. */
  32548. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  32549. /**
  32550. * Set the z offset to apply to current rendering
  32551. * @param value defines the offset to apply
  32552. */
  32553. setZOffset(value: number): void;
  32554. /**
  32555. * Gets the current value of the zOffset
  32556. * @returns the current zOffset state
  32557. */
  32558. getZOffset(): number;
  32559. /**
  32560. * Enable or disable depth buffering
  32561. * @param enable defines the state to set
  32562. */
  32563. setDepthBuffer(enable: boolean): void;
  32564. /**
  32565. * Gets a boolean indicating if depth writing is enabled
  32566. * @returns the current depth writing state
  32567. */
  32568. getDepthWrite(): boolean;
  32569. /**
  32570. * Enable or disable depth writing
  32571. * @param enable defines the state to set
  32572. */
  32573. setDepthWrite(enable: boolean): void;
  32574. /**
  32575. * Enable or disable color writing
  32576. * @param enable defines the state to set
  32577. */
  32578. setColorWrite(enable: boolean): void;
  32579. /**
  32580. * Gets a boolean indicating if color writing is enabled
  32581. * @returns the current color writing state
  32582. */
  32583. getColorWrite(): boolean;
  32584. /**
  32585. * Sets alpha constants used by some alpha blending modes
  32586. * @param r defines the red component
  32587. * @param g defines the green component
  32588. * @param b defines the blue component
  32589. * @param a defines the alpha component
  32590. */
  32591. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  32592. /**
  32593. * Sets the current alpha mode
  32594. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  32595. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  32596. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32597. */
  32598. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  32599. /**
  32600. * Gets the current alpha mode
  32601. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  32602. * @returns the current alpha mode
  32603. */
  32604. getAlphaMode(): number;
  32605. /**
  32606. * Sets the current alpha equation
  32607. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  32608. */
  32609. setAlphaEquation(equation: number): void;
  32610. /**
  32611. * Gets the current alpha equation.
  32612. * @returns the current alpha equation
  32613. */
  32614. getAlphaEquation(): number;
  32615. /**
  32616. * Gets a boolean indicating if stencil buffer is enabled
  32617. * @returns the current stencil buffer state
  32618. */
  32619. getStencilBuffer(): boolean;
  32620. /**
  32621. * Enable or disable the stencil buffer
  32622. * @param enable defines if the stencil buffer must be enabled or disabled
  32623. */
  32624. setStencilBuffer(enable: boolean): void;
  32625. /**
  32626. * Gets the current stencil mask
  32627. * @returns a number defining the new stencil mask to use
  32628. */
  32629. getStencilMask(): number;
  32630. /**
  32631. * Sets the current stencil mask
  32632. * @param mask defines the new stencil mask to use
  32633. */
  32634. setStencilMask(mask: number): void;
  32635. /**
  32636. * Gets the current stencil function
  32637. * @returns a number defining the stencil function to use
  32638. */
  32639. getStencilFunction(): number;
  32640. /**
  32641. * Gets the current stencil reference value
  32642. * @returns a number defining the stencil reference value to use
  32643. */
  32644. getStencilFunctionReference(): number;
  32645. /**
  32646. * Gets the current stencil mask
  32647. * @returns a number defining the stencil mask to use
  32648. */
  32649. getStencilFunctionMask(): number;
  32650. /**
  32651. * Sets the current stencil function
  32652. * @param stencilFunc defines the new stencil function to use
  32653. */
  32654. setStencilFunction(stencilFunc: number): void;
  32655. /**
  32656. * Sets the current stencil reference
  32657. * @param reference defines the new stencil reference to use
  32658. */
  32659. setStencilFunctionReference(reference: number): void;
  32660. /**
  32661. * Sets the current stencil mask
  32662. * @param mask defines the new stencil mask to use
  32663. */
  32664. setStencilFunctionMask(mask: number): void;
  32665. /**
  32666. * Gets the current stencil operation when stencil fails
  32667. * @returns a number defining stencil operation to use when stencil fails
  32668. */
  32669. getStencilOperationFail(): number;
  32670. /**
  32671. * Gets the current stencil operation when depth fails
  32672. * @returns a number defining stencil operation to use when depth fails
  32673. */
  32674. getStencilOperationDepthFail(): number;
  32675. /**
  32676. * Gets the current stencil operation when stencil passes
  32677. * @returns a number defining stencil operation to use when stencil passes
  32678. */
  32679. getStencilOperationPass(): number;
  32680. /**
  32681. * Sets the stencil operation to use when stencil fails
  32682. * @param operation defines the stencil operation to use when stencil fails
  32683. */
  32684. setStencilOperationFail(operation: number): void;
  32685. /**
  32686. * Sets the stencil operation to use when depth fails
  32687. * @param operation defines the stencil operation to use when depth fails
  32688. */
  32689. setStencilOperationDepthFail(operation: number): void;
  32690. /**
  32691. * Sets the stencil operation to use when stencil passes
  32692. * @param operation defines the stencil operation to use when stencil passes
  32693. */
  32694. setStencilOperationPass(operation: number): void;
  32695. /**
  32696. * Sets a boolean indicating if the dithering state is enabled or disabled
  32697. * @param value defines the dithering state
  32698. */
  32699. setDitheringState(value: boolean): void;
  32700. /**
  32701. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  32702. * @param value defines the rasterizer state
  32703. */
  32704. setRasterizerState(value: boolean): void;
  32705. /**
  32706. * Gets the current depth function
  32707. * @returns a number defining the depth function
  32708. */
  32709. getDepthFunction(): Nullable<number>;
  32710. /**
  32711. * Sets the current depth function
  32712. * @param depthFunc defines the function to use
  32713. */
  32714. setDepthFunction(depthFunc: number): void;
  32715. /**
  32716. * Sets the current depth function to GREATER
  32717. */
  32718. setDepthFunctionToGreater(): void;
  32719. /**
  32720. * Sets the current depth function to GEQUAL
  32721. */
  32722. setDepthFunctionToGreaterOrEqual(): void;
  32723. /**
  32724. * Sets the current depth function to LESS
  32725. */
  32726. setDepthFunctionToLess(): void;
  32727. /**
  32728. * Sets the current depth function to LEQUAL
  32729. */
  32730. setDepthFunctionToLessOrEqual(): void;
  32731. private _cachedStencilBuffer;
  32732. private _cachedStencilFunction;
  32733. private _cachedStencilMask;
  32734. private _cachedStencilOperationPass;
  32735. private _cachedStencilOperationFail;
  32736. private _cachedStencilOperationDepthFail;
  32737. private _cachedStencilReference;
  32738. /**
  32739. * Caches the the state of the stencil buffer
  32740. */
  32741. cacheStencilState(): void;
  32742. /**
  32743. * Restores the state of the stencil buffer
  32744. */
  32745. restoreStencilState(): void;
  32746. /**
  32747. * Directly set the WebGL Viewport
  32748. * @param x defines the x coordinate of the viewport (in screen space)
  32749. * @param y defines the y coordinate of the viewport (in screen space)
  32750. * @param width defines the width of the viewport (in screen space)
  32751. * @param height defines the height of the viewport (in screen space)
  32752. * @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
  32753. */
  32754. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  32755. /**
  32756. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  32757. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32758. * @param y defines the y-coordinate of the corner of the clear rectangle
  32759. * @param width defines the width of the clear rectangle
  32760. * @param height defines the height of the clear rectangle
  32761. * @param clearColor defines the clear color
  32762. */
  32763. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  32764. /**
  32765. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  32766. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  32767. * @param y defines the y-coordinate of the corner of the clear rectangle
  32768. * @param width defines the width of the clear rectangle
  32769. * @param height defines the height of the clear rectangle
  32770. */
  32771. enableScissor(x: number, y: number, width: number, height: number): void;
  32772. /**
  32773. * Disable previously set scissor test rectangle
  32774. */
  32775. disableScissor(): void;
  32776. protected _reportDrawCall(): void;
  32777. /**
  32778. * Initializes a webVR display and starts listening to display change events
  32779. * The onVRDisplayChangedObservable will be notified upon these changes
  32780. * @returns The onVRDisplayChangedObservable
  32781. */
  32782. initWebVR(): Observable<IDisplayChangedEventArgs>;
  32783. /** @hidden */
  32784. _prepareVRComponent(): void;
  32785. /** @hidden */
  32786. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  32787. /** @hidden */
  32788. _submitVRFrame(): void;
  32789. /**
  32790. * Call this function to leave webVR mode
  32791. * Will do nothing if webVR is not supported or if there is no webVR device
  32792. * @see http://doc.babylonjs.com/how_to/webvr_camera
  32793. */
  32794. disableVR(): void;
  32795. /**
  32796. * Gets a boolean indicating that the system is in VR mode and is presenting
  32797. * @returns true if VR mode is engaged
  32798. */
  32799. isVRPresenting(): boolean;
  32800. /** @hidden */
  32801. _requestVRFrame(): void;
  32802. /** @hidden */
  32803. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  32804. /**
  32805. * Gets the source code of the vertex shader associated with a specific webGL program
  32806. * @param program defines the program to use
  32807. * @returns a string containing the source code of the vertex shader associated with the program
  32808. */
  32809. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  32810. /**
  32811. * Gets the source code of the fragment shader associated with a specific webGL program
  32812. * @param program defines the program to use
  32813. * @returns a string containing the source code of the fragment shader associated with the program
  32814. */
  32815. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  32816. /**
  32817. * Reads pixels from the current frame buffer. Please note that this function can be slow
  32818. * @param x defines the x coordinate of the rectangle where pixels must be read
  32819. * @param y defines the y coordinate of the rectangle where pixels must be read
  32820. * @param width defines the width of the rectangle where pixels must be read
  32821. * @param height defines the height of the rectangle where pixels must be read
  32822. * @returns a Uint8Array containing RGBA colors
  32823. */
  32824. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  32825. /**
  32826. * Sets a depth stencil texture from a render target to the according uniform.
  32827. * @param channel The texture channel
  32828. * @param uniform The uniform to set
  32829. * @param texture The render target texture containing the depth stencil texture to apply
  32830. */
  32831. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  32832. /**
  32833. * Sets a texture to the webGL context from a postprocess
  32834. * @param channel defines the channel to use
  32835. * @param postProcess defines the source postprocess
  32836. */
  32837. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  32838. /**
  32839. * Binds the output of the passed in post process to the texture channel specified
  32840. * @param channel The channel the texture should be bound to
  32841. * @param postProcess The post process which's output should be bound
  32842. */
  32843. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  32844. /** @hidden */
  32845. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  32846. protected _rebuildBuffers(): void;
  32847. /** @hidden */
  32848. _renderFrame(): void;
  32849. _renderLoop(): void;
  32850. /** @hidden */
  32851. _renderViews(): boolean;
  32852. /**
  32853. * Toggle full screen mode
  32854. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32855. */
  32856. switchFullscreen(requestPointerLock: boolean): void;
  32857. /**
  32858. * Enters full screen mode
  32859. * @param requestPointerLock defines if a pointer lock should be requested from the user
  32860. */
  32861. enterFullscreen(requestPointerLock: boolean): void;
  32862. /**
  32863. * Exits full screen mode
  32864. */
  32865. exitFullscreen(): void;
  32866. /**
  32867. * Enters Pointerlock mode
  32868. */
  32869. enterPointerlock(): void;
  32870. /**
  32871. * Exits Pointerlock mode
  32872. */
  32873. exitPointerlock(): void;
  32874. /**
  32875. * Begin a new frame
  32876. */
  32877. beginFrame(): void;
  32878. /**
  32879. * Enf the current frame
  32880. */
  32881. endFrame(): void;
  32882. resize(): void;
  32883. /**
  32884. * Set the compressed texture format to use, based on the formats you have, and the formats
  32885. * supported by the hardware / browser.
  32886. *
  32887. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  32888. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  32889. * to API arguments needed to compressed textures. This puts the burden on the container
  32890. * generator to house the arcane code for determining these for current & future formats.
  32891. *
  32892. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  32893. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  32894. *
  32895. * Note: The result of this call is not taken into account when a texture is base64.
  32896. *
  32897. * @param formatsAvailable defines the list of those format families you have created
  32898. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  32899. *
  32900. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  32901. * @returns The extension selected.
  32902. */
  32903. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  32904. /**
  32905. * Force a specific size of the canvas
  32906. * @param width defines the new canvas' width
  32907. * @param height defines the new canvas' height
  32908. */
  32909. setSize(width: number, height: number): void;
  32910. /**
  32911. * Updates a dynamic vertex buffer.
  32912. * @param vertexBuffer the vertex buffer to update
  32913. * @param data the data used to update the vertex buffer
  32914. * @param byteOffset the byte offset of the data
  32915. * @param byteLength the byte length of the data
  32916. */
  32917. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  32918. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  32919. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32920. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  32921. _releaseTexture(texture: InternalTexture): void;
  32922. /**
  32923. * @hidden
  32924. * Rescales a texture
  32925. * @param source input texutre
  32926. * @param destination destination texture
  32927. * @param scene scene to use to render the resize
  32928. * @param internalFormat format to use when resizing
  32929. * @param onComplete callback to be called when resize has completed
  32930. */
  32931. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  32932. /**
  32933. * Gets the current framerate
  32934. * @returns a number representing the framerate
  32935. */
  32936. getFps(): number;
  32937. /**
  32938. * Gets the time spent between current and previous frame
  32939. * @returns a number representing the delta time in ms
  32940. */
  32941. getDeltaTime(): number;
  32942. private _measureFps;
  32943. /** @hidden */
  32944. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  32945. /**
  32946. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  32947. * @param renderTarget The render target to set the frame buffer for
  32948. */
  32949. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  32950. /**
  32951. * Update a dynamic index buffer
  32952. * @param indexBuffer defines the target index buffer
  32953. * @param indices defines the data to update
  32954. * @param offset defines the offset in the target index buffer where update should start
  32955. */
  32956. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  32957. /**
  32958. * Updates the sample count of a render target texture
  32959. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  32960. * @param texture defines the texture to update
  32961. * @param samples defines the sample count to set
  32962. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  32963. */
  32964. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  32965. /**
  32966. * Updates a depth texture Comparison Mode and Function.
  32967. * If the comparison Function is equal to 0, the mode will be set to none.
  32968. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  32969. * @param texture The texture to set the comparison function for
  32970. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  32971. */
  32972. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  32973. /**
  32974. * Creates a webGL buffer to use with instanciation
  32975. * @param capacity defines the size of the buffer
  32976. * @returns the webGL buffer
  32977. */
  32978. createInstancesBuffer(capacity: number): DataBuffer;
  32979. /**
  32980. * Delete a webGL buffer used with instanciation
  32981. * @param buffer defines the webGL buffer to delete
  32982. */
  32983. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  32984. /** @hidden */
  32985. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  32986. dispose(): void;
  32987. private _disableTouchAction;
  32988. /**
  32989. * Display the loading screen
  32990. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32991. */
  32992. displayLoadingUI(): void;
  32993. /**
  32994. * Hide the loading screen
  32995. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  32996. */
  32997. hideLoadingUI(): void;
  32998. /**
  32999. * Gets the current loading screen object
  33000. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33001. */
  33002. /**
  33003. * Sets the current loading screen object
  33004. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33005. */
  33006. loadingScreen: ILoadingScreen;
  33007. /**
  33008. * Sets the current loading screen text
  33009. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33010. */
  33011. loadingUIText: string;
  33012. /**
  33013. * Sets the current loading screen background color
  33014. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  33015. */
  33016. loadingUIBackgroundColor: string;
  33017. /** Pointerlock and fullscreen */
  33018. /**
  33019. * Ask the browser to promote the current element to pointerlock mode
  33020. * @param element defines the DOM element to promote
  33021. */
  33022. static _RequestPointerlock(element: HTMLElement): void;
  33023. /**
  33024. * Asks the browser to exit pointerlock mode
  33025. */
  33026. static _ExitPointerlock(): void;
  33027. /**
  33028. * Ask the browser to promote the current element to fullscreen rendering mode
  33029. * @param element defines the DOM element to promote
  33030. */
  33031. static _RequestFullscreen(element: HTMLElement): void;
  33032. /**
  33033. * Asks the browser to exit fullscreen mode
  33034. */
  33035. static _ExitFullscreen(): void;
  33036. }
  33037. }
  33038. declare module "babylonjs/Engines/engineStore" {
  33039. import { Nullable } from "babylonjs/types";
  33040. import { Engine } from "babylonjs/Engines/engine";
  33041. import { Scene } from "babylonjs/scene";
  33042. /**
  33043. * The engine store class is responsible to hold all the instances of Engine and Scene created
  33044. * during the life time of the application.
  33045. */
  33046. export class EngineStore {
  33047. /** Gets the list of created engines */
  33048. static Instances: import("babylonjs/Engines/engine").Engine[];
  33049. /** @hidden */
  33050. static _LastCreatedScene: Nullable<Scene>;
  33051. /**
  33052. * Gets the latest created engine
  33053. */
  33054. static readonly LastCreatedEngine: Nullable<Engine>;
  33055. /**
  33056. * Gets the latest created scene
  33057. */
  33058. static readonly LastCreatedScene: Nullable<Scene>;
  33059. /**
  33060. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33061. * @ignorenaming
  33062. */
  33063. static UseFallbackTexture: boolean;
  33064. /**
  33065. * Texture content used if a texture cannot loaded
  33066. * @ignorenaming
  33067. */
  33068. static FallbackTexture: string;
  33069. }
  33070. }
  33071. declare module "babylonjs/Misc/promise" {
  33072. /**
  33073. * Helper class that provides a small promise polyfill
  33074. */
  33075. export class PromisePolyfill {
  33076. /**
  33077. * Static function used to check if the polyfill is required
  33078. * If this is the case then the function will inject the polyfill to window.Promise
  33079. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  33080. */
  33081. static Apply(force?: boolean): void;
  33082. }
  33083. }
  33084. declare module "babylonjs/Misc/interfaces/screenshotSize" {
  33085. /**
  33086. * Interface for screenshot methods with describe argument called `size` as object with options
  33087. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  33088. */
  33089. export interface IScreenshotSize {
  33090. /**
  33091. * number in pixels for canvas height
  33092. */
  33093. height?: number;
  33094. /**
  33095. * multiplier allowing render at a higher or lower resolution
  33096. * If value is defined then height and width will be ignored and taken from camera
  33097. */
  33098. precision?: number;
  33099. /**
  33100. * number in pixels for canvas width
  33101. */
  33102. width?: number;
  33103. }
  33104. }
  33105. declare module "babylonjs/Misc/tools" {
  33106. import { Nullable, float } from "babylonjs/types";
  33107. import { DomManagement } from "babylonjs/Misc/domManagement";
  33108. import { WebRequest } from "babylonjs/Misc/webRequest";
  33109. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  33110. import { ReadFileError } from "babylonjs/Misc/fileTools";
  33111. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  33112. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  33113. import { Camera } from "babylonjs/Cameras/camera";
  33114. import { Engine } from "babylonjs/Engines/engine";
  33115. interface IColor4Like {
  33116. r: float;
  33117. g: float;
  33118. b: float;
  33119. a: float;
  33120. }
  33121. /**
  33122. * Class containing a set of static utilities functions
  33123. */
  33124. export class Tools {
  33125. /**
  33126. * Gets or sets the base URL to use to load assets
  33127. */
  33128. static BaseUrl: string;
  33129. /**
  33130. * Enable/Disable Custom HTTP Request Headers globally.
  33131. * default = false
  33132. * @see CustomRequestHeaders
  33133. */
  33134. static UseCustomRequestHeaders: boolean;
  33135. /**
  33136. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  33137. * i.e. when loading files, where the server/service expects an Authorization header
  33138. */
  33139. static CustomRequestHeaders: {
  33140. [key: string]: string;
  33141. };
  33142. /**
  33143. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  33144. */
  33145. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  33146. /**
  33147. * Default behaviour for cors in the application.
  33148. * It can be a string if the expected behavior is identical in the entire app.
  33149. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  33150. */
  33151. static CorsBehavior: string | ((url: string | string[]) => string);
  33152. /**
  33153. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  33154. * @ignorenaming
  33155. */
  33156. static UseFallbackTexture: boolean;
  33157. /**
  33158. * Use this object to register external classes like custom textures or material
  33159. * to allow the laoders to instantiate them
  33160. */
  33161. static RegisteredExternalClasses: {
  33162. [key: string]: Object;
  33163. };
  33164. /**
  33165. * Texture content used if a texture cannot loaded
  33166. * @ignorenaming
  33167. */
  33168. static fallbackTexture: string;
  33169. /**
  33170. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  33171. * @param u defines the coordinate on X axis
  33172. * @param v defines the coordinate on Y axis
  33173. * @param width defines the width of the source data
  33174. * @param height defines the height of the source data
  33175. * @param pixels defines the source byte array
  33176. * @param color defines the output color
  33177. */
  33178. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  33179. /**
  33180. * Interpolates between a and b via alpha
  33181. * @param a The lower value (returned when alpha = 0)
  33182. * @param b The upper value (returned when alpha = 1)
  33183. * @param alpha The interpolation-factor
  33184. * @return The mixed value
  33185. */
  33186. static Mix(a: number, b: number, alpha: number): number;
  33187. /**
  33188. * Tries to instantiate a new object from a given class name
  33189. * @param className defines the class name to instantiate
  33190. * @returns the new object or null if the system was not able to do the instantiation
  33191. */
  33192. static Instantiate(className: string): any;
  33193. /**
  33194. * Provides a slice function that will work even on IE
  33195. * @param data defines the array to slice
  33196. * @param start defines the start of the data (optional)
  33197. * @param end defines the end of the data (optional)
  33198. * @returns the new sliced array
  33199. */
  33200. static Slice<T>(data: T, start?: number, end?: number): T;
  33201. /**
  33202. * Polyfill for setImmediate
  33203. * @param action defines the action to execute after the current execution block
  33204. */
  33205. static SetImmediate(action: () => void): void;
  33206. /**
  33207. * Function indicating if a number is an exponent of 2
  33208. * @param value defines the value to test
  33209. * @returns true if the value is an exponent of 2
  33210. */
  33211. static IsExponentOfTwo(value: number): boolean;
  33212. private static _tmpFloatArray;
  33213. /**
  33214. * Returns the nearest 32-bit single precision float representation of a Number
  33215. * @param value A Number. If the parameter is of a different type, it will get converted
  33216. * to a number or to NaN if it cannot be converted
  33217. * @returns number
  33218. */
  33219. static FloatRound(value: number): number;
  33220. /**
  33221. * Extracts the filename from a path
  33222. * @param path defines the path to use
  33223. * @returns the filename
  33224. */
  33225. static GetFilename(path: string): string;
  33226. /**
  33227. * Extracts the "folder" part of a path (everything before the filename).
  33228. * @param uri The URI to extract the info from
  33229. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  33230. * @returns The "folder" part of the path
  33231. */
  33232. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  33233. /**
  33234. * Extracts text content from a DOM element hierarchy
  33235. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  33236. */
  33237. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  33238. /**
  33239. * Convert an angle in radians to degrees
  33240. * @param angle defines the angle to convert
  33241. * @returns the angle in degrees
  33242. */
  33243. static ToDegrees(angle: number): number;
  33244. /**
  33245. * Convert an angle in degrees to radians
  33246. * @param angle defines the angle to convert
  33247. * @returns the angle in radians
  33248. */
  33249. static ToRadians(angle: number): number;
  33250. /**
  33251. * Returns an array if obj is not an array
  33252. * @param obj defines the object to evaluate as an array
  33253. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  33254. * @returns either obj directly if obj is an array or a new array containing obj
  33255. */
  33256. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  33257. /**
  33258. * Gets the pointer prefix to use
  33259. * @returns "pointer" if touch is enabled. Else returns "mouse"
  33260. */
  33261. static GetPointerPrefix(): string;
  33262. /**
  33263. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  33264. * @param url define the url we are trying
  33265. * @param element define the dom element where to configure the cors policy
  33266. */
  33267. static SetCorsBehavior(url: string | string[], element: {
  33268. crossOrigin: string | null;
  33269. }): void;
  33270. /**
  33271. * Removes unwanted characters from an url
  33272. * @param url defines the url to clean
  33273. * @returns the cleaned url
  33274. */
  33275. static CleanUrl(url: string): string;
  33276. /**
  33277. * Gets or sets a function used to pre-process url before using them to load assets
  33278. */
  33279. static PreprocessUrl: (url: string) => string;
  33280. /**
  33281. * Loads an image as an HTMLImageElement.
  33282. * @param input url string, ArrayBuffer, or Blob to load
  33283. * @param onLoad callback called when the image successfully loads
  33284. * @param onError callback called when the image fails to load
  33285. * @param offlineProvider offline provider for caching
  33286. * @param mimeType optional mime type
  33287. * @returns the HTMLImageElement of the loaded image
  33288. */
  33289. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  33290. /**
  33291. * Loads a file from a url
  33292. * @param url url string, ArrayBuffer, or Blob to load
  33293. * @param onSuccess callback called when the file successfully loads
  33294. * @param onProgress callback called while file is loading (if the server supports this mode)
  33295. * @param offlineProvider defines the offline provider for caching
  33296. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  33297. * @param onError callback called when the file fails to load
  33298. * @returns a file request object
  33299. */
  33300. 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;
  33301. /**
  33302. * Loads a file from a url
  33303. * @param url the file url to load
  33304. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  33305. */
  33306. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  33307. /**
  33308. * Load a script (identified by an url). When the url returns, the
  33309. * content of this file is added into a new script element, attached to the DOM (body element)
  33310. * @param scriptUrl defines the url of the script to laod
  33311. * @param onSuccess defines the callback called when the script is loaded
  33312. * @param onError defines the callback to call if an error occurs
  33313. * @param scriptId defines the id of the script element
  33314. */
  33315. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  33316. /**
  33317. * Load an asynchronous script (identified by an url). When the url returns, the
  33318. * content of this file is added into a new script element, attached to the DOM (body element)
  33319. * @param scriptUrl defines the url of the script to laod
  33320. * @param scriptId defines the id of the script element
  33321. * @returns a promise request object
  33322. */
  33323. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  33324. /**
  33325. * Loads a file from a blob
  33326. * @param fileToLoad defines the blob to use
  33327. * @param callback defines the callback to call when data is loaded
  33328. * @param progressCallback defines the callback to call during loading process
  33329. * @returns a file request object
  33330. */
  33331. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  33332. /**
  33333. * Reads a file from a File object
  33334. * @param file defines the file to load
  33335. * @param onSuccess defines the callback to call when data is loaded
  33336. * @param onProgress defines the callback to call during loading process
  33337. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  33338. * @param onError defines the callback to call when an error occurs
  33339. * @returns a file request object
  33340. */
  33341. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  33342. /**
  33343. * Creates a data url from a given string content
  33344. * @param content defines the content to convert
  33345. * @returns the new data url link
  33346. */
  33347. static FileAsURL(content: string): string;
  33348. /**
  33349. * Format the given number to a specific decimal format
  33350. * @param value defines the number to format
  33351. * @param decimals defines the number of decimals to use
  33352. * @returns the formatted string
  33353. */
  33354. static Format(value: number, decimals?: number): string;
  33355. /**
  33356. * Tries to copy an object by duplicating every property
  33357. * @param source defines the source object
  33358. * @param destination defines the target object
  33359. * @param doNotCopyList defines a list of properties to avoid
  33360. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  33361. */
  33362. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  33363. /**
  33364. * Gets a boolean indicating if the given object has no own property
  33365. * @param obj defines the object to test
  33366. * @returns true if object has no own property
  33367. */
  33368. static IsEmpty(obj: any): boolean;
  33369. /**
  33370. * Function used to register events at window level
  33371. * @param windowElement defines the Window object to use
  33372. * @param events defines the events to register
  33373. */
  33374. static RegisterTopRootEvents(windowElement: Window, events: {
  33375. name: string;
  33376. handler: Nullable<(e: FocusEvent) => any>;
  33377. }[]): void;
  33378. /**
  33379. * Function used to unregister events from window level
  33380. * @param windowElement defines the Window object to use
  33381. * @param events defines the events to unregister
  33382. */
  33383. static UnregisterTopRootEvents(windowElement: Window, events: {
  33384. name: string;
  33385. handler: Nullable<(e: FocusEvent) => any>;
  33386. }[]): void;
  33387. /**
  33388. * @ignore
  33389. */
  33390. static _ScreenshotCanvas: HTMLCanvasElement;
  33391. /**
  33392. * Dumps the current bound framebuffer
  33393. * @param width defines the rendering width
  33394. * @param height defines the rendering height
  33395. * @param engine defines the hosting engine
  33396. * @param successCallback defines the callback triggered once the data are available
  33397. * @param mimeType defines the mime type of the result
  33398. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  33399. */
  33400. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33401. /**
  33402. * Converts the canvas data to blob.
  33403. * This acts as a polyfill for browsers not supporting the to blob function.
  33404. * @param canvas Defines the canvas to extract the data from
  33405. * @param successCallback Defines the callback triggered once the data are available
  33406. * @param mimeType Defines the mime type of the result
  33407. */
  33408. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  33409. /**
  33410. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  33411. * @param successCallback defines the callback triggered once the data are available
  33412. * @param mimeType defines the mime type of the result
  33413. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  33414. */
  33415. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  33416. /**
  33417. * Downloads a blob in the browser
  33418. * @param blob defines the blob to download
  33419. * @param fileName defines the name of the downloaded file
  33420. */
  33421. static Download(blob: Blob, fileName: string): void;
  33422. /**
  33423. * Captures a screenshot of the current rendering
  33424. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33425. * @param engine defines the rendering engine
  33426. * @param camera defines the source camera
  33427. * @param size This parameter can be set to a single number or to an object with the
  33428. * following (optional) properties: precision, width, height. If a single number is passed,
  33429. * it will be used for both width and height. If an object is passed, the screenshot size
  33430. * will be derived from the parameters. The precision property is a multiplier allowing
  33431. * rendering at a higher or lower resolution
  33432. * @param successCallback defines the callback receives a single parameter which contains the
  33433. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33434. * src parameter of an <img> to display it
  33435. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33436. * Check your browser for supported MIME types
  33437. */
  33438. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  33439. /**
  33440. * Captures a screenshot of the current rendering
  33441. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33442. * @param engine defines the rendering engine
  33443. * @param camera defines the source camera
  33444. * @param size This parameter can be set to a single number or to an object with the
  33445. * following (optional) properties: precision, width, height. If a single number is passed,
  33446. * it will be used for both width and height. If an object is passed, the screenshot size
  33447. * will be derived from the parameters. The precision property is a multiplier allowing
  33448. * rendering at a higher or lower resolution
  33449. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  33450. * Check your browser for supported MIME types
  33451. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33452. * to the src parameter of an <img> to display it
  33453. */
  33454. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  33455. /**
  33456. * Generates an image screenshot from the specified camera.
  33457. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33458. * @param engine The engine to use for rendering
  33459. * @param camera The camera to use for rendering
  33460. * @param size This parameter can be set to a single number or to an object with the
  33461. * following (optional) properties: precision, width, height. If a single number is passed,
  33462. * it will be used for both width and height. If an object is passed, the screenshot size
  33463. * will be derived from the parameters. The precision property is a multiplier allowing
  33464. * rendering at a higher or lower resolution
  33465. * @param successCallback The callback receives a single parameter which contains the
  33466. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  33467. * src parameter of an <img> to display it
  33468. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33469. * Check your browser for supported MIME types
  33470. * @param samples Texture samples (default: 1)
  33471. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33472. * @param fileName A name for for the downloaded file.
  33473. */
  33474. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  33475. /**
  33476. * Generates an image screenshot from the specified camera.
  33477. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  33478. * @param engine The engine to use for rendering
  33479. * @param camera The camera to use for rendering
  33480. * @param size This parameter can be set to a single number or to an object with the
  33481. * following (optional) properties: precision, width, height. If a single number is passed,
  33482. * it will be used for both width and height. If an object is passed, the screenshot size
  33483. * will be derived from the parameters. The precision property is a multiplier allowing
  33484. * rendering at a higher or lower resolution
  33485. * @param mimeType The MIME type of the screenshot image (default: image/png).
  33486. * Check your browser for supported MIME types
  33487. * @param samples Texture samples (default: 1)
  33488. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  33489. * @param fileName A name for for the downloaded file.
  33490. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  33491. * to the src parameter of an <img> to display it
  33492. */
  33493. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  33494. /**
  33495. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  33496. * Be aware Math.random() could cause collisions, but:
  33497. * "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"
  33498. * @returns a pseudo random id
  33499. */
  33500. static RandomId(): string;
  33501. /**
  33502. * Test if the given uri is a base64 string
  33503. * @param uri The uri to test
  33504. * @return True if the uri is a base64 string or false otherwise
  33505. */
  33506. static IsBase64(uri: string): boolean;
  33507. /**
  33508. * Decode the given base64 uri.
  33509. * @param uri The uri to decode
  33510. * @return The decoded base64 data.
  33511. */
  33512. static DecodeBase64(uri: string): ArrayBuffer;
  33513. /**
  33514. * Gets the absolute url.
  33515. * @param url the input url
  33516. * @return the absolute url
  33517. */
  33518. static GetAbsoluteUrl(url: string): string;
  33519. /**
  33520. * No log
  33521. */
  33522. static readonly NoneLogLevel: number;
  33523. /**
  33524. * Only message logs
  33525. */
  33526. static readonly MessageLogLevel: number;
  33527. /**
  33528. * Only warning logs
  33529. */
  33530. static readonly WarningLogLevel: number;
  33531. /**
  33532. * Only error logs
  33533. */
  33534. static readonly ErrorLogLevel: number;
  33535. /**
  33536. * All logs
  33537. */
  33538. static readonly AllLogLevel: number;
  33539. /**
  33540. * Gets a value indicating the number of loading errors
  33541. * @ignorenaming
  33542. */
  33543. static readonly errorsCount: number;
  33544. /**
  33545. * Callback called when a new log is added
  33546. */
  33547. static OnNewCacheEntry: (entry: string) => void;
  33548. /**
  33549. * Log a message to the console
  33550. * @param message defines the message to log
  33551. */
  33552. static Log(message: string): void;
  33553. /**
  33554. * Write a warning message to the console
  33555. * @param message defines the message to log
  33556. */
  33557. static Warn(message: string): void;
  33558. /**
  33559. * Write an error message to the console
  33560. * @param message defines the message to log
  33561. */
  33562. static Error(message: string): void;
  33563. /**
  33564. * Gets current log cache (list of logs)
  33565. */
  33566. static readonly LogCache: string;
  33567. /**
  33568. * Clears the log cache
  33569. */
  33570. static ClearLogCache(): void;
  33571. /**
  33572. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  33573. */
  33574. static LogLevels: number;
  33575. /**
  33576. * Checks if the window object exists
  33577. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  33578. */
  33579. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  33580. /**
  33581. * No performance log
  33582. */
  33583. static readonly PerformanceNoneLogLevel: number;
  33584. /**
  33585. * Use user marks to log performance
  33586. */
  33587. static readonly PerformanceUserMarkLogLevel: number;
  33588. /**
  33589. * Log performance to the console
  33590. */
  33591. static readonly PerformanceConsoleLogLevel: number;
  33592. private static _performance;
  33593. /**
  33594. * Sets the current performance log level
  33595. */
  33596. static PerformanceLogLevel: number;
  33597. private static _StartPerformanceCounterDisabled;
  33598. private static _EndPerformanceCounterDisabled;
  33599. private static _StartUserMark;
  33600. private static _EndUserMark;
  33601. private static _StartPerformanceConsole;
  33602. private static _EndPerformanceConsole;
  33603. /**
  33604. * Starts a performance counter
  33605. */
  33606. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33607. /**
  33608. * Ends a specific performance coutner
  33609. */
  33610. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  33611. /**
  33612. * Gets either window.performance.now() if supported or Date.now() else
  33613. */
  33614. static readonly Now: number;
  33615. /**
  33616. * This method will return the name of the class used to create the instance of the given object.
  33617. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  33618. * @param object the object to get the class name from
  33619. * @param isType defines if the object is actually a type
  33620. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  33621. */
  33622. static GetClassName(object: any, isType?: boolean): string;
  33623. /**
  33624. * Gets the first element of an array satisfying a given predicate
  33625. * @param array defines the array to browse
  33626. * @param predicate defines the predicate to use
  33627. * @returns null if not found or the element
  33628. */
  33629. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  33630. /**
  33631. * This method will return the name of the full name of the class, including its owning module (if any).
  33632. * 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).
  33633. * @param object the object to get the class name from
  33634. * @param isType defines if the object is actually a type
  33635. * @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.
  33636. * @ignorenaming
  33637. */
  33638. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  33639. /**
  33640. * Returns a promise that resolves after the given amount of time.
  33641. * @param delay Number of milliseconds to delay
  33642. * @returns Promise that resolves after the given amount of time
  33643. */
  33644. static DelayAsync(delay: number): Promise<void>;
  33645. }
  33646. /**
  33647. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  33648. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  33649. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  33650. * @param name The name of the class, case should be preserved
  33651. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  33652. */
  33653. export function className(name: string, module?: string): (target: Object) => void;
  33654. /**
  33655. * An implementation of a loop for asynchronous functions.
  33656. */
  33657. export class AsyncLoop {
  33658. /**
  33659. * Defines the number of iterations for the loop
  33660. */
  33661. iterations: number;
  33662. /**
  33663. * Defines the current index of the loop.
  33664. */
  33665. index: number;
  33666. private _done;
  33667. private _fn;
  33668. private _successCallback;
  33669. /**
  33670. * Constructor.
  33671. * @param iterations the number of iterations.
  33672. * @param func the function to run each iteration
  33673. * @param successCallback the callback that will be called upon succesful execution
  33674. * @param offset starting offset.
  33675. */
  33676. constructor(
  33677. /**
  33678. * Defines the number of iterations for the loop
  33679. */
  33680. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  33681. /**
  33682. * Execute the next iteration. Must be called after the last iteration was finished.
  33683. */
  33684. executeNext(): void;
  33685. /**
  33686. * Break the loop and run the success callback.
  33687. */
  33688. breakLoop(): void;
  33689. /**
  33690. * Create and run an async loop.
  33691. * @param iterations the number of iterations.
  33692. * @param fn the function to run each iteration
  33693. * @param successCallback the callback that will be called upon succesful execution
  33694. * @param offset starting offset.
  33695. * @returns the created async loop object
  33696. */
  33697. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  33698. /**
  33699. * A for-loop that will run a given number of iterations synchronous and the rest async.
  33700. * @param iterations total number of iterations
  33701. * @param syncedIterations number of synchronous iterations in each async iteration.
  33702. * @param fn the function to call each iteration.
  33703. * @param callback a success call back that will be called when iterating stops.
  33704. * @param breakFunction a break condition (optional)
  33705. * @param timeout timeout settings for the setTimeout function. default - 0.
  33706. * @returns the created async loop object
  33707. */
  33708. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  33709. }
  33710. }
  33711. declare module "babylonjs/Misc/stringDictionary" {
  33712. import { Nullable } from "babylonjs/types";
  33713. /**
  33714. * This class implement a typical dictionary using a string as key and the generic type T as value.
  33715. * The underlying implementation relies on an associative array to ensure the best performances.
  33716. * The value can be anything including 'null' but except 'undefined'
  33717. */
  33718. export class StringDictionary<T> {
  33719. /**
  33720. * This will clear this dictionary and copy the content from the 'source' one.
  33721. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  33722. * @param source the dictionary to take the content from and copy to this dictionary
  33723. */
  33724. copyFrom(source: StringDictionary<T>): void;
  33725. /**
  33726. * Get a value based from its key
  33727. * @param key the given key to get the matching value from
  33728. * @return the value if found, otherwise undefined is returned
  33729. */
  33730. get(key: string): T | undefined;
  33731. /**
  33732. * Get a value from its key or add it if it doesn't exist.
  33733. * This method will ensure you that a given key/data will be present in the dictionary.
  33734. * @param key the given key to get the matching value from
  33735. * @param factory the factory that will create the value if the key is not present in the dictionary.
  33736. * The factory will only be invoked if there's no data for the given key.
  33737. * @return the value corresponding to the key.
  33738. */
  33739. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  33740. /**
  33741. * Get a value from its key if present in the dictionary otherwise add it
  33742. * @param key the key to get the value from
  33743. * @param val if there's no such key/value pair in the dictionary add it with this value
  33744. * @return the value corresponding to the key
  33745. */
  33746. getOrAdd(key: string, val: T): T;
  33747. /**
  33748. * Check if there's a given key in the dictionary
  33749. * @param key the key to check for
  33750. * @return true if the key is present, false otherwise
  33751. */
  33752. contains(key: string): boolean;
  33753. /**
  33754. * Add a new key and its corresponding value
  33755. * @param key the key to add
  33756. * @param value the value corresponding to the key
  33757. * @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
  33758. */
  33759. add(key: string, value: T): boolean;
  33760. /**
  33761. * Update a specific value associated to a key
  33762. * @param key defines the key to use
  33763. * @param value defines the value to store
  33764. * @returns true if the value was updated (or false if the key was not found)
  33765. */
  33766. set(key: string, value: T): boolean;
  33767. /**
  33768. * Get the element of the given key and remove it from the dictionary
  33769. * @param key defines the key to search
  33770. * @returns the value associated with the key or null if not found
  33771. */
  33772. getAndRemove(key: string): Nullable<T>;
  33773. /**
  33774. * Remove a key/value from the dictionary.
  33775. * @param key the key to remove
  33776. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  33777. */
  33778. remove(key: string): boolean;
  33779. /**
  33780. * Clear the whole content of the dictionary
  33781. */
  33782. clear(): void;
  33783. /**
  33784. * Gets the current count
  33785. */
  33786. readonly count: number;
  33787. /**
  33788. * Execute a callback on each key/val of the dictionary.
  33789. * Note that you can remove any element in this dictionary in the callback implementation
  33790. * @param callback the callback to execute on a given key/value pair
  33791. */
  33792. forEach(callback: (key: string, val: T) => void): void;
  33793. /**
  33794. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  33795. * If the callback returns null or undefined the method will iterate to the next key/value pair
  33796. * Note that you can remove any element in this dictionary in the callback implementation
  33797. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  33798. * @returns the first item
  33799. */
  33800. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  33801. private _count;
  33802. private _data;
  33803. }
  33804. }
  33805. declare module "babylonjs/Collisions/collisionCoordinator" {
  33806. import { Nullable } from "babylonjs/types";
  33807. import { Scene } from "babylonjs/scene";
  33808. import { Vector3 } from "babylonjs/Maths/math.vector";
  33809. import { Collider } from "babylonjs/Collisions/collider";
  33810. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33811. /** @hidden */
  33812. export interface ICollisionCoordinator {
  33813. createCollider(): Collider;
  33814. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33815. init(scene: Scene): void;
  33816. }
  33817. /** @hidden */
  33818. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  33819. private _scene;
  33820. private _scaledPosition;
  33821. private _scaledVelocity;
  33822. private _finalPosition;
  33823. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  33824. createCollider(): Collider;
  33825. init(scene: Scene): void;
  33826. private _collideWithWorld;
  33827. }
  33828. }
  33829. declare module "babylonjs/Inputs/scene.inputManager" {
  33830. import { Nullable } from "babylonjs/types";
  33831. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  33832. import { Vector2 } from "babylonjs/Maths/math.vector";
  33833. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  33834. import { Scene } from "babylonjs/scene";
  33835. /**
  33836. * Class used to manage all inputs for the scene.
  33837. */
  33838. export class InputManager {
  33839. /** The distance in pixel that you have to move to prevent some events */
  33840. static DragMovementThreshold: number;
  33841. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  33842. static LongPressDelay: number;
  33843. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  33844. static DoubleClickDelay: number;
  33845. /** If you need to check double click without raising a single click at first click, enable this flag */
  33846. static ExclusiveDoubleClickMode: boolean;
  33847. private _wheelEventName;
  33848. private _onPointerMove;
  33849. private _onPointerDown;
  33850. private _onPointerUp;
  33851. private _initClickEvent;
  33852. private _initActionManager;
  33853. private _delayedSimpleClick;
  33854. private _delayedSimpleClickTimeout;
  33855. private _previousDelayedSimpleClickTimeout;
  33856. private _meshPickProceed;
  33857. private _previousButtonPressed;
  33858. private _currentPickResult;
  33859. private _previousPickResult;
  33860. private _totalPointersPressed;
  33861. private _doubleClickOccured;
  33862. private _pointerOverMesh;
  33863. private _pickedDownMesh;
  33864. private _pickedUpMesh;
  33865. private _pointerX;
  33866. private _pointerY;
  33867. private _unTranslatedPointerX;
  33868. private _unTranslatedPointerY;
  33869. private _startingPointerPosition;
  33870. private _previousStartingPointerPosition;
  33871. private _startingPointerTime;
  33872. private _previousStartingPointerTime;
  33873. private _pointerCaptures;
  33874. private _onKeyDown;
  33875. private _onKeyUp;
  33876. private _onCanvasFocusObserver;
  33877. private _onCanvasBlurObserver;
  33878. private _scene;
  33879. /**
  33880. * Creates a new InputManager
  33881. * @param scene defines the hosting scene
  33882. */
  33883. constructor(scene: Scene);
  33884. /**
  33885. * Gets the mesh that is currently under the pointer
  33886. */
  33887. readonly meshUnderPointer: Nullable<AbstractMesh>;
  33888. /**
  33889. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  33890. */
  33891. readonly unTranslatedPointer: Vector2;
  33892. /**
  33893. * Gets or sets the current on-screen X position of the pointer
  33894. */
  33895. pointerX: number;
  33896. /**
  33897. * Gets or sets the current on-screen Y position of the pointer
  33898. */
  33899. pointerY: number;
  33900. private _updatePointerPosition;
  33901. private _processPointerMove;
  33902. private _setRayOnPointerInfo;
  33903. private _checkPrePointerObservable;
  33904. /**
  33905. * Use this method to simulate a pointer move on a mesh
  33906. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33907. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33908. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33909. */
  33910. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33911. /**
  33912. * Use this method to simulate a pointer down on a mesh
  33913. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33914. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33915. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33916. */
  33917. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  33918. private _processPointerDown;
  33919. /** @hidden */
  33920. _isPointerSwiping(): boolean;
  33921. /**
  33922. * Use this method to simulate a pointer up on a mesh
  33923. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  33924. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  33925. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  33926. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  33927. */
  33928. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  33929. private _processPointerUp;
  33930. /**
  33931. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  33932. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  33933. * @returns true if the pointer was captured
  33934. */
  33935. isPointerCaptured(pointerId?: number): boolean;
  33936. /**
  33937. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  33938. * @param attachUp defines if you want to attach events to pointerup
  33939. * @param attachDown defines if you want to attach events to pointerdown
  33940. * @param attachMove defines if you want to attach events to pointermove
  33941. */
  33942. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  33943. /**
  33944. * Detaches all event handlers
  33945. */
  33946. detachControl(): void;
  33947. /**
  33948. * Force the value of meshUnderPointer
  33949. * @param mesh defines the mesh to use
  33950. */
  33951. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  33952. /**
  33953. * Gets the mesh under the pointer
  33954. * @returns a Mesh or null if no mesh is under the pointer
  33955. */
  33956. getPointerOverMesh(): Nullable<AbstractMesh>;
  33957. }
  33958. }
  33959. declare module "babylonjs/Misc/uniqueIdGenerator" {
  33960. /**
  33961. * Helper class used to generate session unique ID
  33962. */
  33963. export class UniqueIdGenerator {
  33964. private static _UniqueIdCounter;
  33965. /**
  33966. * Gets an unique (relatively to the current scene) Id
  33967. */
  33968. static readonly UniqueId: number;
  33969. }
  33970. }
  33971. declare module "babylonjs/Animations/animationGroup" {
  33972. import { Animatable } from "babylonjs/Animations/animatable";
  33973. import { Animation } from "babylonjs/Animations/animation";
  33974. import { Scene, IDisposable } from "babylonjs/scene";
  33975. import { Observable } from "babylonjs/Misc/observable";
  33976. import { Nullable } from "babylonjs/types";
  33977. import "babylonjs/Animations/animatable";
  33978. /**
  33979. * This class defines the direct association between an animation and a target
  33980. */
  33981. export class TargetedAnimation {
  33982. /**
  33983. * Animation to perform
  33984. */
  33985. animation: Animation;
  33986. /**
  33987. * Target to animate
  33988. */
  33989. target: any;
  33990. /**
  33991. * Serialize the object
  33992. * @returns the JSON object representing the current entity
  33993. */
  33994. serialize(): any;
  33995. }
  33996. /**
  33997. * Use this class to create coordinated animations on multiple targets
  33998. */
  33999. export class AnimationGroup implements IDisposable {
  34000. /** The name of the animation group */
  34001. name: string;
  34002. private _scene;
  34003. private _targetedAnimations;
  34004. private _animatables;
  34005. private _from;
  34006. private _to;
  34007. private _isStarted;
  34008. private _isPaused;
  34009. private _speedRatio;
  34010. private _loopAnimation;
  34011. /**
  34012. * Gets or sets the unique id of the node
  34013. */
  34014. uniqueId: number;
  34015. /**
  34016. * This observable will notify when one animation have ended
  34017. */
  34018. onAnimationEndObservable: Observable<TargetedAnimation>;
  34019. /**
  34020. * Observer raised when one animation loops
  34021. */
  34022. onAnimationLoopObservable: Observable<TargetedAnimation>;
  34023. /**
  34024. * Observer raised when all animations have looped
  34025. */
  34026. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  34027. /**
  34028. * This observable will notify when all animations have ended.
  34029. */
  34030. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  34031. /**
  34032. * This observable will notify when all animations have paused.
  34033. */
  34034. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  34035. /**
  34036. * This observable will notify when all animations are playing.
  34037. */
  34038. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  34039. /**
  34040. * Gets the first frame
  34041. */
  34042. readonly from: number;
  34043. /**
  34044. * Gets the last frame
  34045. */
  34046. readonly to: number;
  34047. /**
  34048. * Define if the animations are started
  34049. */
  34050. readonly isStarted: boolean;
  34051. /**
  34052. * Gets a value indicating that the current group is playing
  34053. */
  34054. readonly isPlaying: boolean;
  34055. /**
  34056. * Gets or sets the speed ratio to use for all animations
  34057. */
  34058. /**
  34059. * Gets or sets the speed ratio to use for all animations
  34060. */
  34061. speedRatio: number;
  34062. /**
  34063. * Gets or sets if all animations should loop or not
  34064. */
  34065. loopAnimation: boolean;
  34066. /**
  34067. * Gets the targeted animations for this animation group
  34068. */
  34069. readonly targetedAnimations: Array<TargetedAnimation>;
  34070. /**
  34071. * returning the list of animatables controlled by this animation group.
  34072. */
  34073. readonly animatables: Array<Animatable>;
  34074. /**
  34075. * Instantiates a new Animation Group.
  34076. * This helps managing several animations at once.
  34077. * @see http://doc.babylonjs.com/how_to/group
  34078. * @param name Defines the name of the group
  34079. * @param scene Defines the scene the group belongs to
  34080. */
  34081. constructor(
  34082. /** The name of the animation group */
  34083. name: string, scene?: Nullable<Scene>);
  34084. /**
  34085. * Add an animation (with its target) in the group
  34086. * @param animation defines the animation we want to add
  34087. * @param target defines the target of the animation
  34088. * @returns the TargetedAnimation object
  34089. */
  34090. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  34091. /**
  34092. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  34093. * It can add constant keys at begin or end
  34094. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  34095. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  34096. * @returns the animation group
  34097. */
  34098. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  34099. private _animationLoopCount;
  34100. private _animationLoopFlags;
  34101. private _processLoop;
  34102. /**
  34103. * Start all animations on given targets
  34104. * @param loop defines if animations must loop
  34105. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  34106. * @param from defines the from key (optional)
  34107. * @param to defines the to key (optional)
  34108. * @returns the current animation group
  34109. */
  34110. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  34111. /**
  34112. * Pause all animations
  34113. * @returns the animation group
  34114. */
  34115. pause(): AnimationGroup;
  34116. /**
  34117. * Play all animations to initial state
  34118. * This function will start() the animations if they were not started or will restart() them if they were paused
  34119. * @param loop defines if animations must loop
  34120. * @returns the animation group
  34121. */
  34122. play(loop?: boolean): AnimationGroup;
  34123. /**
  34124. * Reset all animations to initial state
  34125. * @returns the animation group
  34126. */
  34127. reset(): AnimationGroup;
  34128. /**
  34129. * Restart animations from key 0
  34130. * @returns the animation group
  34131. */
  34132. restart(): AnimationGroup;
  34133. /**
  34134. * Stop all animations
  34135. * @returns the animation group
  34136. */
  34137. stop(): AnimationGroup;
  34138. /**
  34139. * Set animation weight for all animatables
  34140. * @param weight defines the weight to use
  34141. * @return the animationGroup
  34142. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34143. */
  34144. setWeightForAllAnimatables(weight: number): AnimationGroup;
  34145. /**
  34146. * Synchronize and normalize all animatables with a source animatable
  34147. * @param root defines the root animatable to synchronize with
  34148. * @return the animationGroup
  34149. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  34150. */
  34151. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  34152. /**
  34153. * Goes to a specific frame in this animation group
  34154. * @param frame the frame number to go to
  34155. * @return the animationGroup
  34156. */
  34157. goToFrame(frame: number): AnimationGroup;
  34158. /**
  34159. * Dispose all associated resources
  34160. */
  34161. dispose(): void;
  34162. private _checkAnimationGroupEnded;
  34163. /**
  34164. * Clone the current animation group and returns a copy
  34165. * @param newName defines the name of the new group
  34166. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  34167. * @returns the new aniamtion group
  34168. */
  34169. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  34170. /**
  34171. * Serializes the animationGroup to an object
  34172. * @returns Serialized object
  34173. */
  34174. serialize(): any;
  34175. /**
  34176. * Returns a new AnimationGroup object parsed from the source provided.
  34177. * @param parsedAnimationGroup defines the source
  34178. * @param scene defines the scene that will receive the animationGroup
  34179. * @returns a new AnimationGroup
  34180. */
  34181. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  34182. /**
  34183. * Returns the string "AnimationGroup"
  34184. * @returns "AnimationGroup"
  34185. */
  34186. getClassName(): string;
  34187. /**
  34188. * Creates a detailled string about the object
  34189. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  34190. * @returns a string representing the object
  34191. */
  34192. toString(fullDetails?: boolean): string;
  34193. }
  34194. }
  34195. declare module "babylonjs/scene" {
  34196. import { Nullable } from "babylonjs/types";
  34197. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  34198. import { Observable } from "babylonjs/Misc/observable";
  34199. import { SmartArrayNoDuplicate, SmartArray, ISmartArrayLike } from "babylonjs/Misc/smartArray";
  34200. import { Vector2, Vector3, Matrix } from "babylonjs/Maths/math.vector";
  34201. import { Geometry } from "babylonjs/Meshes/geometry";
  34202. import { TransformNode } from "babylonjs/Meshes/transformNode";
  34203. import { SubMesh } from "babylonjs/Meshes/subMesh";
  34204. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  34205. import { Mesh } from "babylonjs/Meshes/mesh";
  34206. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  34207. import { Bone } from "babylonjs/Bones/bone";
  34208. import { Skeleton } from "babylonjs/Bones/skeleton";
  34209. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  34210. import { Camera } from "babylonjs/Cameras/camera";
  34211. import { AbstractScene } from "babylonjs/abstractScene";
  34212. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  34213. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  34214. import { Material } from "babylonjs/Materials/material";
  34215. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  34216. import { Effect } from "babylonjs/Materials/effect";
  34217. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  34218. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  34219. import { Light } from "babylonjs/Lights/light";
  34220. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  34221. import { ICollisionCoordinator } from "babylonjs/Collisions/collisionCoordinator";
  34222. import { PointerEventTypes, PointerInfoPre, PointerInfo } from "babylonjs/Events/pointerEvents";
  34223. import { KeyboardInfoPre, KeyboardInfo } from "babylonjs/Events/keyboardEvents";
  34224. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  34225. import { PostProcessManager } from "babylonjs/PostProcesses/postProcessManager";
  34226. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  34227. import { RenderingGroupInfo, IRenderingManagerAutoClearSetup } from "babylonjs/Rendering/renderingManager";
  34228. import { ISceneComponent, ISceneSerializableComponent, Stage, SimpleStageAction, RenderTargetsStageAction, RenderTargetStageAction, MeshStageAction, EvaluateSubMeshStageAction, ActiveMeshStageAction, CameraStageAction, RenderingGroupStageAction, RenderingMeshStageAction, PointerMoveStageAction, PointerUpDownStageAction, CameraStageFrameBufferAction } from "babylonjs/sceneComponent";
  34229. import { Engine } from "babylonjs/Engines/engine";
  34230. import { Node } from "babylonjs/node";
  34231. import { MorphTarget } from "babylonjs/Morph/morphTarget";
  34232. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  34233. import { WebRequest } from "babylonjs/Misc/webRequest";
  34234. import { InputManager } from "babylonjs/Inputs/scene.inputManager";
  34235. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  34236. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  34237. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  34238. import { Plane } from "babylonjs/Maths/math.plane";
  34239. import { LoadFileError, RequestFileError, ReadFileError } from "babylonjs/Misc/fileTools";
  34240. import { Ray } from "babylonjs/Culling/ray";
  34241. import { TrianglePickingPredicate } from "babylonjs/Culling/ray";
  34242. import { Animation } from "babylonjs/Animations/animation";
  34243. import { Animatable } from "babylonjs/Animations/animatable";
  34244. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  34245. import { AnimationPropertiesOverride } from "babylonjs/Animations/animationPropertiesOverride";
  34246. import { Collider } from "babylonjs/Collisions/collider";
  34247. /**
  34248. * Define an interface for all classes that will hold resources
  34249. */
  34250. export interface IDisposable {
  34251. /**
  34252. * Releases all held resources
  34253. */
  34254. dispose(): void;
  34255. }
  34256. /** Interface defining initialization parameters for Scene class */
  34257. export interface SceneOptions {
  34258. /**
  34259. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  34260. * It will improve performance when the number of geometries becomes important.
  34261. */
  34262. useGeometryUniqueIdsMap?: boolean;
  34263. /**
  34264. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  34265. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34266. */
  34267. useMaterialMeshMap?: boolean;
  34268. /**
  34269. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  34270. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  34271. */
  34272. useClonedMeshhMap?: boolean;
  34273. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  34274. virtual?: boolean;
  34275. }
  34276. /**
  34277. * Represents a scene to be rendered by the engine.
  34278. * @see http://doc.babylonjs.com/features/scene
  34279. */
  34280. export class Scene extends AbstractScene implements IAnimatable {
  34281. /** The fog is deactivated */
  34282. static readonly FOGMODE_NONE: number;
  34283. /** The fog density is following an exponential function */
  34284. static readonly FOGMODE_EXP: number;
  34285. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  34286. static readonly FOGMODE_EXP2: number;
  34287. /** The fog density is following a linear function. */
  34288. static readonly FOGMODE_LINEAR: number;
  34289. /**
  34290. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  34291. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34292. */
  34293. static MinDeltaTime: number;
  34294. /**
  34295. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  34296. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34297. */
  34298. static MaxDeltaTime: number;
  34299. /**
  34300. * Factory used to create the default material.
  34301. * @param name The name of the material to create
  34302. * @param scene The scene to create the material for
  34303. * @returns The default material
  34304. */
  34305. static DefaultMaterialFactory(scene: Scene): Material;
  34306. /**
  34307. * Factory used to create the a collision coordinator.
  34308. * @returns The collision coordinator
  34309. */
  34310. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  34311. /** @hidden */
  34312. _inputManager: InputManager;
  34313. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  34314. cameraToUseForPointers: Nullable<Camera>;
  34315. /** @hidden */
  34316. readonly _isScene: boolean;
  34317. /**
  34318. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  34319. */
  34320. autoClear: boolean;
  34321. /**
  34322. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  34323. */
  34324. autoClearDepthAndStencil: boolean;
  34325. /**
  34326. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  34327. */
  34328. clearColor: Color4;
  34329. /**
  34330. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  34331. */
  34332. ambientColor: Color3;
  34333. /**
  34334. * This is use to store the default BRDF lookup for PBR materials in your scene.
  34335. * It should only be one of the following (if not the default embedded one):
  34336. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  34337. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  34338. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  34339. * The material properties need to be setup according to the type of texture in use.
  34340. */
  34341. environmentBRDFTexture: BaseTexture;
  34342. /** @hidden */
  34343. protected _environmentTexture: Nullable<BaseTexture>;
  34344. /**
  34345. * Texture used in all pbr material as the reflection texture.
  34346. * As in the majority of the scene they are the same (exception for multi room and so on),
  34347. * this is easier to reference from here than from all the materials.
  34348. */
  34349. /**
  34350. * Texture used in all pbr material as the reflection texture.
  34351. * As in the majority of the scene they are the same (exception for multi room and so on),
  34352. * this is easier to set here than in all the materials.
  34353. */
  34354. environmentTexture: Nullable<BaseTexture>;
  34355. /** @hidden */
  34356. protected _environmentIntensity: number;
  34357. /**
  34358. * Intensity of the environment in all pbr material.
  34359. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34360. * As in the majority of the scene they are the same (exception for multi room and so on),
  34361. * this is easier to reference from here than from all the materials.
  34362. */
  34363. /**
  34364. * Intensity of the environment in all pbr material.
  34365. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  34366. * As in the majority of the scene they are the same (exception for multi room and so on),
  34367. * this is easier to set here than in all the materials.
  34368. */
  34369. environmentIntensity: number;
  34370. /** @hidden */
  34371. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  34372. /**
  34373. * Default image processing configuration used either in the rendering
  34374. * Forward main pass or through the imageProcessingPostProcess if present.
  34375. * As in the majority of the scene they are the same (exception for multi camera),
  34376. * this is easier to reference from here than from all the materials and post process.
  34377. *
  34378. * No setter as we it is a shared configuration, you can set the values instead.
  34379. */
  34380. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  34381. private _forceWireframe;
  34382. /**
  34383. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  34384. */
  34385. forceWireframe: boolean;
  34386. private _forcePointsCloud;
  34387. /**
  34388. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  34389. */
  34390. forcePointsCloud: boolean;
  34391. /**
  34392. * Gets or sets the active clipplane 1
  34393. */
  34394. clipPlane: Nullable<Plane>;
  34395. /**
  34396. * Gets or sets the active clipplane 2
  34397. */
  34398. clipPlane2: Nullable<Plane>;
  34399. /**
  34400. * Gets or sets the active clipplane 3
  34401. */
  34402. clipPlane3: Nullable<Plane>;
  34403. /**
  34404. * Gets or sets the active clipplane 4
  34405. */
  34406. clipPlane4: Nullable<Plane>;
  34407. /**
  34408. * Gets or sets a boolean indicating if animations are enabled
  34409. */
  34410. animationsEnabled: boolean;
  34411. private _animationPropertiesOverride;
  34412. /**
  34413. * Gets or sets the animation properties override
  34414. */
  34415. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  34416. /**
  34417. * Gets or sets a boolean indicating if a constant deltatime has to be used
  34418. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  34419. */
  34420. useConstantAnimationDeltaTime: boolean;
  34421. /**
  34422. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  34423. * Please note that it requires to run a ray cast through the scene on every frame
  34424. */
  34425. constantlyUpdateMeshUnderPointer: boolean;
  34426. /**
  34427. * Defines the HTML cursor to use when hovering over interactive elements
  34428. */
  34429. hoverCursor: string;
  34430. /**
  34431. * Defines the HTML default cursor to use (empty by default)
  34432. */
  34433. defaultCursor: string;
  34434. /**
  34435. * Defines wether cursors are handled by the scene.
  34436. */
  34437. doNotHandleCursors: boolean;
  34438. /**
  34439. * This is used to call preventDefault() on pointer down
  34440. * in order to block unwanted artifacts like system double clicks
  34441. */
  34442. preventDefaultOnPointerDown: boolean;
  34443. /**
  34444. * This is used to call preventDefault() on pointer up
  34445. * in order to block unwanted artifacts like system double clicks
  34446. */
  34447. preventDefaultOnPointerUp: boolean;
  34448. /**
  34449. * Gets or sets user defined metadata
  34450. */
  34451. metadata: any;
  34452. /**
  34453. * For internal use only. Please do not use.
  34454. */
  34455. reservedDataStore: any;
  34456. /**
  34457. * Gets the name of the plugin used to load this scene (null by default)
  34458. */
  34459. loadingPluginName: string;
  34460. /**
  34461. * Use this array to add regular expressions used to disable offline support for specific urls
  34462. */
  34463. disableOfflineSupportExceptionRules: RegExp[];
  34464. /**
  34465. * An event triggered when the scene is disposed.
  34466. */
  34467. onDisposeObservable: Observable<Scene>;
  34468. private _onDisposeObserver;
  34469. /** Sets a function to be executed when this scene is disposed. */
  34470. onDispose: () => void;
  34471. /**
  34472. * An event triggered before rendering the scene (right after animations and physics)
  34473. */
  34474. onBeforeRenderObservable: Observable<Scene>;
  34475. private _onBeforeRenderObserver;
  34476. /** Sets a function to be executed before rendering this scene */
  34477. beforeRender: Nullable<() => void>;
  34478. /**
  34479. * An event triggered after rendering the scene
  34480. */
  34481. onAfterRenderObservable: Observable<Scene>;
  34482. /**
  34483. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  34484. */
  34485. onAfterRenderCameraObservable: Observable<Camera>;
  34486. private _onAfterRenderObserver;
  34487. /** Sets a function to be executed after rendering this scene */
  34488. afterRender: Nullable<() => void>;
  34489. /**
  34490. * An event triggered before animating the scene
  34491. */
  34492. onBeforeAnimationsObservable: Observable<Scene>;
  34493. /**
  34494. * An event triggered after animations processing
  34495. */
  34496. onAfterAnimationsObservable: Observable<Scene>;
  34497. /**
  34498. * An event triggered before draw calls are ready to be sent
  34499. */
  34500. onBeforeDrawPhaseObservable: Observable<Scene>;
  34501. /**
  34502. * An event triggered after draw calls have been sent
  34503. */
  34504. onAfterDrawPhaseObservable: Observable<Scene>;
  34505. /**
  34506. * An event triggered when the scene is ready
  34507. */
  34508. onReadyObservable: Observable<Scene>;
  34509. /**
  34510. * An event triggered before rendering a camera
  34511. */
  34512. onBeforeCameraRenderObservable: Observable<Camera>;
  34513. private _onBeforeCameraRenderObserver;
  34514. /** Sets a function to be executed before rendering a camera*/
  34515. beforeCameraRender: () => void;
  34516. /**
  34517. * An event triggered after rendering a camera
  34518. */
  34519. onAfterCameraRenderObservable: Observable<Camera>;
  34520. private _onAfterCameraRenderObserver;
  34521. /** Sets a function to be executed after rendering a camera*/
  34522. afterCameraRender: () => void;
  34523. /**
  34524. * An event triggered when active meshes evaluation is about to start
  34525. */
  34526. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  34527. /**
  34528. * An event triggered when active meshes evaluation is done
  34529. */
  34530. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  34531. /**
  34532. * An event triggered when particles rendering is about to start
  34533. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34534. */
  34535. onBeforeParticlesRenderingObservable: Observable<Scene>;
  34536. /**
  34537. * An event triggered when particles rendering is done
  34538. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  34539. */
  34540. onAfterParticlesRenderingObservable: Observable<Scene>;
  34541. /**
  34542. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  34543. */
  34544. onDataLoadedObservable: Observable<Scene>;
  34545. /**
  34546. * An event triggered when a camera is created
  34547. */
  34548. onNewCameraAddedObservable: Observable<Camera>;
  34549. /**
  34550. * An event triggered when a camera is removed
  34551. */
  34552. onCameraRemovedObservable: Observable<Camera>;
  34553. /**
  34554. * An event triggered when a light is created
  34555. */
  34556. onNewLightAddedObservable: Observable<Light>;
  34557. /**
  34558. * An event triggered when a light is removed
  34559. */
  34560. onLightRemovedObservable: Observable<Light>;
  34561. /**
  34562. * An event triggered when a geometry is created
  34563. */
  34564. onNewGeometryAddedObservable: Observable<Geometry>;
  34565. /**
  34566. * An event triggered when a geometry is removed
  34567. */
  34568. onGeometryRemovedObservable: Observable<Geometry>;
  34569. /**
  34570. * An event triggered when a transform node is created
  34571. */
  34572. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  34573. /**
  34574. * An event triggered when a transform node is removed
  34575. */
  34576. onTransformNodeRemovedObservable: Observable<TransformNode>;
  34577. /**
  34578. * An event triggered when a mesh is created
  34579. */
  34580. onNewMeshAddedObservable: Observable<AbstractMesh>;
  34581. /**
  34582. * An event triggered when a mesh is removed
  34583. */
  34584. onMeshRemovedObservable: Observable<AbstractMesh>;
  34585. /**
  34586. * An event triggered when a skeleton is created
  34587. */
  34588. onNewSkeletonAddedObservable: Observable<Skeleton>;
  34589. /**
  34590. * An event triggered when a skeleton is removed
  34591. */
  34592. onSkeletonRemovedObservable: Observable<Skeleton>;
  34593. /**
  34594. * An event triggered when a material is created
  34595. */
  34596. onNewMaterialAddedObservable: Observable<Material>;
  34597. /**
  34598. * An event triggered when a material is removed
  34599. */
  34600. onMaterialRemovedObservable: Observable<Material>;
  34601. /**
  34602. * An event triggered when a texture is created
  34603. */
  34604. onNewTextureAddedObservable: Observable<BaseTexture>;
  34605. /**
  34606. * An event triggered when a texture is removed
  34607. */
  34608. onTextureRemovedObservable: Observable<BaseTexture>;
  34609. /**
  34610. * An event triggered when render targets are about to be rendered
  34611. * Can happen multiple times per frame.
  34612. */
  34613. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  34614. /**
  34615. * An event triggered when render targets were rendered.
  34616. * Can happen multiple times per frame.
  34617. */
  34618. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  34619. /**
  34620. * An event triggered before calculating deterministic simulation step
  34621. */
  34622. onBeforeStepObservable: Observable<Scene>;
  34623. /**
  34624. * An event triggered after calculating deterministic simulation step
  34625. */
  34626. onAfterStepObservable: Observable<Scene>;
  34627. /**
  34628. * An event triggered when the activeCamera property is updated
  34629. */
  34630. onActiveCameraChanged: Observable<Scene>;
  34631. /**
  34632. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  34633. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34634. * 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)
  34635. */
  34636. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34637. /**
  34638. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  34639. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  34640. * 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)
  34641. */
  34642. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  34643. /**
  34644. * This Observable will when a mesh has been imported into the scene.
  34645. */
  34646. onMeshImportedObservable: Observable<AbstractMesh>;
  34647. /**
  34648. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  34649. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  34650. */
  34651. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  34652. /** @hidden */
  34653. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  34654. /**
  34655. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  34656. */
  34657. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  34658. /**
  34659. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  34660. */
  34661. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  34662. /**
  34663. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  34664. */
  34665. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  34666. /** Callback called when a pointer move is detected */
  34667. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34668. /** Callback called when a pointer down is detected */
  34669. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  34670. /** Callback called when a pointer up is detected */
  34671. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  34672. /** Callback called when a pointer pick is detected */
  34673. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  34674. /**
  34675. * 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).
  34676. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  34677. */
  34678. onPrePointerObservable: Observable<PointerInfoPre>;
  34679. /**
  34680. * Observable event triggered each time an input event is received from the rendering canvas
  34681. */
  34682. onPointerObservable: Observable<PointerInfo>;
  34683. /**
  34684. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  34685. */
  34686. readonly unTranslatedPointer: Vector2;
  34687. /**
  34688. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  34689. */
  34690. static DragMovementThreshold: number;
  34691. /**
  34692. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  34693. */
  34694. static LongPressDelay: number;
  34695. /**
  34696. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  34697. */
  34698. static DoubleClickDelay: number;
  34699. /** If you need to check double click without raising a single click at first click, enable this flag */
  34700. static ExclusiveDoubleClickMode: boolean;
  34701. /** @hidden */
  34702. _mirroredCameraPosition: Nullable<Vector3>;
  34703. /**
  34704. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  34705. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  34706. */
  34707. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  34708. /**
  34709. * Observable event triggered each time an keyboard event is received from the hosting window
  34710. */
  34711. onKeyboardObservable: Observable<KeyboardInfo>;
  34712. private _useRightHandedSystem;
  34713. /**
  34714. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  34715. */
  34716. useRightHandedSystem: boolean;
  34717. private _timeAccumulator;
  34718. private _currentStepId;
  34719. private _currentInternalStep;
  34720. /**
  34721. * Sets the step Id used by deterministic lock step
  34722. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34723. * @param newStepId defines the step Id
  34724. */
  34725. setStepId(newStepId: number): void;
  34726. /**
  34727. * Gets the step Id used by deterministic lock step
  34728. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34729. * @returns the step Id
  34730. */
  34731. getStepId(): number;
  34732. /**
  34733. * Gets the internal step used by deterministic lock step
  34734. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  34735. * @returns the internal step
  34736. */
  34737. getInternalStep(): number;
  34738. private _fogEnabled;
  34739. /**
  34740. * Gets or sets a boolean indicating if fog is enabled on this scene
  34741. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34742. * (Default is true)
  34743. */
  34744. fogEnabled: boolean;
  34745. private _fogMode;
  34746. /**
  34747. * Gets or sets the fog mode to use
  34748. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34749. * | mode | value |
  34750. * | --- | --- |
  34751. * | FOGMODE_NONE | 0 |
  34752. * | FOGMODE_EXP | 1 |
  34753. * | FOGMODE_EXP2 | 2 |
  34754. * | FOGMODE_LINEAR | 3 |
  34755. */
  34756. fogMode: number;
  34757. /**
  34758. * Gets or sets the fog color to use
  34759. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34760. * (Default is Color3(0.2, 0.2, 0.3))
  34761. */
  34762. fogColor: Color3;
  34763. /**
  34764. * Gets or sets the fog density to use
  34765. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34766. * (Default is 0.1)
  34767. */
  34768. fogDensity: number;
  34769. /**
  34770. * Gets or sets the fog start distance to use
  34771. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34772. * (Default is 0)
  34773. */
  34774. fogStart: number;
  34775. /**
  34776. * Gets or sets the fog end distance to use
  34777. * @see http://doc.babylonjs.com/babylon101/environment#fog
  34778. * (Default is 1000)
  34779. */
  34780. fogEnd: number;
  34781. private _shadowsEnabled;
  34782. /**
  34783. * Gets or sets a boolean indicating if shadows are enabled on this scene
  34784. */
  34785. shadowsEnabled: boolean;
  34786. private _lightsEnabled;
  34787. /**
  34788. * Gets or sets a boolean indicating if lights are enabled on this scene
  34789. */
  34790. lightsEnabled: boolean;
  34791. /** All of the active cameras added to this scene. */
  34792. activeCameras: Camera[];
  34793. /** @hidden */
  34794. _activeCamera: Nullable<Camera>;
  34795. /** Gets or sets the current active camera */
  34796. activeCamera: Nullable<Camera>;
  34797. private _defaultMaterial;
  34798. /** The default material used on meshes when no material is affected */
  34799. /** The default material used on meshes when no material is affected */
  34800. defaultMaterial: Material;
  34801. private _texturesEnabled;
  34802. /**
  34803. * Gets or sets a boolean indicating if textures are enabled on this scene
  34804. */
  34805. texturesEnabled: boolean;
  34806. /**
  34807. * Gets or sets a boolean indicating if particles are enabled on this scene
  34808. */
  34809. particlesEnabled: boolean;
  34810. /**
  34811. * Gets or sets a boolean indicating if sprites are enabled on this scene
  34812. */
  34813. spritesEnabled: boolean;
  34814. private _skeletonsEnabled;
  34815. /**
  34816. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  34817. */
  34818. skeletonsEnabled: boolean;
  34819. /**
  34820. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  34821. */
  34822. lensFlaresEnabled: boolean;
  34823. /**
  34824. * Gets or sets a boolean indicating if collisions are enabled on this scene
  34825. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34826. */
  34827. collisionsEnabled: boolean;
  34828. private _collisionCoordinator;
  34829. /** @hidden */
  34830. readonly collisionCoordinator: ICollisionCoordinator;
  34831. /**
  34832. * Defines the gravity applied to this scene (used only for collisions)
  34833. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  34834. */
  34835. gravity: Vector3;
  34836. /**
  34837. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  34838. */
  34839. postProcessesEnabled: boolean;
  34840. /**
  34841. * The list of postprocesses added to the scene
  34842. */
  34843. postProcesses: PostProcess[];
  34844. /**
  34845. * Gets the current postprocess manager
  34846. */
  34847. postProcessManager: PostProcessManager;
  34848. /**
  34849. * Gets or sets a boolean indicating if render targets are enabled on this scene
  34850. */
  34851. renderTargetsEnabled: boolean;
  34852. /**
  34853. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  34854. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  34855. */
  34856. dumpNextRenderTargets: boolean;
  34857. /**
  34858. * The list of user defined render targets added to the scene
  34859. */
  34860. customRenderTargets: RenderTargetTexture[];
  34861. /**
  34862. * Defines if texture loading must be delayed
  34863. * If true, textures will only be loaded when they need to be rendered
  34864. */
  34865. useDelayedTextureLoading: boolean;
  34866. /**
  34867. * Gets the list of meshes imported to the scene through SceneLoader
  34868. */
  34869. importedMeshesFiles: String[];
  34870. /**
  34871. * Gets or sets a boolean indicating if probes are enabled on this scene
  34872. */
  34873. probesEnabled: boolean;
  34874. /**
  34875. * Gets or sets the current offline provider to use to store scene data
  34876. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  34877. */
  34878. offlineProvider: IOfflineProvider;
  34879. /**
  34880. * Gets or sets the action manager associated with the scene
  34881. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  34882. */
  34883. actionManager: AbstractActionManager;
  34884. private _meshesForIntersections;
  34885. /**
  34886. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  34887. */
  34888. proceduralTexturesEnabled: boolean;
  34889. private _engine;
  34890. private _totalVertices;
  34891. /** @hidden */
  34892. _activeIndices: PerfCounter;
  34893. /** @hidden */
  34894. _activeParticles: PerfCounter;
  34895. /** @hidden */
  34896. _activeBones: PerfCounter;
  34897. private _animationRatio;
  34898. /** @hidden */
  34899. _animationTimeLast: number;
  34900. /** @hidden */
  34901. _animationTime: number;
  34902. /**
  34903. * Gets or sets a general scale for animation speed
  34904. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  34905. */
  34906. animationTimeScale: number;
  34907. /** @hidden */
  34908. _cachedMaterial: Nullable<Material>;
  34909. /** @hidden */
  34910. _cachedEffect: Nullable<Effect>;
  34911. /** @hidden */
  34912. _cachedVisibility: Nullable<number>;
  34913. private _renderId;
  34914. private _frameId;
  34915. private _executeWhenReadyTimeoutId;
  34916. private _intermediateRendering;
  34917. private _viewUpdateFlag;
  34918. private _projectionUpdateFlag;
  34919. /** @hidden */
  34920. _toBeDisposed: Nullable<IDisposable>[];
  34921. private _activeRequests;
  34922. /** @hidden */
  34923. _pendingData: any[];
  34924. private _isDisposed;
  34925. /**
  34926. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  34927. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  34928. */
  34929. dispatchAllSubMeshesOfActiveMeshes: boolean;
  34930. private _activeMeshes;
  34931. private _processedMaterials;
  34932. private _renderTargets;
  34933. /** @hidden */
  34934. _activeParticleSystems: SmartArray<IParticleSystem>;
  34935. private _activeSkeletons;
  34936. private _softwareSkinnedMeshes;
  34937. private _renderingManager;
  34938. /** @hidden */
  34939. _activeAnimatables: import("babylonjs/Animations/animatable").Animatable[];
  34940. private _transformMatrix;
  34941. private _sceneUbo;
  34942. /** @hidden */
  34943. _viewMatrix: Matrix;
  34944. private _projectionMatrix;
  34945. /** @hidden */
  34946. _forcedViewPosition: Nullable<Vector3>;
  34947. /** @hidden */
  34948. _frustumPlanes: Plane[];
  34949. /**
  34950. * Gets the list of frustum planes (built from the active camera)
  34951. */
  34952. readonly frustumPlanes: Plane[];
  34953. /**
  34954. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  34955. * This is useful if there are more lights that the maximum simulteanous authorized
  34956. */
  34957. requireLightSorting: boolean;
  34958. /** @hidden */
  34959. readonly useMaterialMeshMap: boolean;
  34960. /** @hidden */
  34961. readonly useClonedMeshhMap: boolean;
  34962. private _externalData;
  34963. private _uid;
  34964. /**
  34965. * @hidden
  34966. * Backing store of defined scene components.
  34967. */
  34968. _components: ISceneComponent[];
  34969. /**
  34970. * @hidden
  34971. * Backing store of defined scene components.
  34972. */
  34973. _serializableComponents: ISceneSerializableComponent[];
  34974. /**
  34975. * List of components to register on the next registration step.
  34976. */
  34977. private _transientComponents;
  34978. /**
  34979. * Registers the transient components if needed.
  34980. */
  34981. private _registerTransientComponents;
  34982. /**
  34983. * @hidden
  34984. * Add a component to the scene.
  34985. * Note that the ccomponent could be registered on th next frame if this is called after
  34986. * the register component stage.
  34987. * @param component Defines the component to add to the scene
  34988. */
  34989. _addComponent(component: ISceneComponent): void;
  34990. /**
  34991. * @hidden
  34992. * Gets a component from the scene.
  34993. * @param name defines the name of the component to retrieve
  34994. * @returns the component or null if not present
  34995. */
  34996. _getComponent(name: string): Nullable<ISceneComponent>;
  34997. /**
  34998. * @hidden
  34999. * Defines the actions happening before camera updates.
  35000. */
  35001. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  35002. /**
  35003. * @hidden
  35004. * Defines the actions happening before clear the canvas.
  35005. */
  35006. _beforeClearStage: Stage<SimpleStageAction>;
  35007. /**
  35008. * @hidden
  35009. * Defines the actions when collecting render targets for the frame.
  35010. */
  35011. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35012. /**
  35013. * @hidden
  35014. * Defines the actions happening for one camera in the frame.
  35015. */
  35016. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  35017. /**
  35018. * @hidden
  35019. * Defines the actions happening during the per mesh ready checks.
  35020. */
  35021. _isReadyForMeshStage: Stage<MeshStageAction>;
  35022. /**
  35023. * @hidden
  35024. * Defines the actions happening before evaluate active mesh checks.
  35025. */
  35026. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  35027. /**
  35028. * @hidden
  35029. * Defines the actions happening during the evaluate sub mesh checks.
  35030. */
  35031. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  35032. /**
  35033. * @hidden
  35034. * Defines the actions happening during the active mesh stage.
  35035. */
  35036. _activeMeshStage: Stage<ActiveMeshStageAction>;
  35037. /**
  35038. * @hidden
  35039. * Defines the actions happening during the per camera render target step.
  35040. */
  35041. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  35042. /**
  35043. * @hidden
  35044. * Defines the actions happening just before the active camera is drawing.
  35045. */
  35046. _beforeCameraDrawStage: Stage<CameraStageAction>;
  35047. /**
  35048. * @hidden
  35049. * Defines the actions happening just before a render target is drawing.
  35050. */
  35051. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35052. /**
  35053. * @hidden
  35054. * Defines the actions happening just before a rendering group is drawing.
  35055. */
  35056. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35057. /**
  35058. * @hidden
  35059. * Defines the actions happening just before a mesh is drawing.
  35060. */
  35061. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35062. /**
  35063. * @hidden
  35064. * Defines the actions happening just after a mesh has been drawn.
  35065. */
  35066. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  35067. /**
  35068. * @hidden
  35069. * Defines the actions happening just after a rendering group has been drawn.
  35070. */
  35071. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  35072. /**
  35073. * @hidden
  35074. * Defines the actions happening just after the active camera has been drawn.
  35075. */
  35076. _afterCameraDrawStage: Stage<CameraStageAction>;
  35077. /**
  35078. * @hidden
  35079. * Defines the actions happening just after a render target has been drawn.
  35080. */
  35081. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  35082. /**
  35083. * @hidden
  35084. * Defines the actions happening just after rendering all cameras and computing intersections.
  35085. */
  35086. _afterRenderStage: Stage<SimpleStageAction>;
  35087. /**
  35088. * @hidden
  35089. * Defines the actions happening when a pointer move event happens.
  35090. */
  35091. _pointerMoveStage: Stage<PointerMoveStageAction>;
  35092. /**
  35093. * @hidden
  35094. * Defines the actions happening when a pointer down event happens.
  35095. */
  35096. _pointerDownStage: Stage<PointerUpDownStageAction>;
  35097. /**
  35098. * @hidden
  35099. * Defines the actions happening when a pointer up event happens.
  35100. */
  35101. _pointerUpStage: Stage<PointerUpDownStageAction>;
  35102. /**
  35103. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  35104. */
  35105. private geometriesByUniqueId;
  35106. /**
  35107. * Creates a new Scene
  35108. * @param engine defines the engine to use to render this scene
  35109. * @param options defines the scene options
  35110. */
  35111. constructor(engine: Engine, options?: SceneOptions);
  35112. /**
  35113. * Gets a string idenfifying the name of the class
  35114. * @returns "Scene" string
  35115. */
  35116. getClassName(): string;
  35117. private _defaultMeshCandidates;
  35118. /**
  35119. * @hidden
  35120. */
  35121. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  35122. private _defaultSubMeshCandidates;
  35123. /**
  35124. * @hidden
  35125. */
  35126. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  35127. /**
  35128. * Sets the default candidate providers for the scene.
  35129. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  35130. * and getCollidingSubMeshCandidates to their default function
  35131. */
  35132. setDefaultCandidateProviders(): void;
  35133. /**
  35134. * Gets the mesh that is currently under the pointer
  35135. */
  35136. readonly meshUnderPointer: Nullable<AbstractMesh>;
  35137. /**
  35138. * Gets or sets the current on-screen X position of the pointer
  35139. */
  35140. pointerX: number;
  35141. /**
  35142. * Gets or sets the current on-screen Y position of the pointer
  35143. */
  35144. pointerY: number;
  35145. /**
  35146. * Gets the cached material (ie. the latest rendered one)
  35147. * @returns the cached material
  35148. */
  35149. getCachedMaterial(): Nullable<Material>;
  35150. /**
  35151. * Gets the cached effect (ie. the latest rendered one)
  35152. * @returns the cached effect
  35153. */
  35154. getCachedEffect(): Nullable<Effect>;
  35155. /**
  35156. * Gets the cached visibility state (ie. the latest rendered one)
  35157. * @returns the cached visibility state
  35158. */
  35159. getCachedVisibility(): Nullable<number>;
  35160. /**
  35161. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  35162. * @param material defines the current material
  35163. * @param effect defines the current effect
  35164. * @param visibility defines the current visibility state
  35165. * @returns true if one parameter is not cached
  35166. */
  35167. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  35168. /**
  35169. * Gets the engine associated with the scene
  35170. * @returns an Engine
  35171. */
  35172. getEngine(): Engine;
  35173. /**
  35174. * Gets the total number of vertices rendered per frame
  35175. * @returns the total number of vertices rendered per frame
  35176. */
  35177. getTotalVertices(): number;
  35178. /**
  35179. * Gets the performance counter for total vertices
  35180. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35181. */
  35182. readonly totalVerticesPerfCounter: PerfCounter;
  35183. /**
  35184. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  35185. * @returns the total number of active indices rendered per frame
  35186. */
  35187. getActiveIndices(): number;
  35188. /**
  35189. * Gets the performance counter for active indices
  35190. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35191. */
  35192. readonly totalActiveIndicesPerfCounter: PerfCounter;
  35193. /**
  35194. * Gets the total number of active particles rendered per frame
  35195. * @returns the total number of active particles rendered per frame
  35196. */
  35197. getActiveParticles(): number;
  35198. /**
  35199. * Gets the performance counter for active particles
  35200. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35201. */
  35202. readonly activeParticlesPerfCounter: PerfCounter;
  35203. /**
  35204. * Gets the total number of active bones rendered per frame
  35205. * @returns the total number of active bones rendered per frame
  35206. */
  35207. getActiveBones(): number;
  35208. /**
  35209. * Gets the performance counter for active bones
  35210. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  35211. */
  35212. readonly activeBonesPerfCounter: PerfCounter;
  35213. /**
  35214. * Gets the array of active meshes
  35215. * @returns an array of AbstractMesh
  35216. */
  35217. getActiveMeshes(): SmartArray<AbstractMesh>;
  35218. /**
  35219. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  35220. * @returns a number
  35221. */
  35222. getAnimationRatio(): number;
  35223. /**
  35224. * Gets an unique Id for the current render phase
  35225. * @returns a number
  35226. */
  35227. getRenderId(): number;
  35228. /**
  35229. * Gets an unique Id for the current frame
  35230. * @returns a number
  35231. */
  35232. getFrameId(): number;
  35233. /** Call this function if you want to manually increment the render Id*/
  35234. incrementRenderId(): void;
  35235. private _createUbo;
  35236. /**
  35237. * Use this method to simulate a pointer move on a mesh
  35238. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35239. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35240. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35241. * @returns the current scene
  35242. */
  35243. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35244. /**
  35245. * Use this method to simulate a pointer down on a mesh
  35246. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35247. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35248. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35249. * @returns the current scene
  35250. */
  35251. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  35252. /**
  35253. * Use this method to simulate a pointer up on a mesh
  35254. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  35255. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  35256. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  35257. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  35258. * @returns the current scene
  35259. */
  35260. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  35261. /**
  35262. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  35263. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  35264. * @returns true if the pointer was captured
  35265. */
  35266. isPointerCaptured(pointerId?: number): boolean;
  35267. /**
  35268. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  35269. * @param attachUp defines if you want to attach events to pointerup
  35270. * @param attachDown defines if you want to attach events to pointerdown
  35271. * @param attachMove defines if you want to attach events to pointermove
  35272. */
  35273. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  35274. /** Detaches all event handlers*/
  35275. detachControl(): void;
  35276. /**
  35277. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  35278. * Delay loaded resources are not taking in account
  35279. * @return true if all required resources are ready
  35280. */
  35281. isReady(): boolean;
  35282. /** Resets all cached information relative to material (including effect and visibility) */
  35283. resetCachedMaterial(): void;
  35284. /**
  35285. * Registers a function to be called before every frame render
  35286. * @param func defines the function to register
  35287. */
  35288. registerBeforeRender(func: () => void): void;
  35289. /**
  35290. * Unregisters a function called before every frame render
  35291. * @param func defines the function to unregister
  35292. */
  35293. unregisterBeforeRender(func: () => void): void;
  35294. /**
  35295. * Registers a function to be called after every frame render
  35296. * @param func defines the function to register
  35297. */
  35298. registerAfterRender(func: () => void): void;
  35299. /**
  35300. * Unregisters a function called after every frame render
  35301. * @param func defines the function to unregister
  35302. */
  35303. unregisterAfterRender(func: () => void): void;
  35304. private _executeOnceBeforeRender;
  35305. /**
  35306. * The provided function will run before render once and will be disposed afterwards.
  35307. * A timeout delay can be provided so that the function will be executed in N ms.
  35308. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  35309. * @param func The function to be executed.
  35310. * @param timeout optional delay in ms
  35311. */
  35312. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  35313. /** @hidden */
  35314. _addPendingData(data: any): void;
  35315. /** @hidden */
  35316. _removePendingData(data: any): void;
  35317. /**
  35318. * Returns the number of items waiting to be loaded
  35319. * @returns the number of items waiting to be loaded
  35320. */
  35321. getWaitingItemsCount(): number;
  35322. /**
  35323. * Returns a boolean indicating if the scene is still loading data
  35324. */
  35325. readonly isLoading: boolean;
  35326. /**
  35327. * Registers a function to be executed when the scene is ready
  35328. * @param {Function} func - the function to be executed
  35329. */
  35330. executeWhenReady(func: () => void): void;
  35331. /**
  35332. * Returns a promise that resolves when the scene is ready
  35333. * @returns A promise that resolves when the scene is ready
  35334. */
  35335. whenReadyAsync(): Promise<void>;
  35336. /** @hidden */
  35337. _checkIsReady(): void;
  35338. /**
  35339. * Gets all animatable attached to the scene
  35340. */
  35341. readonly animatables: Animatable[];
  35342. /**
  35343. * Resets the last animation time frame.
  35344. * Useful to override when animations start running when loading a scene for the first time.
  35345. */
  35346. resetLastAnimationTimeFrame(): void;
  35347. /**
  35348. * Gets the current view matrix
  35349. * @returns a Matrix
  35350. */
  35351. getViewMatrix(): Matrix;
  35352. /**
  35353. * Gets the current projection matrix
  35354. * @returns a Matrix
  35355. */
  35356. getProjectionMatrix(): Matrix;
  35357. /**
  35358. * Gets the current transform matrix
  35359. * @returns a Matrix made of View * Projection
  35360. */
  35361. getTransformMatrix(): Matrix;
  35362. /**
  35363. * Sets the current transform matrix
  35364. * @param viewL defines the View matrix to use
  35365. * @param projectionL defines the Projection matrix to use
  35366. * @param viewR defines the right View matrix to use (if provided)
  35367. * @param projectionR defines the right Projection matrix to use (if provided)
  35368. */
  35369. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  35370. /**
  35371. * Gets the uniform buffer used to store scene data
  35372. * @returns a UniformBuffer
  35373. */
  35374. getSceneUniformBuffer(): UniformBuffer;
  35375. /**
  35376. * Gets an unique (relatively to the current scene) Id
  35377. * @returns an unique number for the scene
  35378. */
  35379. getUniqueId(): number;
  35380. /**
  35381. * Add a mesh to the list of scene's meshes
  35382. * @param newMesh defines the mesh to add
  35383. * @param recursive if all child meshes should also be added to the scene
  35384. */
  35385. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  35386. /**
  35387. * Remove a mesh for the list of scene's meshes
  35388. * @param toRemove defines the mesh to remove
  35389. * @param recursive if all child meshes should also be removed from the scene
  35390. * @returns the index where the mesh was in the mesh list
  35391. */
  35392. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  35393. /**
  35394. * Add a transform node to the list of scene's transform nodes
  35395. * @param newTransformNode defines the transform node to add
  35396. */
  35397. addTransformNode(newTransformNode: TransformNode): void;
  35398. /**
  35399. * Remove a transform node for the list of scene's transform nodes
  35400. * @param toRemove defines the transform node to remove
  35401. * @returns the index where the transform node was in the transform node list
  35402. */
  35403. removeTransformNode(toRemove: TransformNode): number;
  35404. /**
  35405. * Remove a skeleton for the list of scene's skeletons
  35406. * @param toRemove defines the skeleton to remove
  35407. * @returns the index where the skeleton was in the skeleton list
  35408. */
  35409. removeSkeleton(toRemove: Skeleton): number;
  35410. /**
  35411. * Remove a morph target for the list of scene's morph targets
  35412. * @param toRemove defines the morph target to remove
  35413. * @returns the index where the morph target was in the morph target list
  35414. */
  35415. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  35416. /**
  35417. * Remove a light for the list of scene's lights
  35418. * @param toRemove defines the light to remove
  35419. * @returns the index where the light was in the light list
  35420. */
  35421. removeLight(toRemove: Light): number;
  35422. /**
  35423. * Remove a camera for the list of scene's cameras
  35424. * @param toRemove defines the camera to remove
  35425. * @returns the index where the camera was in the camera list
  35426. */
  35427. removeCamera(toRemove: Camera): number;
  35428. /**
  35429. * Remove a particle system for the list of scene's particle systems
  35430. * @param toRemove defines the particle system to remove
  35431. * @returns the index where the particle system was in the particle system list
  35432. */
  35433. removeParticleSystem(toRemove: IParticleSystem): number;
  35434. /**
  35435. * Remove a animation for the list of scene's animations
  35436. * @param toRemove defines the animation to remove
  35437. * @returns the index where the animation was in the animation list
  35438. */
  35439. removeAnimation(toRemove: Animation): number;
  35440. /**
  35441. * Will stop the animation of the given target
  35442. * @param target - the target
  35443. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  35444. * @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)
  35445. */
  35446. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  35447. /**
  35448. * Removes the given animation group from this scene.
  35449. * @param toRemove The animation group to remove
  35450. * @returns The index of the removed animation group
  35451. */
  35452. removeAnimationGroup(toRemove: AnimationGroup): number;
  35453. /**
  35454. * Removes the given multi-material from this scene.
  35455. * @param toRemove The multi-material to remove
  35456. * @returns The index of the removed multi-material
  35457. */
  35458. removeMultiMaterial(toRemove: MultiMaterial): number;
  35459. /**
  35460. * Removes the given material from this scene.
  35461. * @param toRemove The material to remove
  35462. * @returns The index of the removed material
  35463. */
  35464. removeMaterial(toRemove: Material): number;
  35465. /**
  35466. * Removes the given action manager from this scene.
  35467. * @param toRemove The action manager to remove
  35468. * @returns The index of the removed action manager
  35469. */
  35470. removeActionManager(toRemove: AbstractActionManager): number;
  35471. /**
  35472. * Removes the given texture from this scene.
  35473. * @param toRemove The texture to remove
  35474. * @returns The index of the removed texture
  35475. */
  35476. removeTexture(toRemove: BaseTexture): number;
  35477. /**
  35478. * Adds the given light to this scene
  35479. * @param newLight The light to add
  35480. */
  35481. addLight(newLight: Light): void;
  35482. /**
  35483. * Sorts the list list based on light priorities
  35484. */
  35485. sortLightsByPriority(): void;
  35486. /**
  35487. * Adds the given camera to this scene
  35488. * @param newCamera The camera to add
  35489. */
  35490. addCamera(newCamera: Camera): void;
  35491. /**
  35492. * Adds the given skeleton to this scene
  35493. * @param newSkeleton The skeleton to add
  35494. */
  35495. addSkeleton(newSkeleton: Skeleton): void;
  35496. /**
  35497. * Adds the given particle system to this scene
  35498. * @param newParticleSystem The particle system to add
  35499. */
  35500. addParticleSystem(newParticleSystem: IParticleSystem): void;
  35501. /**
  35502. * Adds the given animation to this scene
  35503. * @param newAnimation The animation to add
  35504. */
  35505. addAnimation(newAnimation: Animation): void;
  35506. /**
  35507. * Adds the given animation group to this scene.
  35508. * @param newAnimationGroup The animation group to add
  35509. */
  35510. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  35511. /**
  35512. * Adds the given multi-material to this scene
  35513. * @param newMultiMaterial The multi-material to add
  35514. */
  35515. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  35516. /**
  35517. * Adds the given material to this scene
  35518. * @param newMaterial The material to add
  35519. */
  35520. addMaterial(newMaterial: Material): void;
  35521. /**
  35522. * Adds the given morph target to this scene
  35523. * @param newMorphTargetManager The morph target to add
  35524. */
  35525. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  35526. /**
  35527. * Adds the given geometry to this scene
  35528. * @param newGeometry The geometry to add
  35529. */
  35530. addGeometry(newGeometry: Geometry): void;
  35531. /**
  35532. * Adds the given action manager to this scene
  35533. * @param newActionManager The action manager to add
  35534. */
  35535. addActionManager(newActionManager: AbstractActionManager): void;
  35536. /**
  35537. * Adds the given texture to this scene.
  35538. * @param newTexture The texture to add
  35539. */
  35540. addTexture(newTexture: BaseTexture): void;
  35541. /**
  35542. * Switch active camera
  35543. * @param newCamera defines the new active camera
  35544. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  35545. */
  35546. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  35547. /**
  35548. * sets the active camera of the scene using its ID
  35549. * @param id defines the camera's ID
  35550. * @return the new active camera or null if none found.
  35551. */
  35552. setActiveCameraByID(id: string): Nullable<Camera>;
  35553. /**
  35554. * sets the active camera of the scene using its name
  35555. * @param name defines the camera's name
  35556. * @returns the new active camera or null if none found.
  35557. */
  35558. setActiveCameraByName(name: string): Nullable<Camera>;
  35559. /**
  35560. * get an animation group using its name
  35561. * @param name defines the material's name
  35562. * @return the animation group or null if none found.
  35563. */
  35564. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  35565. /**
  35566. * Get a material using its unique id
  35567. * @param uniqueId defines the material's unique id
  35568. * @return the material or null if none found.
  35569. */
  35570. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  35571. /**
  35572. * get a material using its id
  35573. * @param id defines the material's ID
  35574. * @return the material or null if none found.
  35575. */
  35576. getMaterialByID(id: string): Nullable<Material>;
  35577. /**
  35578. * Gets a the last added material using a given id
  35579. * @param id defines the material's ID
  35580. * @return the last material with the given id or null if none found.
  35581. */
  35582. getLastMaterialByID(id: string): Nullable<Material>;
  35583. /**
  35584. * Gets a material using its name
  35585. * @param name defines the material's name
  35586. * @return the material or null if none found.
  35587. */
  35588. getMaterialByName(name: string): Nullable<Material>;
  35589. /**
  35590. * Get a texture using its unique id
  35591. * @param uniqueId defines the texture's unique id
  35592. * @return the texture or null if none found.
  35593. */
  35594. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  35595. /**
  35596. * Gets a camera using its id
  35597. * @param id defines the id to look for
  35598. * @returns the camera or null if not found
  35599. */
  35600. getCameraByID(id: string): Nullable<Camera>;
  35601. /**
  35602. * Gets a camera using its unique id
  35603. * @param uniqueId defines the unique id to look for
  35604. * @returns the camera or null if not found
  35605. */
  35606. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  35607. /**
  35608. * Gets a camera using its name
  35609. * @param name defines the camera's name
  35610. * @return the camera or null if none found.
  35611. */
  35612. getCameraByName(name: string): Nullable<Camera>;
  35613. /**
  35614. * Gets a bone using its id
  35615. * @param id defines the bone's id
  35616. * @return the bone or null if not found
  35617. */
  35618. getBoneByID(id: string): Nullable<Bone>;
  35619. /**
  35620. * Gets a bone using its id
  35621. * @param name defines the bone's name
  35622. * @return the bone or null if not found
  35623. */
  35624. getBoneByName(name: string): Nullable<Bone>;
  35625. /**
  35626. * Gets a light node using its name
  35627. * @param name defines the the light's name
  35628. * @return the light or null if none found.
  35629. */
  35630. getLightByName(name: string): Nullable<Light>;
  35631. /**
  35632. * Gets a light node using its id
  35633. * @param id defines the light's id
  35634. * @return the light or null if none found.
  35635. */
  35636. getLightByID(id: string): Nullable<Light>;
  35637. /**
  35638. * Gets a light node using its scene-generated unique ID
  35639. * @param uniqueId defines the light's unique id
  35640. * @return the light or null if none found.
  35641. */
  35642. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  35643. /**
  35644. * Gets a particle system by id
  35645. * @param id defines the particle system id
  35646. * @return the corresponding system or null if none found
  35647. */
  35648. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  35649. /**
  35650. * Gets a geometry using its ID
  35651. * @param id defines the geometry's id
  35652. * @return the geometry or null if none found.
  35653. */
  35654. getGeometryByID(id: string): Nullable<Geometry>;
  35655. private _getGeometryByUniqueID;
  35656. /**
  35657. * Add a new geometry to this scene
  35658. * @param geometry defines the geometry to be added to the scene.
  35659. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  35660. * @return a boolean defining if the geometry was added or not
  35661. */
  35662. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  35663. /**
  35664. * Removes an existing geometry
  35665. * @param geometry defines the geometry to be removed from the scene
  35666. * @return a boolean defining if the geometry was removed or not
  35667. */
  35668. removeGeometry(geometry: Geometry): boolean;
  35669. /**
  35670. * Gets the list of geometries attached to the scene
  35671. * @returns an array of Geometry
  35672. */
  35673. getGeometries(): Geometry[];
  35674. /**
  35675. * Gets the first added mesh found of a given ID
  35676. * @param id defines the id to search for
  35677. * @return the mesh found or null if not found at all
  35678. */
  35679. getMeshByID(id: string): Nullable<AbstractMesh>;
  35680. /**
  35681. * Gets a list of meshes using their id
  35682. * @param id defines the id to search for
  35683. * @returns a list of meshes
  35684. */
  35685. getMeshesByID(id: string): Array<AbstractMesh>;
  35686. /**
  35687. * Gets the first added transform node found of a given ID
  35688. * @param id defines the id to search for
  35689. * @return the found transform node or null if not found at all.
  35690. */
  35691. getTransformNodeByID(id: string): Nullable<TransformNode>;
  35692. /**
  35693. * Gets a transform node with its auto-generated unique id
  35694. * @param uniqueId efines the unique id to search for
  35695. * @return the found transform node or null if not found at all.
  35696. */
  35697. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  35698. /**
  35699. * Gets a list of transform nodes using their id
  35700. * @param id defines the id to search for
  35701. * @returns a list of transform nodes
  35702. */
  35703. getTransformNodesByID(id: string): Array<TransformNode>;
  35704. /**
  35705. * Gets a mesh with its auto-generated unique id
  35706. * @param uniqueId defines the unique id to search for
  35707. * @return the found mesh or null if not found at all.
  35708. */
  35709. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  35710. /**
  35711. * Gets a the last added mesh using a given id
  35712. * @param id defines the id to search for
  35713. * @return the found mesh or null if not found at all.
  35714. */
  35715. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  35716. /**
  35717. * Gets a the last added node (Mesh, Camera, Light) using a given id
  35718. * @param id defines the id to search for
  35719. * @return the found node or null if not found at all
  35720. */
  35721. getLastEntryByID(id: string): Nullable<Node>;
  35722. /**
  35723. * Gets a node (Mesh, Camera, Light) using a given id
  35724. * @param id defines the id to search for
  35725. * @return the found node or null if not found at all
  35726. */
  35727. getNodeByID(id: string): Nullable<Node>;
  35728. /**
  35729. * Gets a node (Mesh, Camera, Light) using a given name
  35730. * @param name defines the name to search for
  35731. * @return the found node or null if not found at all.
  35732. */
  35733. getNodeByName(name: string): Nullable<Node>;
  35734. /**
  35735. * Gets a mesh using a given name
  35736. * @param name defines the name to search for
  35737. * @return the found mesh or null if not found at all.
  35738. */
  35739. getMeshByName(name: string): Nullable<AbstractMesh>;
  35740. /**
  35741. * Gets a transform node using a given name
  35742. * @param name defines the name to search for
  35743. * @return the found transform node or null if not found at all.
  35744. */
  35745. getTransformNodeByName(name: string): Nullable<TransformNode>;
  35746. /**
  35747. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  35748. * @param id defines the id to search for
  35749. * @return the found skeleton or null if not found at all.
  35750. */
  35751. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  35752. /**
  35753. * Gets a skeleton using a given auto generated unique id
  35754. * @param uniqueId defines the unique id to search for
  35755. * @return the found skeleton or null if not found at all.
  35756. */
  35757. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  35758. /**
  35759. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  35760. * @param id defines the id to search for
  35761. * @return the found skeleton or null if not found at all.
  35762. */
  35763. getSkeletonById(id: string): Nullable<Skeleton>;
  35764. /**
  35765. * Gets a skeleton using a given name
  35766. * @param name defines the name to search for
  35767. * @return the found skeleton or null if not found at all.
  35768. */
  35769. getSkeletonByName(name: string): Nullable<Skeleton>;
  35770. /**
  35771. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  35772. * @param id defines the id to search for
  35773. * @return the found morph target manager or null if not found at all.
  35774. */
  35775. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  35776. /**
  35777. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  35778. * @param id defines the id to search for
  35779. * @return the found morph target or null if not found at all.
  35780. */
  35781. getMorphTargetById(id: string): Nullable<MorphTarget>;
  35782. /**
  35783. * Gets a boolean indicating if the given mesh is active
  35784. * @param mesh defines the mesh to look for
  35785. * @returns true if the mesh is in the active list
  35786. */
  35787. isActiveMesh(mesh: AbstractMesh): boolean;
  35788. /**
  35789. * Return a unique id as a string which can serve as an identifier for the scene
  35790. */
  35791. readonly uid: string;
  35792. /**
  35793. * Add an externaly attached data from its key.
  35794. * This method call will fail and return false, if such key already exists.
  35795. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  35796. * @param key the unique key that identifies the data
  35797. * @param data the data object to associate to the key for this Engine instance
  35798. * @return true if no such key were already present and the data was added successfully, false otherwise
  35799. */
  35800. addExternalData<T>(key: string, data: T): boolean;
  35801. /**
  35802. * Get an externaly attached data from its key
  35803. * @param key the unique key that identifies the data
  35804. * @return the associated data, if present (can be null), or undefined if not present
  35805. */
  35806. getExternalData<T>(key: string): Nullable<T>;
  35807. /**
  35808. * Get an externaly attached data from its key, create it using a factory if it's not already present
  35809. * @param key the unique key that identifies the data
  35810. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  35811. * @return the associated data, can be null if the factory returned null.
  35812. */
  35813. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  35814. /**
  35815. * Remove an externaly attached data from the Engine instance
  35816. * @param key the unique key that identifies the data
  35817. * @return true if the data was successfully removed, false if it doesn't exist
  35818. */
  35819. removeExternalData(key: string): boolean;
  35820. private _evaluateSubMesh;
  35821. /**
  35822. * Clear the processed materials smart array preventing retention point in material dispose.
  35823. */
  35824. freeProcessedMaterials(): void;
  35825. private _preventFreeActiveMeshesAndRenderingGroups;
  35826. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  35827. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  35828. * when disposing several meshes in a row or a hierarchy of meshes.
  35829. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  35830. */
  35831. blockfreeActiveMeshesAndRenderingGroups: boolean;
  35832. /**
  35833. * Clear the active meshes smart array preventing retention point in mesh dispose.
  35834. */
  35835. freeActiveMeshes(): void;
  35836. /**
  35837. * Clear the info related to rendering groups preventing retention points during dispose.
  35838. */
  35839. freeRenderingGroups(): void;
  35840. /** @hidden */
  35841. _isInIntermediateRendering(): boolean;
  35842. /**
  35843. * Lambda returning the list of potentially active meshes.
  35844. */
  35845. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  35846. /**
  35847. * Lambda returning the list of potentially active sub meshes.
  35848. */
  35849. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  35850. /**
  35851. * Lambda returning the list of potentially intersecting sub meshes.
  35852. */
  35853. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  35854. /**
  35855. * Lambda returning the list of potentially colliding sub meshes.
  35856. */
  35857. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  35858. private _activeMeshesFrozen;
  35859. /**
  35860. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  35861. * @returns the current scene
  35862. */
  35863. freezeActiveMeshes(): Scene;
  35864. /**
  35865. * Use this function to restart evaluating active meshes on every frame
  35866. * @returns the current scene
  35867. */
  35868. unfreezeActiveMeshes(): Scene;
  35869. private _evaluateActiveMeshes;
  35870. private _activeMesh;
  35871. /**
  35872. * Update the transform matrix to update from the current active camera
  35873. * @param force defines a boolean used to force the update even if cache is up to date
  35874. */
  35875. updateTransformMatrix(force?: boolean): void;
  35876. private _bindFrameBuffer;
  35877. /** @hidden */
  35878. _allowPostProcessClearColor: boolean;
  35879. /** @hidden */
  35880. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  35881. private _processSubCameras;
  35882. private _checkIntersections;
  35883. /** @hidden */
  35884. _advancePhysicsEngineStep(step: number): void;
  35885. /**
  35886. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  35887. */
  35888. getDeterministicFrameTime: () => number;
  35889. /** @hidden */
  35890. _animate(): void;
  35891. /** Execute all animations (for a frame) */
  35892. animate(): void;
  35893. /**
  35894. * Render the scene
  35895. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  35896. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  35897. */
  35898. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  35899. /**
  35900. * Freeze all materials
  35901. * A frozen material will not be updatable but should be faster to render
  35902. */
  35903. freezeMaterials(): void;
  35904. /**
  35905. * Unfreeze all materials
  35906. * A frozen material will not be updatable but should be faster to render
  35907. */
  35908. unfreezeMaterials(): void;
  35909. /**
  35910. * Releases all held ressources
  35911. */
  35912. dispose(): void;
  35913. /**
  35914. * Gets if the scene is already disposed
  35915. */
  35916. readonly isDisposed: boolean;
  35917. /**
  35918. * Call this function to reduce memory footprint of the scene.
  35919. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  35920. */
  35921. clearCachedVertexData(): void;
  35922. /**
  35923. * This function will remove the local cached buffer data from texture.
  35924. * It will save memory but will prevent the texture from being rebuilt
  35925. */
  35926. cleanCachedTextureBuffer(): void;
  35927. /**
  35928. * Get the world extend vectors with an optional filter
  35929. *
  35930. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  35931. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  35932. */
  35933. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  35934. min: Vector3;
  35935. max: Vector3;
  35936. };
  35937. /**
  35938. * Creates a ray that can be used to pick in the scene
  35939. * @param x defines the x coordinate of the origin (on-screen)
  35940. * @param y defines the y coordinate of the origin (on-screen)
  35941. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35942. * @param camera defines the camera to use for the picking
  35943. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35944. * @returns a Ray
  35945. */
  35946. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  35947. /**
  35948. * Creates a ray that can be used to pick in the scene
  35949. * @param x defines the x coordinate of the origin (on-screen)
  35950. * @param y defines the y coordinate of the origin (on-screen)
  35951. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  35952. * @param result defines the ray where to store the picking ray
  35953. * @param camera defines the camera to use for the picking
  35954. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  35955. * @returns the current scene
  35956. */
  35957. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  35958. /**
  35959. * Creates a ray that can be used to pick in the scene
  35960. * @param x defines the x coordinate of the origin (on-screen)
  35961. * @param y defines the y coordinate of the origin (on-screen)
  35962. * @param camera defines the camera to use for the picking
  35963. * @returns a Ray
  35964. */
  35965. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  35966. /**
  35967. * Creates a ray that can be used to pick in the scene
  35968. * @param x defines the x coordinate of the origin (on-screen)
  35969. * @param y defines the y coordinate of the origin (on-screen)
  35970. * @param result defines the ray where to store the picking ray
  35971. * @param camera defines the camera to use for the picking
  35972. * @returns the current scene
  35973. */
  35974. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  35975. /** Launch a ray to try to pick a mesh in the scene
  35976. * @param x position on screen
  35977. * @param y position on screen
  35978. * @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
  35979. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  35980. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35981. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35982. * @returns a PickingInfo
  35983. */
  35984. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35985. /** Use the given ray to pick a mesh in the scene
  35986. * @param ray The ray to use to pick meshes
  35987. * @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
  35988. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  35989. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  35990. * @returns a PickingInfo
  35991. */
  35992. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  35993. /**
  35994. * Launch a ray to try to pick a mesh in the scene
  35995. * @param x X position on screen
  35996. * @param y Y position on screen
  35997. * @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
  35998. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  35999. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36000. * @returns an array of PickingInfo
  36001. */
  36002. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36003. /**
  36004. * Launch a ray to try to pick a mesh in the scene
  36005. * @param ray Ray to use
  36006. * @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
  36007. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  36008. * @returns an array of PickingInfo
  36009. */
  36010. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  36011. /**
  36012. * Force the value of meshUnderPointer
  36013. * @param mesh defines the mesh to use
  36014. */
  36015. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  36016. /**
  36017. * Gets the mesh under the pointer
  36018. * @returns a Mesh or null if no mesh is under the pointer
  36019. */
  36020. getPointerOverMesh(): Nullable<AbstractMesh>;
  36021. /** @hidden */
  36022. _rebuildGeometries(): void;
  36023. /** @hidden */
  36024. _rebuildTextures(): void;
  36025. private _getByTags;
  36026. /**
  36027. * Get a list of meshes by tags
  36028. * @param tagsQuery defines the tags query to use
  36029. * @param forEach defines a predicate used to filter results
  36030. * @returns an array of Mesh
  36031. */
  36032. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  36033. /**
  36034. * Get a list of cameras by tags
  36035. * @param tagsQuery defines the tags query to use
  36036. * @param forEach defines a predicate used to filter results
  36037. * @returns an array of Camera
  36038. */
  36039. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  36040. /**
  36041. * Get a list of lights by tags
  36042. * @param tagsQuery defines the tags query to use
  36043. * @param forEach defines a predicate used to filter results
  36044. * @returns an array of Light
  36045. */
  36046. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  36047. /**
  36048. * Get a list of materials by tags
  36049. * @param tagsQuery defines the tags query to use
  36050. * @param forEach defines a predicate used to filter results
  36051. * @returns an array of Material
  36052. */
  36053. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  36054. /**
  36055. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  36056. * This allowed control for front to back rendering or reversly depending of the special needs.
  36057. *
  36058. * @param renderingGroupId The rendering group id corresponding to its index
  36059. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  36060. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  36061. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  36062. */
  36063. 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;
  36064. /**
  36065. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  36066. *
  36067. * @param renderingGroupId The rendering group id corresponding to its index
  36068. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  36069. * @param depth Automatically clears depth between groups if true and autoClear is true.
  36070. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  36071. */
  36072. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  36073. /**
  36074. * Gets the current auto clear configuration for one rendering group of the rendering
  36075. * manager.
  36076. * @param index the rendering group index to get the information for
  36077. * @returns The auto clear setup for the requested rendering group
  36078. */
  36079. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  36080. private _blockMaterialDirtyMechanism;
  36081. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  36082. blockMaterialDirtyMechanism: boolean;
  36083. /**
  36084. * Will flag all materials as dirty to trigger new shader compilation
  36085. * @param flag defines the flag used to specify which material part must be marked as dirty
  36086. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  36087. */
  36088. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  36089. /** @hidden */
  36090. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  36091. /** @hidden */
  36092. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36093. /** @hidden */
  36094. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  36095. /** @hidden */
  36096. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  36097. /** @hidden */
  36098. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  36099. /** @hidden */
  36100. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  36101. }
  36102. }
  36103. declare module "babylonjs/assetContainer" {
  36104. import { AbstractScene } from "babylonjs/abstractScene";
  36105. import { Scene } from "babylonjs/scene";
  36106. import { Mesh } from "babylonjs/Meshes/mesh";
  36107. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36108. import { Skeleton } from "babylonjs/Bones/skeleton";
  36109. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36110. /**
  36111. * Set of assets to keep when moving a scene into an asset container.
  36112. */
  36113. export class KeepAssets extends AbstractScene {
  36114. }
  36115. /**
  36116. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  36117. */
  36118. export class InstantiatedEntries {
  36119. /**
  36120. * List of new root nodes (eg. nodes with no parent)
  36121. */
  36122. rootNodes: TransformNode[];
  36123. /**
  36124. * List of new skeletons
  36125. */
  36126. skeletons: Skeleton[];
  36127. /**
  36128. * List of new animation groups
  36129. */
  36130. animationGroups: AnimationGroup[];
  36131. }
  36132. /**
  36133. * Container with a set of assets that can be added or removed from a scene.
  36134. */
  36135. export class AssetContainer extends AbstractScene {
  36136. /**
  36137. * The scene the AssetContainer belongs to.
  36138. */
  36139. scene: Scene;
  36140. /**
  36141. * Instantiates an AssetContainer.
  36142. * @param scene The scene the AssetContainer belongs to.
  36143. */
  36144. constructor(scene: Scene);
  36145. /**
  36146. * Instantiate or clone all meshes and add the new ones to the scene.
  36147. * Skeletons and animation groups will all be cloned
  36148. * @param nameFunction defines an optional function used to get new names for clones
  36149. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  36150. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  36151. */
  36152. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  36153. /**
  36154. * Adds all the assets from the container to the scene.
  36155. */
  36156. addAllToScene(): void;
  36157. /**
  36158. * Removes all the assets in the container from the scene
  36159. */
  36160. removeAllFromScene(): void;
  36161. /**
  36162. * Disposes all the assets in the container
  36163. */
  36164. dispose(): void;
  36165. private _moveAssets;
  36166. /**
  36167. * Removes all the assets contained in the scene and adds them to the container.
  36168. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  36169. */
  36170. moveAllFromScene(keepAssets?: KeepAssets): void;
  36171. /**
  36172. * 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.
  36173. * @returns the root mesh
  36174. */
  36175. createRootMesh(): Mesh;
  36176. }
  36177. }
  36178. declare module "babylonjs/abstractScene" {
  36179. import { Scene } from "babylonjs/scene";
  36180. import { Nullable } from "babylonjs/types";
  36181. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  36182. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36183. import { Geometry } from "babylonjs/Meshes/geometry";
  36184. import { Skeleton } from "babylonjs/Bones/skeleton";
  36185. import { MorphTargetManager } from "babylonjs/Morph/morphTargetManager";
  36186. import { AssetContainer } from "babylonjs/assetContainer";
  36187. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  36188. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  36189. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  36190. import { Material } from "babylonjs/Materials/material";
  36191. import { MultiMaterial } from "babylonjs/Materials/multiMaterial";
  36192. import { AbstractActionManager } from "babylonjs/Actions/abstractActionManager";
  36193. import { Camera } from "babylonjs/Cameras/camera";
  36194. import { Light } from "babylonjs/Lights/light";
  36195. import { Node } from "babylonjs/node";
  36196. import { Animation } from "babylonjs/Animations/animation";
  36197. /**
  36198. * Defines how the parser contract is defined.
  36199. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  36200. */
  36201. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  36202. /**
  36203. * Defines how the individual parser contract is defined.
  36204. * These parser can parse an individual asset
  36205. */
  36206. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  36207. /**
  36208. * Base class of the scene acting as a container for the different elements composing a scene.
  36209. * This class is dynamically extended by the different components of the scene increasing
  36210. * flexibility and reducing coupling
  36211. */
  36212. export abstract class AbstractScene {
  36213. /**
  36214. * Stores the list of available parsers in the application.
  36215. */
  36216. private static _BabylonFileParsers;
  36217. /**
  36218. * Stores the list of available individual parsers in the application.
  36219. */
  36220. private static _IndividualBabylonFileParsers;
  36221. /**
  36222. * Adds a parser in the list of available ones
  36223. * @param name Defines the name of the parser
  36224. * @param parser Defines the parser to add
  36225. */
  36226. static AddParser(name: string, parser: BabylonFileParser): void;
  36227. /**
  36228. * Gets a general parser from the list of avaialble ones
  36229. * @param name Defines the name of the parser
  36230. * @returns the requested parser or null
  36231. */
  36232. static GetParser(name: string): Nullable<BabylonFileParser>;
  36233. /**
  36234. * Adds n individual parser in the list of available ones
  36235. * @param name Defines the name of the parser
  36236. * @param parser Defines the parser to add
  36237. */
  36238. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  36239. /**
  36240. * Gets an individual parser from the list of avaialble ones
  36241. * @param name Defines the name of the parser
  36242. * @returns the requested parser or null
  36243. */
  36244. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  36245. /**
  36246. * Parser json data and populate both a scene and its associated container object
  36247. * @param jsonData Defines the data to parse
  36248. * @param scene Defines the scene to parse the data for
  36249. * @param container Defines the container attached to the parsing sequence
  36250. * @param rootUrl Defines the root url of the data
  36251. */
  36252. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  36253. /**
  36254. * Gets the list of root nodes (ie. nodes with no parent)
  36255. */
  36256. rootNodes: Node[];
  36257. /** All of the cameras added to this scene
  36258. * @see http://doc.babylonjs.com/babylon101/cameras
  36259. */
  36260. cameras: Camera[];
  36261. /**
  36262. * All of the lights added to this scene
  36263. * @see http://doc.babylonjs.com/babylon101/lights
  36264. */
  36265. lights: Light[];
  36266. /**
  36267. * All of the (abstract) meshes added to this scene
  36268. */
  36269. meshes: AbstractMesh[];
  36270. /**
  36271. * The list of skeletons added to the scene
  36272. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  36273. */
  36274. skeletons: Skeleton[];
  36275. /**
  36276. * All of the particle systems added to this scene
  36277. * @see http://doc.babylonjs.com/babylon101/particles
  36278. */
  36279. particleSystems: IParticleSystem[];
  36280. /**
  36281. * Gets a list of Animations associated with the scene
  36282. */
  36283. animations: Animation[];
  36284. /**
  36285. * All of the animation groups added to this scene
  36286. * @see http://doc.babylonjs.com/how_to/group
  36287. */
  36288. animationGroups: AnimationGroup[];
  36289. /**
  36290. * All of the multi-materials added to this scene
  36291. * @see http://doc.babylonjs.com/how_to/multi_materials
  36292. */
  36293. multiMaterials: MultiMaterial[];
  36294. /**
  36295. * All of the materials added to this scene
  36296. * In the context of a Scene, it is not supposed to be modified manually.
  36297. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  36298. * Note also that the order of the Material within the array is not significant and might change.
  36299. * @see http://doc.babylonjs.com/babylon101/materials
  36300. */
  36301. materials: Material[];
  36302. /**
  36303. * The list of morph target managers added to the scene
  36304. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  36305. */
  36306. morphTargetManagers: MorphTargetManager[];
  36307. /**
  36308. * The list of geometries used in the scene.
  36309. */
  36310. geometries: Geometry[];
  36311. /**
  36312. * All of the tranform nodes added to this scene
  36313. * In the context of a Scene, it is not supposed to be modified manually.
  36314. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  36315. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  36316. * @see http://doc.babylonjs.com/how_to/transformnode
  36317. */
  36318. transformNodes: TransformNode[];
  36319. /**
  36320. * ActionManagers available on the scene.
  36321. */
  36322. actionManagers: AbstractActionManager[];
  36323. /**
  36324. * Textures to keep.
  36325. */
  36326. textures: BaseTexture[];
  36327. /**
  36328. * Environment texture for the scene
  36329. */
  36330. environmentTexture: Nullable<BaseTexture>;
  36331. }
  36332. }
  36333. declare module "babylonjs/Audio/sound" {
  36334. import { Observable } from "babylonjs/Misc/observable";
  36335. import { Vector3 } from "babylonjs/Maths/math.vector";
  36336. import { Nullable } from "babylonjs/types";
  36337. import { Scene } from "babylonjs/scene";
  36338. import { TransformNode } from "babylonjs/Meshes/transformNode";
  36339. /**
  36340. * Interface used to define options for Sound class
  36341. */
  36342. export interface ISoundOptions {
  36343. /**
  36344. * Does the sound autoplay once loaded.
  36345. */
  36346. autoplay?: boolean;
  36347. /**
  36348. * Does the sound loop after it finishes playing once.
  36349. */
  36350. loop?: boolean;
  36351. /**
  36352. * Sound's volume
  36353. */
  36354. volume?: number;
  36355. /**
  36356. * Is it a spatial sound?
  36357. */
  36358. spatialSound?: boolean;
  36359. /**
  36360. * Maximum distance to hear that sound
  36361. */
  36362. maxDistance?: number;
  36363. /**
  36364. * Uses user defined attenuation function
  36365. */
  36366. useCustomAttenuation?: boolean;
  36367. /**
  36368. * Define the roll off factor of spatial sounds.
  36369. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36370. */
  36371. rolloffFactor?: number;
  36372. /**
  36373. * Define the reference distance the sound should be heard perfectly.
  36374. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36375. */
  36376. refDistance?: number;
  36377. /**
  36378. * Define the distance attenuation model the sound will follow.
  36379. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36380. */
  36381. distanceModel?: string;
  36382. /**
  36383. * Defines the playback speed (1 by default)
  36384. */
  36385. playbackRate?: number;
  36386. /**
  36387. * Defines if the sound is from a streaming source
  36388. */
  36389. streaming?: boolean;
  36390. /**
  36391. * Defines an optional length (in seconds) inside the sound file
  36392. */
  36393. length?: number;
  36394. /**
  36395. * Defines an optional offset (in seconds) inside the sound file
  36396. */
  36397. offset?: number;
  36398. /**
  36399. * If true, URLs will not be required to state the audio file codec to use.
  36400. */
  36401. skipCodecCheck?: boolean;
  36402. }
  36403. /**
  36404. * Defines a sound that can be played in the application.
  36405. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  36406. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36407. */
  36408. export class Sound {
  36409. /**
  36410. * The name of the sound in the scene.
  36411. */
  36412. name: string;
  36413. /**
  36414. * Does the sound autoplay once loaded.
  36415. */
  36416. autoplay: boolean;
  36417. /**
  36418. * Does the sound loop after it finishes playing once.
  36419. */
  36420. loop: boolean;
  36421. /**
  36422. * Does the sound use a custom attenuation curve to simulate the falloff
  36423. * happening when the source gets further away from the camera.
  36424. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36425. */
  36426. useCustomAttenuation: boolean;
  36427. /**
  36428. * The sound track id this sound belongs to.
  36429. */
  36430. soundTrackId: number;
  36431. /**
  36432. * Is this sound currently played.
  36433. */
  36434. isPlaying: boolean;
  36435. /**
  36436. * Is this sound currently paused.
  36437. */
  36438. isPaused: boolean;
  36439. /**
  36440. * Does this sound enables spatial sound.
  36441. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36442. */
  36443. spatialSound: boolean;
  36444. /**
  36445. * Define the reference distance the sound should be heard perfectly.
  36446. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36447. */
  36448. refDistance: number;
  36449. /**
  36450. * Define the roll off factor of spatial sounds.
  36451. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36452. */
  36453. rolloffFactor: number;
  36454. /**
  36455. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  36456. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36457. */
  36458. maxDistance: number;
  36459. /**
  36460. * Define the distance attenuation model the sound will follow.
  36461. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36462. */
  36463. distanceModel: string;
  36464. /**
  36465. * @hidden
  36466. * Back Compat
  36467. **/
  36468. onended: () => any;
  36469. /**
  36470. * Observable event when the current playing sound finishes.
  36471. */
  36472. onEndedObservable: Observable<Sound>;
  36473. private _panningModel;
  36474. private _playbackRate;
  36475. private _streaming;
  36476. private _startTime;
  36477. private _startOffset;
  36478. private _position;
  36479. /** @hidden */
  36480. _positionInEmitterSpace: boolean;
  36481. private _localDirection;
  36482. private _volume;
  36483. private _isReadyToPlay;
  36484. private _isDirectional;
  36485. private _readyToPlayCallback;
  36486. private _audioBuffer;
  36487. private _soundSource;
  36488. private _streamingSource;
  36489. private _soundPanner;
  36490. private _soundGain;
  36491. private _inputAudioNode;
  36492. private _outputAudioNode;
  36493. private _coneInnerAngle;
  36494. private _coneOuterAngle;
  36495. private _coneOuterGain;
  36496. private _scene;
  36497. private _connectedTransformNode;
  36498. private _customAttenuationFunction;
  36499. private _registerFunc;
  36500. private _isOutputConnected;
  36501. private _htmlAudioElement;
  36502. private _urlType;
  36503. private _length?;
  36504. private _offset?;
  36505. /** @hidden */
  36506. static _SceneComponentInitialization: (scene: Scene) => void;
  36507. /**
  36508. * Create a sound and attach it to a scene
  36509. * @param name Name of your sound
  36510. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  36511. * @param scene defines the scene the sound belongs to
  36512. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  36513. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  36514. */
  36515. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  36516. /**
  36517. * Release the sound and its associated resources
  36518. */
  36519. dispose(): void;
  36520. /**
  36521. * Gets if the sounds is ready to be played or not.
  36522. * @returns true if ready, otherwise false
  36523. */
  36524. isReady(): boolean;
  36525. private _soundLoaded;
  36526. /**
  36527. * Sets the data of the sound from an audiobuffer
  36528. * @param audioBuffer The audioBuffer containing the data
  36529. */
  36530. setAudioBuffer(audioBuffer: AudioBuffer): void;
  36531. /**
  36532. * Updates the current sounds options such as maxdistance, loop...
  36533. * @param options A JSON object containing values named as the object properties
  36534. */
  36535. updateOptions(options: ISoundOptions): void;
  36536. private _createSpatialParameters;
  36537. private _updateSpatialParameters;
  36538. /**
  36539. * Switch the panning model to HRTF:
  36540. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36541. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36542. */
  36543. switchPanningModelToHRTF(): void;
  36544. /**
  36545. * Switch the panning model to Equal Power:
  36546. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36547. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36548. */
  36549. switchPanningModelToEqualPower(): void;
  36550. private _switchPanningModel;
  36551. /**
  36552. * Connect this sound to a sound track audio node like gain...
  36553. * @param soundTrackAudioNode the sound track audio node to connect to
  36554. */
  36555. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  36556. /**
  36557. * Transform this sound into a directional source
  36558. * @param coneInnerAngle Size of the inner cone in degree
  36559. * @param coneOuterAngle Size of the outer cone in degree
  36560. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  36561. */
  36562. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  36563. /**
  36564. * Gets or sets the inner angle for the directional cone.
  36565. */
  36566. /**
  36567. * Gets or sets the inner angle for the directional cone.
  36568. */
  36569. directionalConeInnerAngle: number;
  36570. /**
  36571. * Gets or sets the outer angle for the directional cone.
  36572. */
  36573. /**
  36574. * Gets or sets the outer angle for the directional cone.
  36575. */
  36576. directionalConeOuterAngle: number;
  36577. /**
  36578. * Sets the position of the emitter if spatial sound is enabled
  36579. * @param newPosition Defines the new posisiton
  36580. */
  36581. setPosition(newPosition: Vector3): void;
  36582. /**
  36583. * Sets the local direction of the emitter if spatial sound is enabled
  36584. * @param newLocalDirection Defines the new local direction
  36585. */
  36586. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  36587. private _updateDirection;
  36588. /** @hidden */
  36589. updateDistanceFromListener(): void;
  36590. /**
  36591. * Sets a new custom attenuation function for the sound.
  36592. * @param callback Defines the function used for the attenuation
  36593. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  36594. */
  36595. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  36596. /**
  36597. * Play the sound
  36598. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  36599. * @param offset (optional) Start the sound at a specific time in seconds
  36600. * @param length (optional) Sound duration (in seconds)
  36601. */
  36602. play(time?: number, offset?: number, length?: number): void;
  36603. private _onended;
  36604. /**
  36605. * Stop the sound
  36606. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  36607. */
  36608. stop(time?: number): void;
  36609. /**
  36610. * Put the sound in pause
  36611. */
  36612. pause(): void;
  36613. /**
  36614. * Sets a dedicated volume for this sounds
  36615. * @param newVolume Define the new volume of the sound
  36616. * @param time Define time for gradual change to new volume
  36617. */
  36618. setVolume(newVolume: number, time?: number): void;
  36619. /**
  36620. * Set the sound play back rate
  36621. * @param newPlaybackRate Define the playback rate the sound should be played at
  36622. */
  36623. setPlaybackRate(newPlaybackRate: number): void;
  36624. /**
  36625. * Gets the volume of the sound.
  36626. * @returns the volume of the sound
  36627. */
  36628. getVolume(): number;
  36629. /**
  36630. * Attach the sound to a dedicated mesh
  36631. * @param transformNode The transform node to connect the sound with
  36632. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36633. */
  36634. attachToMesh(transformNode: TransformNode): void;
  36635. /**
  36636. * Detach the sound from the previously attached mesh
  36637. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  36638. */
  36639. detachFromMesh(): void;
  36640. private _onRegisterAfterWorldMatrixUpdate;
  36641. /**
  36642. * Clone the current sound in the scene.
  36643. * @returns the new sound clone
  36644. */
  36645. clone(): Nullable<Sound>;
  36646. /**
  36647. * Gets the current underlying audio buffer containing the data
  36648. * @returns the audio buffer
  36649. */
  36650. getAudioBuffer(): Nullable<AudioBuffer>;
  36651. /**
  36652. * Serializes the Sound in a JSON representation
  36653. * @returns the JSON representation of the sound
  36654. */
  36655. serialize(): any;
  36656. /**
  36657. * Parse a JSON representation of a sound to innstantiate in a given scene
  36658. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  36659. * @param scene Define the scene the new parsed sound should be created in
  36660. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  36661. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  36662. * @returns the newly parsed sound
  36663. */
  36664. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  36665. }
  36666. }
  36667. declare module "babylonjs/Actions/directAudioActions" {
  36668. import { Action } from "babylonjs/Actions/action";
  36669. import { Condition } from "babylonjs/Actions/condition";
  36670. import { Sound } from "babylonjs/Audio/sound";
  36671. /**
  36672. * This defines an action helpful to play a defined sound on a triggered action.
  36673. */
  36674. export class PlaySoundAction extends Action {
  36675. private _sound;
  36676. /**
  36677. * Instantiate the action
  36678. * @param triggerOptions defines the trigger options
  36679. * @param sound defines the sound to play
  36680. * @param condition defines the trigger related conditions
  36681. */
  36682. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36683. /** @hidden */
  36684. _prepare(): void;
  36685. /**
  36686. * Execute the action and play the sound.
  36687. */
  36688. execute(): void;
  36689. /**
  36690. * Serializes the actions and its related information.
  36691. * @param parent defines the object to serialize in
  36692. * @returns the serialized object
  36693. */
  36694. serialize(parent: any): any;
  36695. }
  36696. /**
  36697. * This defines an action helpful to stop a defined sound on a triggered action.
  36698. */
  36699. export class StopSoundAction extends Action {
  36700. private _sound;
  36701. /**
  36702. * Instantiate the action
  36703. * @param triggerOptions defines the trigger options
  36704. * @param sound defines the sound to stop
  36705. * @param condition defines the trigger related conditions
  36706. */
  36707. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  36708. /** @hidden */
  36709. _prepare(): void;
  36710. /**
  36711. * Execute the action and stop the sound.
  36712. */
  36713. execute(): void;
  36714. /**
  36715. * Serializes the actions and its related information.
  36716. * @param parent defines the object to serialize in
  36717. * @returns the serialized object
  36718. */
  36719. serialize(parent: any): any;
  36720. }
  36721. }
  36722. declare module "babylonjs/Actions/interpolateValueAction" {
  36723. import { Action } from "babylonjs/Actions/action";
  36724. import { Condition } from "babylonjs/Actions/condition";
  36725. import { Observable } from "babylonjs/Misc/observable";
  36726. /**
  36727. * This defines an action responsible to change the value of a property
  36728. * by interpolating between its current value and the newly set one once triggered.
  36729. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  36730. */
  36731. export class InterpolateValueAction extends Action {
  36732. /**
  36733. * Defines the path of the property where the value should be interpolated
  36734. */
  36735. propertyPath: string;
  36736. /**
  36737. * Defines the target value at the end of the interpolation.
  36738. */
  36739. value: any;
  36740. /**
  36741. * Defines the time it will take for the property to interpolate to the value.
  36742. */
  36743. duration: number;
  36744. /**
  36745. * Defines if the other scene animations should be stopped when the action has been triggered
  36746. */
  36747. stopOtherAnimations?: boolean;
  36748. /**
  36749. * Defines a callback raised once the interpolation animation has been done.
  36750. */
  36751. onInterpolationDone?: () => void;
  36752. /**
  36753. * Observable triggered once the interpolation animation has been done.
  36754. */
  36755. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  36756. private _target;
  36757. private _effectiveTarget;
  36758. private _property;
  36759. /**
  36760. * Instantiate the action
  36761. * @param triggerOptions defines the trigger options
  36762. * @param target defines the object containing the value to interpolate
  36763. * @param propertyPath defines the path to the property in the target object
  36764. * @param value defines the target value at the end of the interpolation
  36765. * @param duration deines the time it will take for the property to interpolate to the value.
  36766. * @param condition defines the trigger related conditions
  36767. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  36768. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  36769. */
  36770. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  36771. /** @hidden */
  36772. _prepare(): void;
  36773. /**
  36774. * Execute the action starts the value interpolation.
  36775. */
  36776. execute(): void;
  36777. /**
  36778. * Serializes the actions and its related information.
  36779. * @param parent defines the object to serialize in
  36780. * @returns the serialized object
  36781. */
  36782. serialize(parent: any): any;
  36783. }
  36784. }
  36785. declare module "babylonjs/Actions/index" {
  36786. export * from "babylonjs/Actions/abstractActionManager";
  36787. export * from "babylonjs/Actions/action";
  36788. export * from "babylonjs/Actions/actionEvent";
  36789. export * from "babylonjs/Actions/actionManager";
  36790. export * from "babylonjs/Actions/condition";
  36791. export * from "babylonjs/Actions/directActions";
  36792. export * from "babylonjs/Actions/directAudioActions";
  36793. export * from "babylonjs/Actions/interpolateValueAction";
  36794. }
  36795. declare module "babylonjs/Animations/index" {
  36796. export * from "babylonjs/Animations/animatable";
  36797. export * from "babylonjs/Animations/animation";
  36798. export * from "babylonjs/Animations/animationGroup";
  36799. export * from "babylonjs/Animations/animationPropertiesOverride";
  36800. export * from "babylonjs/Animations/easing";
  36801. export * from "babylonjs/Animations/runtimeAnimation";
  36802. export * from "babylonjs/Animations/animationEvent";
  36803. export * from "babylonjs/Animations/animationGroup";
  36804. export * from "babylonjs/Animations/animationKey";
  36805. export * from "babylonjs/Animations/animationRange";
  36806. export * from "babylonjs/Animations/animatable.interface";
  36807. }
  36808. declare module "babylonjs/Audio/soundTrack" {
  36809. import { Sound } from "babylonjs/Audio/sound";
  36810. import { Analyser } from "babylonjs/Audio/analyser";
  36811. import { Scene } from "babylonjs/scene";
  36812. /**
  36813. * Options allowed during the creation of a sound track.
  36814. */
  36815. export interface ISoundTrackOptions {
  36816. /**
  36817. * The volume the sound track should take during creation
  36818. */
  36819. volume?: number;
  36820. /**
  36821. * Define if the sound track is the main sound track of the scene
  36822. */
  36823. mainTrack?: boolean;
  36824. }
  36825. /**
  36826. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  36827. * It will be also used in a future release to apply effects on a specific track.
  36828. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36829. */
  36830. export class SoundTrack {
  36831. /**
  36832. * The unique identifier of the sound track in the scene.
  36833. */
  36834. id: number;
  36835. /**
  36836. * The list of sounds included in the sound track.
  36837. */
  36838. soundCollection: Array<Sound>;
  36839. private _outputAudioNode;
  36840. private _scene;
  36841. private _connectedAnalyser;
  36842. private _options;
  36843. private _isInitialized;
  36844. /**
  36845. * Creates a new sound track.
  36846. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  36847. * @param scene Define the scene the sound track belongs to
  36848. * @param options
  36849. */
  36850. constructor(scene: Scene, options?: ISoundTrackOptions);
  36851. private _initializeSoundTrackAudioGraph;
  36852. /**
  36853. * Release the sound track and its associated resources
  36854. */
  36855. dispose(): void;
  36856. /**
  36857. * Adds a sound to this sound track
  36858. * @param sound define the cound to add
  36859. * @ignoreNaming
  36860. */
  36861. AddSound(sound: Sound): void;
  36862. /**
  36863. * Removes a sound to this sound track
  36864. * @param sound define the cound to remove
  36865. * @ignoreNaming
  36866. */
  36867. RemoveSound(sound: Sound): void;
  36868. /**
  36869. * Set a global volume for the full sound track.
  36870. * @param newVolume Define the new volume of the sound track
  36871. */
  36872. setVolume(newVolume: number): void;
  36873. /**
  36874. * Switch the panning model to HRTF:
  36875. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  36876. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36877. */
  36878. switchPanningModelToHRTF(): void;
  36879. /**
  36880. * Switch the panning model to Equal Power:
  36881. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  36882. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  36883. */
  36884. switchPanningModelToEqualPower(): void;
  36885. /**
  36886. * Connect the sound track to an audio analyser allowing some amazing
  36887. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  36888. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  36889. * @param analyser The analyser to connect to the engine
  36890. */
  36891. connectToAnalyser(analyser: Analyser): void;
  36892. }
  36893. }
  36894. declare module "babylonjs/Audio/audioSceneComponent" {
  36895. import { Sound } from "babylonjs/Audio/sound";
  36896. import { SoundTrack } from "babylonjs/Audio/soundTrack";
  36897. import { Nullable } from "babylonjs/types";
  36898. import { Vector3 } from "babylonjs/Maths/math.vector";
  36899. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  36900. import { Scene } from "babylonjs/scene";
  36901. import { AbstractScene } from "babylonjs/abstractScene";
  36902. import "babylonjs/Audio/audioEngine";
  36903. module "babylonjs/abstractScene" {
  36904. interface AbstractScene {
  36905. /**
  36906. * The list of sounds used in the scene.
  36907. */
  36908. sounds: Nullable<Array<Sound>>;
  36909. }
  36910. }
  36911. module "babylonjs/scene" {
  36912. interface Scene {
  36913. /**
  36914. * @hidden
  36915. * Backing field
  36916. */
  36917. _mainSoundTrack: SoundTrack;
  36918. /**
  36919. * The main sound track played by the scene.
  36920. * It cotains your primary collection of sounds.
  36921. */
  36922. mainSoundTrack: SoundTrack;
  36923. /**
  36924. * The list of sound tracks added to the scene
  36925. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36926. */
  36927. soundTracks: Nullable<Array<SoundTrack>>;
  36928. /**
  36929. * Gets a sound using a given name
  36930. * @param name defines the name to search for
  36931. * @return the found sound or null if not found at all.
  36932. */
  36933. getSoundByName(name: string): Nullable<Sound>;
  36934. /**
  36935. * Gets or sets if audio support is enabled
  36936. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36937. */
  36938. audioEnabled: boolean;
  36939. /**
  36940. * Gets or sets if audio will be output to headphones
  36941. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36942. */
  36943. headphone: boolean;
  36944. /**
  36945. * Gets or sets custom audio listener position provider
  36946. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  36947. */
  36948. audioListenerPositionProvider: Nullable<() => Vector3>;
  36949. /**
  36950. * Gets or sets a refresh rate when using 3D audio positioning
  36951. */
  36952. audioPositioningRefreshRate: number;
  36953. }
  36954. }
  36955. /**
  36956. * Defines the sound scene component responsible to manage any sounds
  36957. * in a given scene.
  36958. */
  36959. export class AudioSceneComponent implements ISceneSerializableComponent {
  36960. /**
  36961. * The component name helpfull to identify the component in the list of scene components.
  36962. */
  36963. readonly name: string;
  36964. /**
  36965. * The scene the component belongs to.
  36966. */
  36967. scene: Scene;
  36968. private _audioEnabled;
  36969. /**
  36970. * Gets whether audio is enabled or not.
  36971. * Please use related enable/disable method to switch state.
  36972. */
  36973. readonly audioEnabled: boolean;
  36974. private _headphone;
  36975. /**
  36976. * Gets whether audio is outputing to headphone or not.
  36977. * Please use the according Switch methods to change output.
  36978. */
  36979. readonly headphone: boolean;
  36980. /**
  36981. * Gets or sets a refresh rate when using 3D audio positioning
  36982. */
  36983. audioPositioningRefreshRate: number;
  36984. private _audioListenerPositionProvider;
  36985. /**
  36986. * Gets the current audio listener position provider
  36987. */
  36988. /**
  36989. * Sets a custom listener position for all sounds in the scene
  36990. * By default, this is the position of the first active camera
  36991. */
  36992. audioListenerPositionProvider: Nullable<() => Vector3>;
  36993. /**
  36994. * Creates a new instance of the component for the given scene
  36995. * @param scene Defines the scene to register the component in
  36996. */
  36997. constructor(scene: Scene);
  36998. /**
  36999. * Registers the component in a given scene
  37000. */
  37001. register(): void;
  37002. /**
  37003. * Rebuilds the elements related to this component in case of
  37004. * context lost for instance.
  37005. */
  37006. rebuild(): void;
  37007. /**
  37008. * Serializes the component data to the specified json object
  37009. * @param serializationObject The object to serialize to
  37010. */
  37011. serialize(serializationObject: any): void;
  37012. /**
  37013. * Adds all the elements from the container to the scene
  37014. * @param container the container holding the elements
  37015. */
  37016. addFromContainer(container: AbstractScene): void;
  37017. /**
  37018. * Removes all the elements in the container from the scene
  37019. * @param container contains the elements to remove
  37020. * @param dispose if the removed element should be disposed (default: false)
  37021. */
  37022. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  37023. /**
  37024. * Disposes the component and the associated ressources.
  37025. */
  37026. dispose(): void;
  37027. /**
  37028. * Disables audio in the associated scene.
  37029. */
  37030. disableAudio(): void;
  37031. /**
  37032. * Enables audio in the associated scene.
  37033. */
  37034. enableAudio(): void;
  37035. /**
  37036. * Switch audio to headphone output.
  37037. */
  37038. switchAudioModeForHeadphones(): void;
  37039. /**
  37040. * Switch audio to normal speakers.
  37041. */
  37042. switchAudioModeForNormalSpeakers(): void;
  37043. private _cachedCameraDirection;
  37044. private _cachedCameraPosition;
  37045. private _lastCheck;
  37046. private _afterRender;
  37047. }
  37048. }
  37049. declare module "babylonjs/Audio/weightedsound" {
  37050. import { Sound } from "babylonjs/Audio/sound";
  37051. /**
  37052. * Wraps one or more Sound objects and selects one with random weight for playback.
  37053. */
  37054. export class WeightedSound {
  37055. /** When true a Sound will be selected and played when the current playing Sound completes. */
  37056. loop: boolean;
  37057. private _coneInnerAngle;
  37058. private _coneOuterAngle;
  37059. private _volume;
  37060. /** A Sound is currently playing. */
  37061. isPlaying: boolean;
  37062. /** A Sound is currently paused. */
  37063. isPaused: boolean;
  37064. private _sounds;
  37065. private _weights;
  37066. private _currentIndex?;
  37067. /**
  37068. * Creates a new WeightedSound from the list of sounds given.
  37069. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  37070. * @param sounds Array of Sounds that will be selected from.
  37071. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  37072. */
  37073. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  37074. /**
  37075. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  37076. */
  37077. /**
  37078. * The size of cone in degress for a directional sound in which there will be no attenuation.
  37079. */
  37080. directionalConeInnerAngle: number;
  37081. /**
  37082. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37083. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37084. */
  37085. /**
  37086. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  37087. * Listener angles between innerAngle and outerAngle will falloff linearly.
  37088. */
  37089. directionalConeOuterAngle: number;
  37090. /**
  37091. * Playback volume.
  37092. */
  37093. /**
  37094. * Playback volume.
  37095. */
  37096. volume: number;
  37097. private _onended;
  37098. /**
  37099. * Suspend playback
  37100. */
  37101. pause(): void;
  37102. /**
  37103. * Stop playback
  37104. */
  37105. stop(): void;
  37106. /**
  37107. * Start playback.
  37108. * @param startOffset Position the clip head at a specific time in seconds.
  37109. */
  37110. play(startOffset?: number): void;
  37111. }
  37112. }
  37113. declare module "babylonjs/Audio/index" {
  37114. export * from "babylonjs/Audio/analyser";
  37115. export * from "babylonjs/Audio/audioEngine";
  37116. export * from "babylonjs/Audio/audioSceneComponent";
  37117. export * from "babylonjs/Audio/sound";
  37118. export * from "babylonjs/Audio/soundTrack";
  37119. export * from "babylonjs/Audio/weightedsound";
  37120. }
  37121. declare module "babylonjs/Behaviors/Cameras/bouncingBehavior" {
  37122. import { Behavior } from "babylonjs/Behaviors/behavior";
  37123. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37124. import { BackEase } from "babylonjs/Animations/easing";
  37125. /**
  37126. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  37127. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37128. */
  37129. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  37130. /**
  37131. * Gets the name of the behavior.
  37132. */
  37133. readonly name: string;
  37134. /**
  37135. * The easing function used by animations
  37136. */
  37137. static EasingFunction: BackEase;
  37138. /**
  37139. * The easing mode used by animations
  37140. */
  37141. static EasingMode: number;
  37142. /**
  37143. * The duration of the animation, in milliseconds
  37144. */
  37145. transitionDuration: number;
  37146. /**
  37147. * Length of the distance animated by the transition when lower radius is reached
  37148. */
  37149. lowerRadiusTransitionRange: number;
  37150. /**
  37151. * Length of the distance animated by the transition when upper radius is reached
  37152. */
  37153. upperRadiusTransitionRange: number;
  37154. private _autoTransitionRange;
  37155. /**
  37156. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37157. */
  37158. /**
  37159. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  37160. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  37161. */
  37162. autoTransitionRange: boolean;
  37163. private _attachedCamera;
  37164. private _onAfterCheckInputsObserver;
  37165. private _onMeshTargetChangedObserver;
  37166. /**
  37167. * Initializes the behavior.
  37168. */
  37169. init(): void;
  37170. /**
  37171. * Attaches the behavior to its arc rotate camera.
  37172. * @param camera Defines the camera to attach the behavior to
  37173. */
  37174. attach(camera: ArcRotateCamera): void;
  37175. /**
  37176. * Detaches the behavior from its current arc rotate camera.
  37177. */
  37178. detach(): void;
  37179. private _radiusIsAnimating;
  37180. private _radiusBounceTransition;
  37181. private _animatables;
  37182. private _cachedWheelPrecision;
  37183. /**
  37184. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  37185. * @param radiusLimit The limit to check against.
  37186. * @return Bool to indicate if at limit.
  37187. */
  37188. private _isRadiusAtLimit;
  37189. /**
  37190. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  37191. * @param radiusDelta The delta by which to animate to. Can be negative.
  37192. */
  37193. private _applyBoundRadiusAnimation;
  37194. /**
  37195. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  37196. */
  37197. protected _clearAnimationLocks(): void;
  37198. /**
  37199. * Stops and removes all animations that have been applied to the camera
  37200. */
  37201. stopAllAnimations(): void;
  37202. }
  37203. }
  37204. declare module "babylonjs/Behaviors/Cameras/framingBehavior" {
  37205. import { Behavior } from "babylonjs/Behaviors/behavior";
  37206. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37207. import { ExponentialEase } from "babylonjs/Animations/easing";
  37208. import { Nullable } from "babylonjs/types";
  37209. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37210. import { Vector3 } from "babylonjs/Maths/math.vector";
  37211. /**
  37212. * 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.
  37213. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37214. */
  37215. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  37216. /**
  37217. * Gets the name of the behavior.
  37218. */
  37219. readonly name: string;
  37220. private _mode;
  37221. private _radiusScale;
  37222. private _positionScale;
  37223. private _defaultElevation;
  37224. private _elevationReturnTime;
  37225. private _elevationReturnWaitTime;
  37226. private _zoomStopsAnimation;
  37227. private _framingTime;
  37228. /**
  37229. * The easing function used by animations
  37230. */
  37231. static EasingFunction: ExponentialEase;
  37232. /**
  37233. * The easing mode used by animations
  37234. */
  37235. static EasingMode: number;
  37236. /**
  37237. * Sets the current mode used by the behavior
  37238. */
  37239. /**
  37240. * Gets current mode used by the behavior.
  37241. */
  37242. mode: number;
  37243. /**
  37244. * Sets the scale applied to the radius (1 by default)
  37245. */
  37246. /**
  37247. * Gets the scale applied to the radius
  37248. */
  37249. radiusScale: number;
  37250. /**
  37251. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37252. */
  37253. /**
  37254. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  37255. */
  37256. positionScale: number;
  37257. /**
  37258. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37259. * behaviour is triggered, in radians.
  37260. */
  37261. /**
  37262. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  37263. * behaviour is triggered, in radians.
  37264. */
  37265. defaultElevation: number;
  37266. /**
  37267. * Sets the time (in milliseconds) taken to return to the default beta position.
  37268. * Negative value indicates camera should not return to default.
  37269. */
  37270. /**
  37271. * Gets the time (in milliseconds) taken to return to the default beta position.
  37272. * Negative value indicates camera should not return to default.
  37273. */
  37274. elevationReturnTime: number;
  37275. /**
  37276. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37277. */
  37278. /**
  37279. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  37280. */
  37281. elevationReturnWaitTime: number;
  37282. /**
  37283. * Sets the flag that indicates if user zooming should stop animation.
  37284. */
  37285. /**
  37286. * Gets the flag that indicates if user zooming should stop animation.
  37287. */
  37288. zoomStopsAnimation: boolean;
  37289. /**
  37290. * Sets the transition time when framing the mesh, in milliseconds
  37291. */
  37292. /**
  37293. * Gets the transition time when framing the mesh, in milliseconds
  37294. */
  37295. framingTime: number;
  37296. /**
  37297. * Define if the behavior should automatically change the configured
  37298. * camera limits and sensibilities.
  37299. */
  37300. autoCorrectCameraLimitsAndSensibility: boolean;
  37301. private _onPrePointerObservableObserver;
  37302. private _onAfterCheckInputsObserver;
  37303. private _onMeshTargetChangedObserver;
  37304. private _attachedCamera;
  37305. private _isPointerDown;
  37306. private _lastInteractionTime;
  37307. /**
  37308. * Initializes the behavior.
  37309. */
  37310. init(): void;
  37311. /**
  37312. * Attaches the behavior to its arc rotate camera.
  37313. * @param camera Defines the camera to attach the behavior to
  37314. */
  37315. attach(camera: ArcRotateCamera): void;
  37316. /**
  37317. * Detaches the behavior from its current arc rotate camera.
  37318. */
  37319. detach(): void;
  37320. private _animatables;
  37321. private _betaIsAnimating;
  37322. private _betaTransition;
  37323. private _radiusTransition;
  37324. private _vectorTransition;
  37325. /**
  37326. * Targets the given mesh and updates zoom level accordingly.
  37327. * @param mesh The mesh to target.
  37328. * @param radius Optional. If a cached radius position already exists, overrides default.
  37329. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37330. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37331. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37332. */
  37333. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37334. /**
  37335. * Targets the given mesh with its children and updates zoom level accordingly.
  37336. * @param mesh The mesh to target.
  37337. * @param radius Optional. If a cached radius position already exists, overrides default.
  37338. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37339. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37340. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37341. */
  37342. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37343. /**
  37344. * Targets the given meshes with their children and updates zoom level accordingly.
  37345. * @param meshes The mesh to target.
  37346. * @param radius Optional. If a cached radius position already exists, overrides default.
  37347. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  37348. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37349. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37350. */
  37351. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37352. /**
  37353. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  37354. * @param minimumWorld Determines the smaller position of the bounding box extend
  37355. * @param maximumWorld Determines the bigger position of the bounding box extend
  37356. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  37357. * @param onAnimationEnd Callback triggered at the end of the framing animation
  37358. */
  37359. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  37360. /**
  37361. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  37362. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  37363. * frustum width.
  37364. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  37365. * to fully enclose the mesh in the viewing frustum.
  37366. */
  37367. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  37368. /**
  37369. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  37370. * is automatically returned to its default position (expected to be above ground plane).
  37371. */
  37372. private _maintainCameraAboveGround;
  37373. /**
  37374. * Returns the frustum slope based on the canvas ratio and camera FOV
  37375. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  37376. */
  37377. private _getFrustumSlope;
  37378. /**
  37379. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  37380. */
  37381. private _clearAnimationLocks;
  37382. /**
  37383. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  37384. */
  37385. private _applyUserInteraction;
  37386. /**
  37387. * Stops and removes all animations that have been applied to the camera
  37388. */
  37389. stopAllAnimations(): void;
  37390. /**
  37391. * Gets a value indicating if the user is moving the camera
  37392. */
  37393. readonly isUserIsMoving: boolean;
  37394. /**
  37395. * The camera can move all the way towards the mesh.
  37396. */
  37397. static IgnoreBoundsSizeMode: number;
  37398. /**
  37399. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  37400. */
  37401. static FitFrustumSidesMode: number;
  37402. }
  37403. }
  37404. declare module "babylonjs/Cameras/Inputs/BaseCameraPointersInput" {
  37405. import { Nullable } from "babylonjs/types";
  37406. import { Camera } from "babylonjs/Cameras/camera";
  37407. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37408. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37409. /**
  37410. * Base class for Camera Pointer Inputs.
  37411. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  37412. * for example usage.
  37413. */
  37414. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  37415. /**
  37416. * Defines the camera the input is attached to.
  37417. */
  37418. abstract camera: Camera;
  37419. /**
  37420. * Whether keyboard modifier keys are pressed at time of last mouse event.
  37421. */
  37422. protected _altKey: boolean;
  37423. protected _ctrlKey: boolean;
  37424. protected _metaKey: boolean;
  37425. protected _shiftKey: boolean;
  37426. /**
  37427. * Which mouse buttons were pressed at time of last mouse event.
  37428. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  37429. */
  37430. protected _buttonsPressed: number;
  37431. /**
  37432. * Defines the buttons associated with the input to handle camera move.
  37433. */
  37434. buttons: number[];
  37435. /**
  37436. * Attach the input controls to a specific dom element to get the input from.
  37437. * @param element Defines the element the controls should be listened from
  37438. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37439. */
  37440. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37441. /**
  37442. * Detach the current controls from the specified dom element.
  37443. * @param element Defines the element to stop listening the inputs from
  37444. */
  37445. detachControl(element: Nullable<HTMLElement>): void;
  37446. /**
  37447. * Gets the class name of the current input.
  37448. * @returns the class name
  37449. */
  37450. getClassName(): string;
  37451. /**
  37452. * Get the friendly name associated with the input class.
  37453. * @returns the input friendly name
  37454. */
  37455. getSimpleName(): string;
  37456. /**
  37457. * Called on pointer POINTERDOUBLETAP event.
  37458. * Override this method to provide functionality on POINTERDOUBLETAP event.
  37459. */
  37460. protected onDoubleTap(type: string): void;
  37461. /**
  37462. * Called on pointer POINTERMOVE event if only a single touch is active.
  37463. * Override this method to provide functionality.
  37464. */
  37465. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37466. /**
  37467. * Called on pointer POINTERMOVE event if multiple touches are active.
  37468. * Override this method to provide functionality.
  37469. */
  37470. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37471. /**
  37472. * Called on JS contextmenu event.
  37473. * Override this method to provide functionality.
  37474. */
  37475. protected onContextMenu(evt: PointerEvent): void;
  37476. /**
  37477. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37478. * press.
  37479. * Override this method to provide functionality.
  37480. */
  37481. protected onButtonDown(evt: PointerEvent): void;
  37482. /**
  37483. * Called each time a new POINTERUP event occurs. Ie, for each button
  37484. * release.
  37485. * Override this method to provide functionality.
  37486. */
  37487. protected onButtonUp(evt: PointerEvent): void;
  37488. /**
  37489. * Called when window becomes inactive.
  37490. * Override this method to provide functionality.
  37491. */
  37492. protected onLostFocus(): void;
  37493. private _pointerInput;
  37494. private _observer;
  37495. private _onLostFocus;
  37496. private pointA;
  37497. private pointB;
  37498. }
  37499. }
  37500. declare module "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput" {
  37501. import { Nullable } from "babylonjs/types";
  37502. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37503. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  37504. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  37505. /**
  37506. * Manage the pointers inputs to control an arc rotate camera.
  37507. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37508. */
  37509. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  37510. /**
  37511. * Defines the camera the input is attached to.
  37512. */
  37513. camera: ArcRotateCamera;
  37514. /**
  37515. * Gets the class name of the current input.
  37516. * @returns the class name
  37517. */
  37518. getClassName(): string;
  37519. /**
  37520. * Defines the buttons associated with the input to handle camera move.
  37521. */
  37522. buttons: number[];
  37523. /**
  37524. * Defines the pointer angular sensibility along the X axis or how fast is
  37525. * the camera rotating.
  37526. */
  37527. angularSensibilityX: number;
  37528. /**
  37529. * Defines the pointer angular sensibility along the Y axis or how fast is
  37530. * the camera rotating.
  37531. */
  37532. angularSensibilityY: number;
  37533. /**
  37534. * Defines the pointer pinch precision or how fast is the camera zooming.
  37535. */
  37536. pinchPrecision: number;
  37537. /**
  37538. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  37539. * from 0.
  37540. * It defines the percentage of current camera.radius to use as delta when
  37541. * pinch zoom is used.
  37542. */
  37543. pinchDeltaPercentage: number;
  37544. /**
  37545. * Defines the pointer panning sensibility or how fast is the camera moving.
  37546. */
  37547. panningSensibility: number;
  37548. /**
  37549. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  37550. */
  37551. multiTouchPanning: boolean;
  37552. /**
  37553. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  37554. * zoom (pinch) through multitouch.
  37555. */
  37556. multiTouchPanAndZoom: boolean;
  37557. /**
  37558. * Revers pinch action direction.
  37559. */
  37560. pinchInwards: boolean;
  37561. private _isPanClick;
  37562. private _twoFingerActivityCount;
  37563. private _isPinching;
  37564. /**
  37565. * Called on pointer POINTERMOVE event if only a single touch is active.
  37566. */
  37567. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  37568. /**
  37569. * Called on pointer POINTERDOUBLETAP event.
  37570. */
  37571. protected onDoubleTap(type: string): void;
  37572. /**
  37573. * Called on pointer POINTERMOVE event if multiple touches are active.
  37574. */
  37575. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  37576. /**
  37577. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  37578. * press.
  37579. */
  37580. protected onButtonDown(evt: PointerEvent): void;
  37581. /**
  37582. * Called each time a new POINTERUP event occurs. Ie, for each button
  37583. * release.
  37584. */
  37585. protected onButtonUp(evt: PointerEvent): void;
  37586. /**
  37587. * Called when window becomes inactive.
  37588. */
  37589. protected onLostFocus(): void;
  37590. }
  37591. }
  37592. declare module "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput" {
  37593. import { Nullable } from "babylonjs/types";
  37594. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37595. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37596. /**
  37597. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  37598. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37599. */
  37600. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  37601. /**
  37602. * Defines the camera the input is attached to.
  37603. */
  37604. camera: ArcRotateCamera;
  37605. /**
  37606. * Defines the list of key codes associated with the up action (increase alpha)
  37607. */
  37608. keysUp: number[];
  37609. /**
  37610. * Defines the list of key codes associated with the down action (decrease alpha)
  37611. */
  37612. keysDown: number[];
  37613. /**
  37614. * Defines the list of key codes associated with the left action (increase beta)
  37615. */
  37616. keysLeft: number[];
  37617. /**
  37618. * Defines the list of key codes associated with the right action (decrease beta)
  37619. */
  37620. keysRight: number[];
  37621. /**
  37622. * Defines the list of key codes associated with the reset action.
  37623. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  37624. */
  37625. keysReset: number[];
  37626. /**
  37627. * Defines the panning sensibility of the inputs.
  37628. * (How fast is the camera paning)
  37629. */
  37630. panningSensibility: number;
  37631. /**
  37632. * Defines the zooming sensibility of the inputs.
  37633. * (How fast is the camera zooming)
  37634. */
  37635. zoomingSensibility: number;
  37636. /**
  37637. * Defines wether maintaining the alt key down switch the movement mode from
  37638. * orientation to zoom.
  37639. */
  37640. useAltToZoom: boolean;
  37641. /**
  37642. * Rotation speed of the camera
  37643. */
  37644. angularSpeed: number;
  37645. private _keys;
  37646. private _ctrlPressed;
  37647. private _altPressed;
  37648. private _onCanvasBlurObserver;
  37649. private _onKeyboardObserver;
  37650. private _engine;
  37651. private _scene;
  37652. /**
  37653. * Attach the input controls to a specific dom element to get the input from.
  37654. * @param element Defines the element the controls should be listened from
  37655. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37656. */
  37657. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37658. /**
  37659. * Detach the current controls from the specified dom element.
  37660. * @param element Defines the element to stop listening the inputs from
  37661. */
  37662. detachControl(element: Nullable<HTMLElement>): void;
  37663. /**
  37664. * Update the current camera state depending on the inputs that have been used this frame.
  37665. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  37666. */
  37667. checkInputs(): void;
  37668. /**
  37669. * Gets the class name of the current intput.
  37670. * @returns the class name
  37671. */
  37672. getClassName(): string;
  37673. /**
  37674. * Get the friendly name associated with the input class.
  37675. * @returns the input friendly name
  37676. */
  37677. getSimpleName(): string;
  37678. }
  37679. }
  37680. declare module "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput" {
  37681. import { Nullable } from "babylonjs/types";
  37682. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37683. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  37684. /**
  37685. * Manage the mouse wheel inputs to control an arc rotate camera.
  37686. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37687. */
  37688. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  37689. /**
  37690. * Defines the camera the input is attached to.
  37691. */
  37692. camera: ArcRotateCamera;
  37693. /**
  37694. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37695. */
  37696. wheelPrecision: number;
  37697. /**
  37698. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  37699. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  37700. */
  37701. wheelDeltaPercentage: number;
  37702. private _wheel;
  37703. private _observer;
  37704. private computeDeltaFromMouseWheelLegacyEvent;
  37705. /**
  37706. * Attach the input controls to a specific dom element to get the input from.
  37707. * @param element Defines the element the controls should be listened from
  37708. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  37709. */
  37710. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  37711. /**
  37712. * Detach the current controls from the specified dom element.
  37713. * @param element Defines the element to stop listening the inputs from
  37714. */
  37715. detachControl(element: Nullable<HTMLElement>): void;
  37716. /**
  37717. * Gets the class name of the current intput.
  37718. * @returns the class name
  37719. */
  37720. getClassName(): string;
  37721. /**
  37722. * Get the friendly name associated with the input class.
  37723. * @returns the input friendly name
  37724. */
  37725. getSimpleName(): string;
  37726. }
  37727. }
  37728. declare module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  37729. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  37730. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  37731. /**
  37732. * Default Inputs manager for the ArcRotateCamera.
  37733. * It groups all the default supported inputs for ease of use.
  37734. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  37735. */
  37736. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  37737. /**
  37738. * Instantiates a new ArcRotateCameraInputsManager.
  37739. * @param camera Defines the camera the inputs belong to
  37740. */
  37741. constructor(camera: ArcRotateCamera);
  37742. /**
  37743. * Add mouse wheel input support to the input manager.
  37744. * @returns the current input manager
  37745. */
  37746. addMouseWheel(): ArcRotateCameraInputsManager;
  37747. /**
  37748. * Add pointers input support to the input manager.
  37749. * @returns the current input manager
  37750. */
  37751. addPointers(): ArcRotateCameraInputsManager;
  37752. /**
  37753. * Add keyboard input support to the input manager.
  37754. * @returns the current input manager
  37755. */
  37756. addKeyboard(): ArcRotateCameraInputsManager;
  37757. }
  37758. }
  37759. declare module "babylonjs/Cameras/arcRotateCamera" {
  37760. import { Observable } from "babylonjs/Misc/observable";
  37761. import { Nullable } from "babylonjs/types";
  37762. import { Scene } from "babylonjs/scene";
  37763. import { Matrix, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  37764. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  37765. import { AutoRotationBehavior } from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  37766. import { BouncingBehavior } from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  37767. import { FramingBehavior } from "babylonjs/Behaviors/Cameras/framingBehavior";
  37768. import { Camera } from "babylonjs/Cameras/camera";
  37769. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  37770. import { ArcRotateCameraInputsManager } from "babylonjs/Cameras/arcRotateCameraInputsManager";
  37771. import { Collider } from "babylonjs/Collisions/collider";
  37772. /**
  37773. * This represents an orbital type of camera.
  37774. *
  37775. * 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.
  37776. * 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.
  37777. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  37778. */
  37779. export class ArcRotateCamera extends TargetCamera {
  37780. /**
  37781. * Defines the rotation angle of the camera along the longitudinal axis.
  37782. */
  37783. alpha: number;
  37784. /**
  37785. * Defines the rotation angle of the camera along the latitudinal axis.
  37786. */
  37787. beta: number;
  37788. /**
  37789. * Defines the radius of the camera from it s target point.
  37790. */
  37791. radius: number;
  37792. protected _target: Vector3;
  37793. protected _targetHost: Nullable<AbstractMesh>;
  37794. /**
  37795. * Defines the target point of the camera.
  37796. * The camera looks towards it form the radius distance.
  37797. */
  37798. target: Vector3;
  37799. /**
  37800. * Define the current local position of the camera in the scene
  37801. */
  37802. position: Vector3;
  37803. protected _upVector: Vector3;
  37804. protected _upToYMatrix: Matrix;
  37805. protected _YToUpMatrix: Matrix;
  37806. /**
  37807. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  37808. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  37809. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  37810. */
  37811. upVector: Vector3;
  37812. /**
  37813. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  37814. */
  37815. setMatUp(): void;
  37816. /**
  37817. * Current inertia value on the longitudinal axis.
  37818. * The bigger this number the longer it will take for the camera to stop.
  37819. */
  37820. inertialAlphaOffset: number;
  37821. /**
  37822. * Current inertia value on the latitudinal axis.
  37823. * The bigger this number the longer it will take for the camera to stop.
  37824. */
  37825. inertialBetaOffset: number;
  37826. /**
  37827. * Current inertia value on the radius axis.
  37828. * The bigger this number the longer it will take for the camera to stop.
  37829. */
  37830. inertialRadiusOffset: number;
  37831. /**
  37832. * Minimum allowed angle on the longitudinal axis.
  37833. * This can help limiting how the Camera is able to move in the scene.
  37834. */
  37835. lowerAlphaLimit: Nullable<number>;
  37836. /**
  37837. * Maximum allowed angle on the longitudinal axis.
  37838. * This can help limiting how the Camera is able to move in the scene.
  37839. */
  37840. upperAlphaLimit: Nullable<number>;
  37841. /**
  37842. * Minimum allowed angle on the latitudinal axis.
  37843. * This can help limiting how the Camera is able to move in the scene.
  37844. */
  37845. lowerBetaLimit: number;
  37846. /**
  37847. * Maximum allowed angle on the latitudinal axis.
  37848. * This can help limiting how the Camera is able to move in the scene.
  37849. */
  37850. upperBetaLimit: number;
  37851. /**
  37852. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  37853. * This can help limiting how the Camera is able to move in the scene.
  37854. */
  37855. lowerRadiusLimit: Nullable<number>;
  37856. /**
  37857. * Maximum allowed distance of the camera to the target (The camera can not get further).
  37858. * This can help limiting how the Camera is able to move in the scene.
  37859. */
  37860. upperRadiusLimit: Nullable<number>;
  37861. /**
  37862. * Defines the current inertia value used during panning of the camera along the X axis.
  37863. */
  37864. inertialPanningX: number;
  37865. /**
  37866. * Defines the current inertia value used during panning of the camera along the Y axis.
  37867. */
  37868. inertialPanningY: number;
  37869. /**
  37870. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  37871. * Basically if your fingers moves away from more than this distance you will be considered
  37872. * in pinch mode.
  37873. */
  37874. pinchToPanMaxDistance: number;
  37875. /**
  37876. * Defines the maximum distance the camera can pan.
  37877. * This could help keeping the cammera always in your scene.
  37878. */
  37879. panningDistanceLimit: Nullable<number>;
  37880. /**
  37881. * Defines the target of the camera before paning.
  37882. */
  37883. panningOriginTarget: Vector3;
  37884. /**
  37885. * Defines the value of the inertia used during panning.
  37886. * 0 would mean stop inertia and one would mean no decelleration at all.
  37887. */
  37888. panningInertia: number;
  37889. /**
  37890. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  37891. */
  37892. angularSensibilityX: number;
  37893. /**
  37894. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  37895. */
  37896. angularSensibilityY: number;
  37897. /**
  37898. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  37899. */
  37900. pinchPrecision: number;
  37901. /**
  37902. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  37903. * It will be used instead of pinchDeltaPrecision if different from 0.
  37904. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37905. */
  37906. pinchDeltaPercentage: number;
  37907. /**
  37908. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  37909. */
  37910. panningSensibility: number;
  37911. /**
  37912. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  37913. */
  37914. keysUp: number[];
  37915. /**
  37916. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  37917. */
  37918. keysDown: number[];
  37919. /**
  37920. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  37921. */
  37922. keysLeft: number[];
  37923. /**
  37924. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  37925. */
  37926. keysRight: number[];
  37927. /**
  37928. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  37929. */
  37930. wheelPrecision: number;
  37931. /**
  37932. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  37933. * It will be used instead of pinchDeltaPrecision if different from 0.
  37934. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  37935. */
  37936. wheelDeltaPercentage: number;
  37937. /**
  37938. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  37939. */
  37940. zoomOnFactor: number;
  37941. /**
  37942. * Defines a screen offset for the camera position.
  37943. */
  37944. targetScreenOffset: Vector2;
  37945. /**
  37946. * Allows the camera to be completely reversed.
  37947. * If false the camera can not arrive upside down.
  37948. */
  37949. allowUpsideDown: boolean;
  37950. /**
  37951. * Define if double tap/click is used to restore the previously saved state of the camera.
  37952. */
  37953. useInputToRestoreState: boolean;
  37954. /** @hidden */
  37955. _viewMatrix: Matrix;
  37956. /** @hidden */
  37957. _useCtrlForPanning: boolean;
  37958. /** @hidden */
  37959. _panningMouseButton: number;
  37960. /**
  37961. * Defines the input associated to the camera.
  37962. */
  37963. inputs: ArcRotateCameraInputsManager;
  37964. /** @hidden */
  37965. _reset: () => void;
  37966. /**
  37967. * Defines the allowed panning axis.
  37968. */
  37969. panningAxis: Vector3;
  37970. protected _localDirection: Vector3;
  37971. protected _transformedDirection: Vector3;
  37972. private _bouncingBehavior;
  37973. /**
  37974. * Gets the bouncing behavior of the camera if it has been enabled.
  37975. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37976. */
  37977. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  37978. /**
  37979. * Defines if the bouncing behavior of the camera is enabled on the camera.
  37980. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  37981. */
  37982. useBouncingBehavior: boolean;
  37983. private _framingBehavior;
  37984. /**
  37985. * Gets the framing behavior of the camera if it has been enabled.
  37986. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37987. */
  37988. readonly framingBehavior: Nullable<FramingBehavior>;
  37989. /**
  37990. * Defines if the framing behavior of the camera is enabled on the camera.
  37991. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  37992. */
  37993. useFramingBehavior: boolean;
  37994. private _autoRotationBehavior;
  37995. /**
  37996. * Gets the auto rotation behavior of the camera if it has been enabled.
  37997. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  37998. */
  37999. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  38000. /**
  38001. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  38002. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38003. */
  38004. useAutoRotationBehavior: boolean;
  38005. /**
  38006. * Observable triggered when the mesh target has been changed on the camera.
  38007. */
  38008. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  38009. /**
  38010. * Event raised when the camera is colliding with a mesh.
  38011. */
  38012. onCollide: (collidedMesh: AbstractMesh) => void;
  38013. /**
  38014. * Defines whether the camera should check collision with the objects oh the scene.
  38015. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  38016. */
  38017. checkCollisions: boolean;
  38018. /**
  38019. * Defines the collision radius of the camera.
  38020. * This simulates a sphere around the camera.
  38021. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  38022. */
  38023. collisionRadius: Vector3;
  38024. protected _collider: Collider;
  38025. protected _previousPosition: Vector3;
  38026. protected _collisionVelocity: Vector3;
  38027. protected _newPosition: Vector3;
  38028. protected _previousAlpha: number;
  38029. protected _previousBeta: number;
  38030. protected _previousRadius: number;
  38031. protected _collisionTriggered: boolean;
  38032. protected _targetBoundingCenter: Nullable<Vector3>;
  38033. private _computationVector;
  38034. /**
  38035. * Instantiates a new ArcRotateCamera in a given scene
  38036. * @param name Defines the name of the camera
  38037. * @param alpha Defines the camera rotation along the logitudinal axis
  38038. * @param beta Defines the camera rotation along the latitudinal axis
  38039. * @param radius Defines the camera distance from its target
  38040. * @param target Defines the camera target
  38041. * @param scene Defines the scene the camera belongs to
  38042. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  38043. */
  38044. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  38045. /** @hidden */
  38046. _initCache(): void;
  38047. /** @hidden */
  38048. _updateCache(ignoreParentClass?: boolean): void;
  38049. protected _getTargetPosition(): Vector3;
  38050. private _storedAlpha;
  38051. private _storedBeta;
  38052. private _storedRadius;
  38053. private _storedTarget;
  38054. private _storedTargetScreenOffset;
  38055. /**
  38056. * Stores the current state of the camera (alpha, beta, radius and target)
  38057. * @returns the camera itself
  38058. */
  38059. storeState(): Camera;
  38060. /**
  38061. * @hidden
  38062. * Restored camera state. You must call storeState() first
  38063. */
  38064. _restoreStateValues(): boolean;
  38065. /** @hidden */
  38066. _isSynchronizedViewMatrix(): boolean;
  38067. /**
  38068. * Attached controls to the current camera.
  38069. * @param element Defines the element the controls should be listened from
  38070. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38071. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  38072. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  38073. */
  38074. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  38075. /**
  38076. * Detach the current controls from the camera.
  38077. * The camera will stop reacting to inputs.
  38078. * @param element Defines the element to stop listening the inputs from
  38079. */
  38080. detachControl(element: HTMLElement): void;
  38081. /** @hidden */
  38082. _checkInputs(): void;
  38083. protected _checkLimits(): void;
  38084. /**
  38085. * Rebuilds angles (alpha, beta) and radius from the give position and target
  38086. */
  38087. rebuildAnglesAndRadius(): void;
  38088. /**
  38089. * Use a position to define the current camera related information like alpha, beta and radius
  38090. * @param position Defines the position to set the camera at
  38091. */
  38092. setPosition(position: Vector3): void;
  38093. /**
  38094. * Defines the target the camera should look at.
  38095. * This will automatically adapt alpha beta and radius to fit within the new target.
  38096. * @param target Defines the new target as a Vector or a mesh
  38097. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  38098. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  38099. */
  38100. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  38101. /** @hidden */
  38102. _getViewMatrix(): Matrix;
  38103. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  38104. /**
  38105. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  38106. * @param meshes Defines the mesh to zoom on
  38107. * @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)
  38108. */
  38109. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  38110. /**
  38111. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  38112. * The target will be changed but the radius
  38113. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  38114. * @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)
  38115. */
  38116. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  38117. min: Vector3;
  38118. max: Vector3;
  38119. distance: number;
  38120. }, doNotUpdateMaxZ?: boolean): void;
  38121. /**
  38122. * @override
  38123. * Override Camera.createRigCamera
  38124. */
  38125. createRigCamera(name: string, cameraIndex: number): Camera;
  38126. /**
  38127. * @hidden
  38128. * @override
  38129. * Override Camera._updateRigCameras
  38130. */
  38131. _updateRigCameras(): void;
  38132. /**
  38133. * Destroy the camera and release the current resources hold by it.
  38134. */
  38135. dispose(): void;
  38136. /**
  38137. * Gets the current object class name.
  38138. * @return the class name
  38139. */
  38140. getClassName(): string;
  38141. }
  38142. }
  38143. declare module "babylonjs/Behaviors/Cameras/autoRotationBehavior" {
  38144. import { Behavior } from "babylonjs/Behaviors/behavior";
  38145. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38146. /**
  38147. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  38148. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  38149. */
  38150. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  38151. /**
  38152. * Gets the name of the behavior.
  38153. */
  38154. readonly name: string;
  38155. private _zoomStopsAnimation;
  38156. private _idleRotationSpeed;
  38157. private _idleRotationWaitTime;
  38158. private _idleRotationSpinupTime;
  38159. /**
  38160. * Sets the flag that indicates if user zooming should stop animation.
  38161. */
  38162. /**
  38163. * Gets the flag that indicates if user zooming should stop animation.
  38164. */
  38165. zoomStopsAnimation: boolean;
  38166. /**
  38167. * Sets the default speed at which the camera rotates around the model.
  38168. */
  38169. /**
  38170. * Gets the default speed at which the camera rotates around the model.
  38171. */
  38172. idleRotationSpeed: number;
  38173. /**
  38174. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  38175. */
  38176. /**
  38177. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  38178. */
  38179. idleRotationWaitTime: number;
  38180. /**
  38181. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38182. */
  38183. /**
  38184. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  38185. */
  38186. idleRotationSpinupTime: number;
  38187. /**
  38188. * Gets a value indicating if the camera is currently rotating because of this behavior
  38189. */
  38190. readonly rotationInProgress: boolean;
  38191. private _onPrePointerObservableObserver;
  38192. private _onAfterCheckInputsObserver;
  38193. private _attachedCamera;
  38194. private _isPointerDown;
  38195. private _lastFrameTime;
  38196. private _lastInteractionTime;
  38197. private _cameraRotationSpeed;
  38198. /**
  38199. * Initializes the behavior.
  38200. */
  38201. init(): void;
  38202. /**
  38203. * Attaches the behavior to its arc rotate camera.
  38204. * @param camera Defines the camera to attach the behavior to
  38205. */
  38206. attach(camera: ArcRotateCamera): void;
  38207. /**
  38208. * Detaches the behavior from its current arc rotate camera.
  38209. */
  38210. detach(): void;
  38211. /**
  38212. * Returns true if user is scrolling.
  38213. * @return true if user is scrolling.
  38214. */
  38215. private _userIsZooming;
  38216. private _lastFrameRadius;
  38217. private _shouldAnimationStopForInteraction;
  38218. /**
  38219. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  38220. */
  38221. private _applyUserInteraction;
  38222. private _userIsMoving;
  38223. }
  38224. }
  38225. declare module "babylonjs/Behaviors/Cameras/index" {
  38226. export * from "babylonjs/Behaviors/Cameras/autoRotationBehavior";
  38227. export * from "babylonjs/Behaviors/Cameras/bouncingBehavior";
  38228. export * from "babylonjs/Behaviors/Cameras/framingBehavior";
  38229. }
  38230. declare module "babylonjs/Behaviors/Meshes/attachToBoxBehavior" {
  38231. import { Mesh } from "babylonjs/Meshes/mesh";
  38232. import { TransformNode } from "babylonjs/Meshes/transformNode";
  38233. import { Behavior } from "babylonjs/Behaviors/behavior";
  38234. /**
  38235. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  38236. */
  38237. export class AttachToBoxBehavior implements Behavior<Mesh> {
  38238. private ui;
  38239. /**
  38240. * The name of the behavior
  38241. */
  38242. name: string;
  38243. /**
  38244. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  38245. */
  38246. distanceAwayFromFace: number;
  38247. /**
  38248. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  38249. */
  38250. distanceAwayFromBottomOfFace: number;
  38251. private _faceVectors;
  38252. private _target;
  38253. private _scene;
  38254. private _onRenderObserver;
  38255. private _tmpMatrix;
  38256. private _tmpVector;
  38257. /**
  38258. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  38259. * @param ui The transform node that should be attched to the mesh
  38260. */
  38261. constructor(ui: TransformNode);
  38262. /**
  38263. * Initializes the behavior
  38264. */
  38265. init(): void;
  38266. private _closestFace;
  38267. private _zeroVector;
  38268. private _lookAtTmpMatrix;
  38269. private _lookAtToRef;
  38270. /**
  38271. * Attaches the AttachToBoxBehavior to the passed in mesh
  38272. * @param target The mesh that the specified node will be attached to
  38273. */
  38274. attach(target: Mesh): void;
  38275. /**
  38276. * Detaches the behavior from the mesh
  38277. */
  38278. detach(): void;
  38279. }
  38280. }
  38281. declare module "babylonjs/Behaviors/Meshes/fadeInOutBehavior" {
  38282. import { Behavior } from "babylonjs/Behaviors/behavior";
  38283. import { Mesh } from "babylonjs/Meshes/mesh";
  38284. /**
  38285. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  38286. */
  38287. export class FadeInOutBehavior implements Behavior<Mesh> {
  38288. /**
  38289. * Time in milliseconds to delay before fading in (Default: 0)
  38290. */
  38291. delay: number;
  38292. /**
  38293. * Time in milliseconds for the mesh to fade in (Default: 300)
  38294. */
  38295. fadeInTime: number;
  38296. private _millisecondsPerFrame;
  38297. private _hovered;
  38298. private _hoverValue;
  38299. private _ownerNode;
  38300. /**
  38301. * Instatiates the FadeInOutBehavior
  38302. */
  38303. constructor();
  38304. /**
  38305. * The name of the behavior
  38306. */
  38307. readonly name: string;
  38308. /**
  38309. * Initializes the behavior
  38310. */
  38311. init(): void;
  38312. /**
  38313. * Attaches the fade behavior on the passed in mesh
  38314. * @param ownerNode The mesh that will be faded in/out once attached
  38315. */
  38316. attach(ownerNode: Mesh): void;
  38317. /**
  38318. * Detaches the behavior from the mesh
  38319. */
  38320. detach(): void;
  38321. /**
  38322. * Triggers the mesh to begin fading in or out
  38323. * @param value if the object should fade in or out (true to fade in)
  38324. */
  38325. fadeIn(value: boolean): void;
  38326. private _update;
  38327. private _setAllVisibility;
  38328. }
  38329. }
  38330. declare module "babylonjs/Misc/pivotTools" {
  38331. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38332. /**
  38333. * Class containing a set of static utilities functions for managing Pivots
  38334. * @hidden
  38335. */
  38336. export class PivotTools {
  38337. private static _PivotCached;
  38338. private static _OldPivotPoint;
  38339. private static _PivotTranslation;
  38340. private static _PivotTmpVector;
  38341. /** @hidden */
  38342. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  38343. /** @hidden */
  38344. static _RestorePivotPoint(mesh: AbstractMesh): void;
  38345. }
  38346. }
  38347. declare module "babylonjs/Meshes/Builders/planeBuilder" {
  38348. import { Scene } from "babylonjs/scene";
  38349. import { Vector4 } from "babylonjs/Maths/math.vector";
  38350. import { Mesh } from "babylonjs/Meshes/mesh";
  38351. import { Nullable } from "babylonjs/types";
  38352. import { Plane } from "babylonjs/Maths/math.plane";
  38353. /**
  38354. * Class containing static functions to help procedurally build meshes
  38355. */
  38356. export class PlaneBuilder {
  38357. /**
  38358. * Creates a plane mesh
  38359. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  38360. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  38361. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  38362. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  38363. * * 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
  38364. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  38365. * @param name defines the name of the mesh
  38366. * @param options defines the options used to create the mesh
  38367. * @param scene defines the hosting scene
  38368. * @returns the plane mesh
  38369. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  38370. */
  38371. static CreatePlane(name: string, options: {
  38372. size?: number;
  38373. width?: number;
  38374. height?: number;
  38375. sideOrientation?: number;
  38376. frontUVs?: Vector4;
  38377. backUVs?: Vector4;
  38378. updatable?: boolean;
  38379. sourcePlane?: Plane;
  38380. }, scene?: Nullable<Scene>): Mesh;
  38381. }
  38382. }
  38383. declare module "babylonjs/Behaviors/Meshes/pointerDragBehavior" {
  38384. import { Behavior } from "babylonjs/Behaviors/behavior";
  38385. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38386. import { Observable } from "babylonjs/Misc/observable";
  38387. import { Vector3 } from "babylonjs/Maths/math.vector";
  38388. import { Ray } from "babylonjs/Culling/ray";
  38389. import "babylonjs/Meshes/Builders/planeBuilder";
  38390. /**
  38391. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  38392. */
  38393. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  38394. private static _AnyMouseID;
  38395. /**
  38396. * Abstract mesh the behavior is set on
  38397. */
  38398. attachedNode: AbstractMesh;
  38399. private _dragPlane;
  38400. private _scene;
  38401. private _pointerObserver;
  38402. private _beforeRenderObserver;
  38403. private static _planeScene;
  38404. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  38405. /**
  38406. * 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)
  38407. */
  38408. maxDragAngle: number;
  38409. /**
  38410. * @hidden
  38411. */
  38412. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  38413. /**
  38414. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38415. */
  38416. currentDraggingPointerID: number;
  38417. /**
  38418. * The last position where the pointer hit the drag plane in world space
  38419. */
  38420. lastDragPosition: Vector3;
  38421. /**
  38422. * If the behavior is currently in a dragging state
  38423. */
  38424. dragging: boolean;
  38425. /**
  38426. * 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)
  38427. */
  38428. dragDeltaRatio: number;
  38429. /**
  38430. * If the drag plane orientation should be updated during the dragging (Default: true)
  38431. */
  38432. updateDragPlane: boolean;
  38433. private _debugMode;
  38434. private _moving;
  38435. /**
  38436. * Fires each time the attached mesh is dragged with the pointer
  38437. * * delta between last drag position and current drag position in world space
  38438. * * dragDistance along the drag axis
  38439. * * dragPlaneNormal normal of the current drag plane used during the drag
  38440. * * dragPlanePoint in world space where the drag intersects the drag plane
  38441. */
  38442. onDragObservable: Observable<{
  38443. delta: Vector3;
  38444. dragPlanePoint: Vector3;
  38445. dragPlaneNormal: Vector3;
  38446. dragDistance: number;
  38447. pointerId: number;
  38448. }>;
  38449. /**
  38450. * Fires each time a drag begins (eg. mouse down on mesh)
  38451. */
  38452. onDragStartObservable: Observable<{
  38453. dragPlanePoint: Vector3;
  38454. pointerId: number;
  38455. }>;
  38456. /**
  38457. * Fires each time a drag ends (eg. mouse release after drag)
  38458. */
  38459. onDragEndObservable: Observable<{
  38460. dragPlanePoint: Vector3;
  38461. pointerId: number;
  38462. }>;
  38463. /**
  38464. * If the attached mesh should be moved when dragged
  38465. */
  38466. moveAttached: boolean;
  38467. /**
  38468. * If the drag behavior will react to drag events (Default: true)
  38469. */
  38470. enabled: boolean;
  38471. /**
  38472. * If pointer events should start and release the drag (Default: true)
  38473. */
  38474. startAndReleaseDragOnPointerEvents: boolean;
  38475. /**
  38476. * If camera controls should be detached during the drag
  38477. */
  38478. detachCameraControls: boolean;
  38479. /**
  38480. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  38481. */
  38482. useObjectOrienationForDragging: boolean;
  38483. private _options;
  38484. /**
  38485. * Creates a pointer drag behavior that can be attached to a mesh
  38486. * @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)
  38487. */
  38488. constructor(options?: {
  38489. dragAxis?: Vector3;
  38490. dragPlaneNormal?: Vector3;
  38491. });
  38492. /**
  38493. * Predicate to determine if it is valid to move the object to a new position when it is moved
  38494. */
  38495. validateDrag: (targetPosition: Vector3) => boolean;
  38496. /**
  38497. * The name of the behavior
  38498. */
  38499. readonly name: string;
  38500. /**
  38501. * Initializes the behavior
  38502. */
  38503. init(): void;
  38504. private _tmpVector;
  38505. private _alternatePickedPoint;
  38506. private _worldDragAxis;
  38507. private _targetPosition;
  38508. private _attachedElement;
  38509. /**
  38510. * Attaches the drag behavior the passed in mesh
  38511. * @param ownerNode The mesh that will be dragged around once attached
  38512. * @param predicate Predicate to use for pick filtering
  38513. */
  38514. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  38515. /**
  38516. * Force relase the drag action by code.
  38517. */
  38518. releaseDrag(): void;
  38519. private _startDragRay;
  38520. private _lastPointerRay;
  38521. /**
  38522. * Simulates the start of a pointer drag event on the behavior
  38523. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  38524. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  38525. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  38526. */
  38527. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  38528. private _startDrag;
  38529. private _dragDelta;
  38530. private _moveDrag;
  38531. private _pickWithRayOnDragPlane;
  38532. private _pointA;
  38533. private _pointB;
  38534. private _pointC;
  38535. private _lineA;
  38536. private _lineB;
  38537. private _localAxis;
  38538. private _lookAt;
  38539. private _updateDragPlanePosition;
  38540. /**
  38541. * Detaches the behavior from the mesh
  38542. */
  38543. detach(): void;
  38544. }
  38545. }
  38546. declare module "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior" {
  38547. import { Mesh } from "babylonjs/Meshes/mesh";
  38548. import { Behavior } from "babylonjs/Behaviors/behavior";
  38549. /**
  38550. * A behavior that when attached to a mesh will allow the mesh to be scaled
  38551. */
  38552. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  38553. private _dragBehaviorA;
  38554. private _dragBehaviorB;
  38555. private _startDistance;
  38556. private _initialScale;
  38557. private _targetScale;
  38558. private _ownerNode;
  38559. private _sceneRenderObserver;
  38560. /**
  38561. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  38562. */
  38563. constructor();
  38564. /**
  38565. * The name of the behavior
  38566. */
  38567. readonly name: string;
  38568. /**
  38569. * Initializes the behavior
  38570. */
  38571. init(): void;
  38572. private _getCurrentDistance;
  38573. /**
  38574. * Attaches the scale behavior the passed in mesh
  38575. * @param ownerNode The mesh that will be scaled around once attached
  38576. */
  38577. attach(ownerNode: Mesh): void;
  38578. /**
  38579. * Detaches the behavior from the mesh
  38580. */
  38581. detach(): void;
  38582. }
  38583. }
  38584. declare module "babylonjs/Behaviors/Meshes/sixDofDragBehavior" {
  38585. import { Behavior } from "babylonjs/Behaviors/behavior";
  38586. import { Mesh } from "babylonjs/Meshes/mesh";
  38587. import { Observable } from "babylonjs/Misc/observable";
  38588. /**
  38589. * 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
  38590. */
  38591. export class SixDofDragBehavior implements Behavior<Mesh> {
  38592. private static _virtualScene;
  38593. private _ownerNode;
  38594. private _sceneRenderObserver;
  38595. private _scene;
  38596. private _targetPosition;
  38597. private _virtualOriginMesh;
  38598. private _virtualDragMesh;
  38599. private _pointerObserver;
  38600. private _moving;
  38601. private _startingOrientation;
  38602. /**
  38603. * 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)
  38604. */
  38605. private zDragFactor;
  38606. /**
  38607. * If the object should rotate to face the drag origin
  38608. */
  38609. rotateDraggedObject: boolean;
  38610. /**
  38611. * If the behavior is currently in a dragging state
  38612. */
  38613. dragging: boolean;
  38614. /**
  38615. * 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)
  38616. */
  38617. dragDeltaRatio: number;
  38618. /**
  38619. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  38620. */
  38621. currentDraggingPointerID: number;
  38622. /**
  38623. * If camera controls should be detached during the drag
  38624. */
  38625. detachCameraControls: boolean;
  38626. /**
  38627. * Fires each time a drag starts
  38628. */
  38629. onDragStartObservable: Observable<{}>;
  38630. /**
  38631. * Fires each time a drag ends (eg. mouse release after drag)
  38632. */
  38633. onDragEndObservable: Observable<{}>;
  38634. /**
  38635. * 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
  38636. */
  38637. constructor();
  38638. /**
  38639. * The name of the behavior
  38640. */
  38641. readonly name: string;
  38642. /**
  38643. * Initializes the behavior
  38644. */
  38645. init(): void;
  38646. /**
  38647. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  38648. */
  38649. private readonly _pointerCamera;
  38650. /**
  38651. * Attaches the scale behavior the passed in mesh
  38652. * @param ownerNode The mesh that will be scaled around once attached
  38653. */
  38654. attach(ownerNode: Mesh): void;
  38655. /**
  38656. * Detaches the behavior from the mesh
  38657. */
  38658. detach(): void;
  38659. }
  38660. }
  38661. declare module "babylonjs/Behaviors/Meshes/index" {
  38662. export * from "babylonjs/Behaviors/Meshes/attachToBoxBehavior";
  38663. export * from "babylonjs/Behaviors/Meshes/fadeInOutBehavior";
  38664. export * from "babylonjs/Behaviors/Meshes/multiPointerScaleBehavior";
  38665. export * from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  38666. export * from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  38667. }
  38668. declare module "babylonjs/Behaviors/index" {
  38669. export * from "babylonjs/Behaviors/behavior";
  38670. export * from "babylonjs/Behaviors/Cameras/index";
  38671. export * from "babylonjs/Behaviors/Meshes/index";
  38672. }
  38673. declare module "babylonjs/Bones/boneIKController" {
  38674. import { Bone } from "babylonjs/Bones/bone";
  38675. import { Vector3 } from "babylonjs/Maths/math.vector";
  38676. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38677. import { Nullable } from "babylonjs/types";
  38678. /**
  38679. * Class used to apply inverse kinematics to bones
  38680. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  38681. */
  38682. export class BoneIKController {
  38683. private static _tmpVecs;
  38684. private static _tmpQuat;
  38685. private static _tmpMats;
  38686. /**
  38687. * Gets or sets the target mesh
  38688. */
  38689. targetMesh: AbstractMesh;
  38690. /** Gets or sets the mesh used as pole */
  38691. poleTargetMesh: AbstractMesh;
  38692. /**
  38693. * Gets or sets the bone used as pole
  38694. */
  38695. poleTargetBone: Nullable<Bone>;
  38696. /**
  38697. * Gets or sets the target position
  38698. */
  38699. targetPosition: Vector3;
  38700. /**
  38701. * Gets or sets the pole target position
  38702. */
  38703. poleTargetPosition: Vector3;
  38704. /**
  38705. * Gets or sets the pole target local offset
  38706. */
  38707. poleTargetLocalOffset: Vector3;
  38708. /**
  38709. * Gets or sets the pole angle
  38710. */
  38711. poleAngle: number;
  38712. /**
  38713. * Gets or sets the mesh associated with the controller
  38714. */
  38715. mesh: AbstractMesh;
  38716. /**
  38717. * 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)
  38718. */
  38719. slerpAmount: number;
  38720. private _bone1Quat;
  38721. private _bone1Mat;
  38722. private _bone2Ang;
  38723. private _bone1;
  38724. private _bone2;
  38725. private _bone1Length;
  38726. private _bone2Length;
  38727. private _maxAngle;
  38728. private _maxReach;
  38729. private _rightHandedSystem;
  38730. private _bendAxis;
  38731. private _slerping;
  38732. private _adjustRoll;
  38733. /**
  38734. * Gets or sets maximum allowed angle
  38735. */
  38736. maxAngle: number;
  38737. /**
  38738. * Creates a new BoneIKController
  38739. * @param mesh defines the mesh to control
  38740. * @param bone defines the bone to control
  38741. * @param options defines options to set up the controller
  38742. */
  38743. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  38744. targetMesh?: AbstractMesh;
  38745. poleTargetMesh?: AbstractMesh;
  38746. poleTargetBone?: Bone;
  38747. poleTargetLocalOffset?: Vector3;
  38748. poleAngle?: number;
  38749. bendAxis?: Vector3;
  38750. maxAngle?: number;
  38751. slerpAmount?: number;
  38752. });
  38753. private _setMaxAngle;
  38754. /**
  38755. * Force the controller to update the bones
  38756. */
  38757. update(): void;
  38758. }
  38759. }
  38760. declare module "babylonjs/Bones/boneLookController" {
  38761. import { Vector3 } from "babylonjs/Maths/math.vector";
  38762. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  38763. import { Bone } from "babylonjs/Bones/bone";
  38764. import { Space } from "babylonjs/Maths/math.axis";
  38765. /**
  38766. * Class used to make a bone look toward a point in space
  38767. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  38768. */
  38769. export class BoneLookController {
  38770. private static _tmpVecs;
  38771. private static _tmpQuat;
  38772. private static _tmpMats;
  38773. /**
  38774. * The target Vector3 that the bone will look at
  38775. */
  38776. target: Vector3;
  38777. /**
  38778. * The mesh that the bone is attached to
  38779. */
  38780. mesh: AbstractMesh;
  38781. /**
  38782. * The bone that will be looking to the target
  38783. */
  38784. bone: Bone;
  38785. /**
  38786. * The up axis of the coordinate system that is used when the bone is rotated
  38787. */
  38788. upAxis: Vector3;
  38789. /**
  38790. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  38791. */
  38792. upAxisSpace: Space;
  38793. /**
  38794. * Used to make an adjustment to the yaw of the bone
  38795. */
  38796. adjustYaw: number;
  38797. /**
  38798. * Used to make an adjustment to the pitch of the bone
  38799. */
  38800. adjustPitch: number;
  38801. /**
  38802. * Used to make an adjustment to the roll of the bone
  38803. */
  38804. adjustRoll: number;
  38805. /**
  38806. * 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)
  38807. */
  38808. slerpAmount: number;
  38809. private _minYaw;
  38810. private _maxYaw;
  38811. private _minPitch;
  38812. private _maxPitch;
  38813. private _minYawSin;
  38814. private _minYawCos;
  38815. private _maxYawSin;
  38816. private _maxYawCos;
  38817. private _midYawConstraint;
  38818. private _minPitchTan;
  38819. private _maxPitchTan;
  38820. private _boneQuat;
  38821. private _slerping;
  38822. private _transformYawPitch;
  38823. private _transformYawPitchInv;
  38824. private _firstFrameSkipped;
  38825. private _yawRange;
  38826. private _fowardAxis;
  38827. /**
  38828. * Gets or sets the minimum yaw angle that the bone can look to
  38829. */
  38830. minYaw: number;
  38831. /**
  38832. * Gets or sets the maximum yaw angle that the bone can look to
  38833. */
  38834. maxYaw: number;
  38835. /**
  38836. * Gets or sets the minimum pitch angle that the bone can look to
  38837. */
  38838. minPitch: number;
  38839. /**
  38840. * Gets or sets the maximum pitch angle that the bone can look to
  38841. */
  38842. maxPitch: number;
  38843. /**
  38844. * Create a BoneLookController
  38845. * @param mesh the mesh that the bone belongs to
  38846. * @param bone the bone that will be looking to the target
  38847. * @param target the target Vector3 to look at
  38848. * @param options optional settings:
  38849. * * maxYaw: the maximum angle the bone will yaw to
  38850. * * minYaw: the minimum angle the bone will yaw to
  38851. * * maxPitch: the maximum angle the bone will pitch to
  38852. * * minPitch: the minimum angle the bone will yaw to
  38853. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  38854. * * upAxis: the up axis of the coordinate system
  38855. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  38856. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  38857. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  38858. * * adjustYaw: used to make an adjustment to the yaw of the bone
  38859. * * adjustPitch: used to make an adjustment to the pitch of the bone
  38860. * * adjustRoll: used to make an adjustment to the roll of the bone
  38861. **/
  38862. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  38863. maxYaw?: number;
  38864. minYaw?: number;
  38865. maxPitch?: number;
  38866. minPitch?: number;
  38867. slerpAmount?: number;
  38868. upAxis?: Vector3;
  38869. upAxisSpace?: Space;
  38870. yawAxis?: Vector3;
  38871. pitchAxis?: Vector3;
  38872. adjustYaw?: number;
  38873. adjustPitch?: number;
  38874. adjustRoll?: number;
  38875. });
  38876. /**
  38877. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  38878. */
  38879. update(): void;
  38880. private _getAngleDiff;
  38881. private _getAngleBetween;
  38882. private _isAngleBetween;
  38883. }
  38884. }
  38885. declare module "babylonjs/Bones/index" {
  38886. export * from "babylonjs/Bones/bone";
  38887. export * from "babylonjs/Bones/boneIKController";
  38888. export * from "babylonjs/Bones/boneLookController";
  38889. export * from "babylonjs/Bones/skeleton";
  38890. }
  38891. declare module "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput" {
  38892. import { Nullable } from "babylonjs/types";
  38893. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38894. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38895. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  38896. /**
  38897. * Manage the gamepad inputs to control an arc rotate camera.
  38898. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38899. */
  38900. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  38901. /**
  38902. * Defines the camera the input is attached to.
  38903. */
  38904. camera: ArcRotateCamera;
  38905. /**
  38906. * Defines the gamepad the input is gathering event from.
  38907. */
  38908. gamepad: Nullable<Gamepad>;
  38909. /**
  38910. * Defines the gamepad rotation sensiblity.
  38911. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  38912. */
  38913. gamepadRotationSensibility: number;
  38914. /**
  38915. * Defines the gamepad move sensiblity.
  38916. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  38917. */
  38918. gamepadMoveSensibility: number;
  38919. private _yAxisScale;
  38920. /**
  38921. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  38922. */
  38923. invertYAxis: boolean;
  38924. private _onGamepadConnectedObserver;
  38925. private _onGamepadDisconnectedObserver;
  38926. /**
  38927. * Attach the input controls to a specific dom element to get the input from.
  38928. * @param element Defines the element the controls should be listened from
  38929. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38930. */
  38931. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38932. /**
  38933. * Detach the current controls from the specified dom element.
  38934. * @param element Defines the element to stop listening the inputs from
  38935. */
  38936. detachControl(element: Nullable<HTMLElement>): void;
  38937. /**
  38938. * Update the current camera state depending on the inputs that have been used this frame.
  38939. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  38940. */
  38941. checkInputs(): void;
  38942. /**
  38943. * Gets the class name of the current intput.
  38944. * @returns the class name
  38945. */
  38946. getClassName(): string;
  38947. /**
  38948. * Get the friendly name associated with the input class.
  38949. * @returns the input friendly name
  38950. */
  38951. getSimpleName(): string;
  38952. }
  38953. }
  38954. declare module "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput" {
  38955. import { Nullable } from "babylonjs/types";
  38956. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  38957. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  38958. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  38959. interface ArcRotateCameraInputsManager {
  38960. /**
  38961. * Add orientation input support to the input manager.
  38962. * @returns the current input manager
  38963. */
  38964. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  38965. }
  38966. }
  38967. /**
  38968. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  38969. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  38970. */
  38971. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  38972. /**
  38973. * Defines the camera the input is attached to.
  38974. */
  38975. camera: ArcRotateCamera;
  38976. /**
  38977. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  38978. */
  38979. alphaCorrection: number;
  38980. /**
  38981. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  38982. */
  38983. gammaCorrection: number;
  38984. private _alpha;
  38985. private _gamma;
  38986. private _dirty;
  38987. private _deviceOrientationHandler;
  38988. /**
  38989. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  38990. */
  38991. constructor();
  38992. /**
  38993. * Attach the input controls to a specific dom element to get the input from.
  38994. * @param element Defines the element the controls should be listened from
  38995. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  38996. */
  38997. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  38998. /** @hidden */
  38999. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  39000. /**
  39001. * Update the current camera state depending on the inputs that have been used this frame.
  39002. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39003. */
  39004. checkInputs(): void;
  39005. /**
  39006. * Detach the current controls from the specified dom element.
  39007. * @param element Defines the element to stop listening the inputs from
  39008. */
  39009. detachControl(element: Nullable<HTMLElement>): void;
  39010. /**
  39011. * Gets the class name of the current intput.
  39012. * @returns the class name
  39013. */
  39014. getClassName(): string;
  39015. /**
  39016. * Get the friendly name associated with the input class.
  39017. * @returns the input friendly name
  39018. */
  39019. getSimpleName(): string;
  39020. }
  39021. }
  39022. declare module "babylonjs/Cameras/Inputs/flyCameraMouseInput" {
  39023. import { Nullable } from "babylonjs/types";
  39024. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39025. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39026. /**
  39027. * Listen to mouse events to control the camera.
  39028. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39029. */
  39030. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  39031. /**
  39032. * Defines the camera the input is attached to.
  39033. */
  39034. camera: FlyCamera;
  39035. /**
  39036. * Defines if touch is enabled. (Default is true.)
  39037. */
  39038. touchEnabled: boolean;
  39039. /**
  39040. * Defines the buttons associated with the input to handle camera rotation.
  39041. */
  39042. buttons: number[];
  39043. /**
  39044. * Assign buttons for Yaw control.
  39045. */
  39046. buttonsYaw: number[];
  39047. /**
  39048. * Assign buttons for Pitch control.
  39049. */
  39050. buttonsPitch: number[];
  39051. /**
  39052. * Assign buttons for Roll control.
  39053. */
  39054. buttonsRoll: number[];
  39055. /**
  39056. * Detect if any button is being pressed while mouse is moved.
  39057. * -1 = Mouse locked.
  39058. * 0 = Left button.
  39059. * 1 = Middle Button.
  39060. * 2 = Right Button.
  39061. */
  39062. activeButton: number;
  39063. /**
  39064. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  39065. * Higher values reduce its sensitivity.
  39066. */
  39067. angularSensibility: number;
  39068. private _mousemoveCallback;
  39069. private _observer;
  39070. private _rollObserver;
  39071. private previousPosition;
  39072. private noPreventDefault;
  39073. private element;
  39074. /**
  39075. * Listen to mouse events to control the camera.
  39076. * @param touchEnabled Define if touch is enabled. (Default is true.)
  39077. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39078. */
  39079. constructor(touchEnabled?: boolean);
  39080. /**
  39081. * Attach the mouse control to the HTML DOM element.
  39082. * @param element Defines the element that listens to the input events.
  39083. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  39084. */
  39085. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39086. /**
  39087. * Detach the current controls from the specified dom element.
  39088. * @param element Defines the element to stop listening the inputs from
  39089. */
  39090. detachControl(element: Nullable<HTMLElement>): void;
  39091. /**
  39092. * Gets the class name of the current input.
  39093. * @returns the class name.
  39094. */
  39095. getClassName(): string;
  39096. /**
  39097. * Get the friendly name associated with the input class.
  39098. * @returns the input's friendly name.
  39099. */
  39100. getSimpleName(): string;
  39101. private _pointerInput;
  39102. private _onMouseMove;
  39103. /**
  39104. * Rotate camera by mouse offset.
  39105. */
  39106. private rotateCamera;
  39107. }
  39108. }
  39109. declare module "babylonjs/Cameras/flyCameraInputsManager" {
  39110. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39111. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39112. /**
  39113. * Default Inputs manager for the FlyCamera.
  39114. * It groups all the default supported inputs for ease of use.
  39115. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39116. */
  39117. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  39118. /**
  39119. * Instantiates a new FlyCameraInputsManager.
  39120. * @param camera Defines the camera the inputs belong to.
  39121. */
  39122. constructor(camera: FlyCamera);
  39123. /**
  39124. * Add keyboard input support to the input manager.
  39125. * @returns the new FlyCameraKeyboardMoveInput().
  39126. */
  39127. addKeyboard(): FlyCameraInputsManager;
  39128. /**
  39129. * Add mouse input support to the input manager.
  39130. * @param touchEnabled Enable touch screen support.
  39131. * @returns the new FlyCameraMouseInput().
  39132. */
  39133. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  39134. }
  39135. }
  39136. declare module "babylonjs/Cameras/flyCamera" {
  39137. import { Scene } from "babylonjs/scene";
  39138. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  39139. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39140. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39141. import { FlyCameraInputsManager } from "babylonjs/Cameras/flyCameraInputsManager";
  39142. /**
  39143. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39144. * such as in a 3D Space Shooter or a Flight Simulator.
  39145. */
  39146. export class FlyCamera extends TargetCamera {
  39147. /**
  39148. * Define the collision ellipsoid of the camera.
  39149. * This is helpful for simulating a camera body, like a player's body.
  39150. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  39151. */
  39152. ellipsoid: Vector3;
  39153. /**
  39154. * Define an offset for the position of the ellipsoid around the camera.
  39155. * This can be helpful if the camera is attached away from the player's body center,
  39156. * such as at its head.
  39157. */
  39158. ellipsoidOffset: Vector3;
  39159. /**
  39160. * Enable or disable collisions of the camera with the rest of the scene objects.
  39161. */
  39162. checkCollisions: boolean;
  39163. /**
  39164. * Enable or disable gravity on the camera.
  39165. */
  39166. applyGravity: boolean;
  39167. /**
  39168. * Define the current direction the camera is moving to.
  39169. */
  39170. cameraDirection: Vector3;
  39171. /**
  39172. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  39173. * This overrides and empties cameraRotation.
  39174. */
  39175. rotationQuaternion: Quaternion;
  39176. /**
  39177. * Track Roll to maintain the wanted Rolling when looking around.
  39178. */
  39179. _trackRoll: number;
  39180. /**
  39181. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  39182. */
  39183. rollCorrect: number;
  39184. /**
  39185. * Mimic a banked turn, Rolling the camera when Yawing.
  39186. * It's recommended to use rollCorrect = 10 for faster banking correction.
  39187. */
  39188. bankedTurn: boolean;
  39189. /**
  39190. * Limit in radians for how much Roll banking will add. (Default: 90°)
  39191. */
  39192. bankedTurnLimit: number;
  39193. /**
  39194. * Value of 0 disables the banked Roll.
  39195. * Value of 1 is equal to the Yaw angle in radians.
  39196. */
  39197. bankedTurnMultiplier: number;
  39198. /**
  39199. * The inputs manager loads all the input sources, such as keyboard and mouse.
  39200. */
  39201. inputs: FlyCameraInputsManager;
  39202. /**
  39203. * Gets the input sensibility for mouse input.
  39204. * Higher values reduce sensitivity.
  39205. */
  39206. /**
  39207. * Sets the input sensibility for a mouse input.
  39208. * Higher values reduce sensitivity.
  39209. */
  39210. angularSensibility: number;
  39211. /**
  39212. * Get the keys for camera movement forward.
  39213. */
  39214. /**
  39215. * Set the keys for camera movement forward.
  39216. */
  39217. keysForward: number[];
  39218. /**
  39219. * Get the keys for camera movement backward.
  39220. */
  39221. keysBackward: number[];
  39222. /**
  39223. * Get the keys for camera movement up.
  39224. */
  39225. /**
  39226. * Set the keys for camera movement up.
  39227. */
  39228. keysUp: number[];
  39229. /**
  39230. * Get the keys for camera movement down.
  39231. */
  39232. /**
  39233. * Set the keys for camera movement down.
  39234. */
  39235. keysDown: number[];
  39236. /**
  39237. * Get the keys for camera movement left.
  39238. */
  39239. /**
  39240. * Set the keys for camera movement left.
  39241. */
  39242. keysLeft: number[];
  39243. /**
  39244. * Set the keys for camera movement right.
  39245. */
  39246. /**
  39247. * Set the keys for camera movement right.
  39248. */
  39249. keysRight: number[];
  39250. /**
  39251. * Event raised when the camera collides with a mesh in the scene.
  39252. */
  39253. onCollide: (collidedMesh: AbstractMesh) => void;
  39254. private _collider;
  39255. private _needMoveForGravity;
  39256. private _oldPosition;
  39257. private _diffPosition;
  39258. private _newPosition;
  39259. /** @hidden */
  39260. _localDirection: Vector3;
  39261. /** @hidden */
  39262. _transformedDirection: Vector3;
  39263. /**
  39264. * Instantiates a FlyCamera.
  39265. * This is a flying camera, designed for 3D movement and rotation in all directions,
  39266. * such as in a 3D Space Shooter or a Flight Simulator.
  39267. * @param name Define the name of the camera in the scene.
  39268. * @param position Define the starting position of the camera in the scene.
  39269. * @param scene Define the scene the camera belongs to.
  39270. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  39271. */
  39272. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  39273. /**
  39274. * Attach a control to the HTML DOM element.
  39275. * @param element Defines the element that listens to the input events.
  39276. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  39277. */
  39278. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39279. /**
  39280. * Detach a control from the HTML DOM element.
  39281. * The camera will stop reacting to that input.
  39282. * @param element Defines the element that listens to the input events.
  39283. */
  39284. detachControl(element: HTMLElement): void;
  39285. private _collisionMask;
  39286. /**
  39287. * Get the mask that the camera ignores in collision events.
  39288. */
  39289. /**
  39290. * Set the mask that the camera ignores in collision events.
  39291. */
  39292. collisionMask: number;
  39293. /** @hidden */
  39294. _collideWithWorld(displacement: Vector3): void;
  39295. /** @hidden */
  39296. private _onCollisionPositionChange;
  39297. /** @hidden */
  39298. _checkInputs(): void;
  39299. /** @hidden */
  39300. _decideIfNeedsToMove(): boolean;
  39301. /** @hidden */
  39302. _updatePosition(): void;
  39303. /**
  39304. * Restore the Roll to its target value at the rate specified.
  39305. * @param rate - Higher means slower restoring.
  39306. * @hidden
  39307. */
  39308. restoreRoll(rate: number): void;
  39309. /**
  39310. * Destroy the camera and release the current resources held by it.
  39311. */
  39312. dispose(): void;
  39313. /**
  39314. * Get the current object class name.
  39315. * @returns the class name.
  39316. */
  39317. getClassName(): string;
  39318. }
  39319. }
  39320. declare module "babylonjs/Cameras/Inputs/flyCameraKeyboardInput" {
  39321. import { Nullable } from "babylonjs/types";
  39322. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39323. import { FlyCamera } from "babylonjs/Cameras/flyCamera";
  39324. /**
  39325. * Listen to keyboard events to control the camera.
  39326. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39327. */
  39328. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  39329. /**
  39330. * Defines the camera the input is attached to.
  39331. */
  39332. camera: FlyCamera;
  39333. /**
  39334. * The list of keyboard keys used to control the forward move of the camera.
  39335. */
  39336. keysForward: number[];
  39337. /**
  39338. * The list of keyboard keys used to control the backward move of the camera.
  39339. */
  39340. keysBackward: number[];
  39341. /**
  39342. * The list of keyboard keys used to control the forward move of the camera.
  39343. */
  39344. keysUp: number[];
  39345. /**
  39346. * The list of keyboard keys used to control the backward move of the camera.
  39347. */
  39348. keysDown: number[];
  39349. /**
  39350. * The list of keyboard keys used to control the right strafe move of the camera.
  39351. */
  39352. keysRight: number[];
  39353. /**
  39354. * The list of keyboard keys used to control the left strafe move of the camera.
  39355. */
  39356. keysLeft: number[];
  39357. private _keys;
  39358. private _onCanvasBlurObserver;
  39359. private _onKeyboardObserver;
  39360. private _engine;
  39361. private _scene;
  39362. /**
  39363. * Attach the input controls to a specific dom element to get the input from.
  39364. * @param element Defines the element the controls should be listened from
  39365. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39366. */
  39367. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39368. /**
  39369. * Detach the current controls from the specified dom element.
  39370. * @param element Defines the element to stop listening the inputs from
  39371. */
  39372. detachControl(element: Nullable<HTMLElement>): void;
  39373. /**
  39374. * Gets the class name of the current intput.
  39375. * @returns the class name
  39376. */
  39377. getClassName(): string;
  39378. /** @hidden */
  39379. _onLostFocus(e: FocusEvent): void;
  39380. /**
  39381. * Get the friendly name associated with the input class.
  39382. * @returns the input friendly name
  39383. */
  39384. getSimpleName(): string;
  39385. /**
  39386. * Update the current camera state depending on the inputs that have been used this frame.
  39387. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39388. */
  39389. checkInputs(): void;
  39390. }
  39391. }
  39392. declare module "babylonjs/Cameras/Inputs/followCameraMouseWheelInput" {
  39393. import { Nullable } from "babylonjs/types";
  39394. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39395. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39396. /**
  39397. * Manage the mouse wheel inputs to control a follow camera.
  39398. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39399. */
  39400. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  39401. /**
  39402. * Defines the camera the input is attached to.
  39403. */
  39404. camera: FollowCamera;
  39405. /**
  39406. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  39407. */
  39408. axisControlRadius: boolean;
  39409. /**
  39410. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  39411. */
  39412. axisControlHeight: boolean;
  39413. /**
  39414. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  39415. */
  39416. axisControlRotation: boolean;
  39417. /**
  39418. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  39419. * relation to mouseWheel events.
  39420. */
  39421. wheelPrecision: number;
  39422. /**
  39423. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  39424. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  39425. */
  39426. wheelDeltaPercentage: number;
  39427. private _wheel;
  39428. private _observer;
  39429. /**
  39430. * Attach the input controls to a specific dom element to get the input from.
  39431. * @param element Defines the element the controls should be listened from
  39432. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39433. */
  39434. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39435. /**
  39436. * Detach the current controls from the specified dom element.
  39437. * @param element Defines the element to stop listening the inputs from
  39438. */
  39439. detachControl(element: Nullable<HTMLElement>): void;
  39440. /**
  39441. * Gets the class name of the current intput.
  39442. * @returns the class name
  39443. */
  39444. getClassName(): string;
  39445. /**
  39446. * Get the friendly name associated with the input class.
  39447. * @returns the input friendly name
  39448. */
  39449. getSimpleName(): string;
  39450. }
  39451. }
  39452. declare module "babylonjs/Cameras/Inputs/followCameraPointersInput" {
  39453. import { Nullable } from "babylonjs/types";
  39454. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39455. import { BaseCameraPointersInput } from "babylonjs/Cameras/Inputs/BaseCameraPointersInput";
  39456. import { PointerTouch } from "babylonjs/Events/pointerEvents";
  39457. /**
  39458. * Manage the pointers inputs to control an follow camera.
  39459. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39460. */
  39461. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  39462. /**
  39463. * Defines the camera the input is attached to.
  39464. */
  39465. camera: FollowCamera;
  39466. /**
  39467. * Gets the class name of the current input.
  39468. * @returns the class name
  39469. */
  39470. getClassName(): string;
  39471. /**
  39472. * Defines the pointer angular sensibility along the X axis or how fast is
  39473. * the camera rotating.
  39474. * A negative number will reverse the axis direction.
  39475. */
  39476. angularSensibilityX: number;
  39477. /**
  39478. * Defines the pointer angular sensibility along the Y axis or how fast is
  39479. * the camera rotating.
  39480. * A negative number will reverse the axis direction.
  39481. */
  39482. angularSensibilityY: number;
  39483. /**
  39484. * Defines the pointer pinch precision or how fast is the camera zooming.
  39485. * A negative number will reverse the axis direction.
  39486. */
  39487. pinchPrecision: number;
  39488. /**
  39489. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  39490. * from 0.
  39491. * It defines the percentage of current camera.radius to use as delta when
  39492. * pinch zoom is used.
  39493. */
  39494. pinchDeltaPercentage: number;
  39495. /**
  39496. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  39497. */
  39498. axisXControlRadius: boolean;
  39499. /**
  39500. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  39501. */
  39502. axisXControlHeight: boolean;
  39503. /**
  39504. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  39505. */
  39506. axisXControlRotation: boolean;
  39507. /**
  39508. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  39509. */
  39510. axisYControlRadius: boolean;
  39511. /**
  39512. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  39513. */
  39514. axisYControlHeight: boolean;
  39515. /**
  39516. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  39517. */
  39518. axisYControlRotation: boolean;
  39519. /**
  39520. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  39521. */
  39522. axisPinchControlRadius: boolean;
  39523. /**
  39524. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  39525. */
  39526. axisPinchControlHeight: boolean;
  39527. /**
  39528. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  39529. */
  39530. axisPinchControlRotation: boolean;
  39531. /**
  39532. * Log error messages if basic misconfiguration has occurred.
  39533. */
  39534. warningEnable: boolean;
  39535. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  39536. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  39537. private _warningCounter;
  39538. private _warning;
  39539. }
  39540. }
  39541. declare module "babylonjs/Cameras/followCameraInputsManager" {
  39542. import { CameraInputsManager } from "babylonjs/Cameras/cameraInputsManager";
  39543. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39544. /**
  39545. * Default Inputs manager for the FollowCamera.
  39546. * It groups all the default supported inputs for ease of use.
  39547. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39548. */
  39549. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  39550. /**
  39551. * Instantiates a new FollowCameraInputsManager.
  39552. * @param camera Defines the camera the inputs belong to
  39553. */
  39554. constructor(camera: FollowCamera);
  39555. /**
  39556. * Add keyboard input support to the input manager.
  39557. * @returns the current input manager
  39558. */
  39559. addKeyboard(): FollowCameraInputsManager;
  39560. /**
  39561. * Add mouse wheel input support to the input manager.
  39562. * @returns the current input manager
  39563. */
  39564. addMouseWheel(): FollowCameraInputsManager;
  39565. /**
  39566. * Add pointers input support to the input manager.
  39567. * @returns the current input manager
  39568. */
  39569. addPointers(): FollowCameraInputsManager;
  39570. /**
  39571. * Add orientation input support to the input manager.
  39572. * @returns the current input manager
  39573. */
  39574. addVRDeviceOrientation(): FollowCameraInputsManager;
  39575. }
  39576. }
  39577. declare module "babylonjs/Cameras/followCamera" {
  39578. import { Nullable } from "babylonjs/types";
  39579. import { TargetCamera } from "babylonjs/Cameras/targetCamera";
  39580. import { Scene } from "babylonjs/scene";
  39581. import { Vector3 } from "babylonjs/Maths/math.vector";
  39582. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  39583. import { FollowCameraInputsManager } from "babylonjs/Cameras/followCameraInputsManager";
  39584. /**
  39585. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  39586. * an arc rotate version arcFollowCamera are available.
  39587. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39588. */
  39589. export class FollowCamera extends TargetCamera {
  39590. /**
  39591. * Distance the follow camera should follow an object at
  39592. */
  39593. radius: number;
  39594. /**
  39595. * Minimum allowed distance of the camera to the axis of rotation
  39596. * (The camera can not get closer).
  39597. * This can help limiting how the Camera is able to move in the scene.
  39598. */
  39599. lowerRadiusLimit: Nullable<number>;
  39600. /**
  39601. * Maximum allowed distance of the camera to the axis of rotation
  39602. * (The camera can not get further).
  39603. * This can help limiting how the Camera is able to move in the scene.
  39604. */
  39605. upperRadiusLimit: Nullable<number>;
  39606. /**
  39607. * Define a rotation offset between the camera and the object it follows
  39608. */
  39609. rotationOffset: number;
  39610. /**
  39611. * Minimum allowed angle to camera position relative to target object.
  39612. * This can help limiting how the Camera is able to move in the scene.
  39613. */
  39614. lowerRotationOffsetLimit: Nullable<number>;
  39615. /**
  39616. * Maximum allowed angle to camera position relative to target object.
  39617. * This can help limiting how the Camera is able to move in the scene.
  39618. */
  39619. upperRotationOffsetLimit: Nullable<number>;
  39620. /**
  39621. * Define a height offset between the camera and the object it follows.
  39622. * It can help following an object from the top (like a car chaing a plane)
  39623. */
  39624. heightOffset: number;
  39625. /**
  39626. * Minimum allowed height of camera position relative to target object.
  39627. * This can help limiting how the Camera is able to move in the scene.
  39628. */
  39629. lowerHeightOffsetLimit: Nullable<number>;
  39630. /**
  39631. * Maximum allowed height of camera position relative to target object.
  39632. * This can help limiting how the Camera is able to move in the scene.
  39633. */
  39634. upperHeightOffsetLimit: Nullable<number>;
  39635. /**
  39636. * Define how fast the camera can accelerate to follow it s target.
  39637. */
  39638. cameraAcceleration: number;
  39639. /**
  39640. * Define the speed limit of the camera following an object.
  39641. */
  39642. maxCameraSpeed: number;
  39643. /**
  39644. * Define the target of the camera.
  39645. */
  39646. lockedTarget: Nullable<AbstractMesh>;
  39647. /**
  39648. * Defines the input associated with the camera.
  39649. */
  39650. inputs: FollowCameraInputsManager;
  39651. /**
  39652. * Instantiates the follow camera.
  39653. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39654. * @param name Define the name of the camera in the scene
  39655. * @param position Define the position of the camera
  39656. * @param scene Define the scene the camera belong to
  39657. * @param lockedTarget Define the target of the camera
  39658. */
  39659. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  39660. private _follow;
  39661. /**
  39662. * Attached controls to the current camera.
  39663. * @param element Defines the element the controls should be listened from
  39664. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39665. */
  39666. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39667. /**
  39668. * Detach the current controls from the camera.
  39669. * The camera will stop reacting to inputs.
  39670. * @param element Defines the element to stop listening the inputs from
  39671. */
  39672. detachControl(element: HTMLElement): void;
  39673. /** @hidden */
  39674. _checkInputs(): void;
  39675. private _checkLimits;
  39676. /**
  39677. * Gets the camera class name.
  39678. * @returns the class name
  39679. */
  39680. getClassName(): string;
  39681. }
  39682. /**
  39683. * Arc Rotate version of the follow camera.
  39684. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  39685. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39686. */
  39687. export class ArcFollowCamera extends TargetCamera {
  39688. /** The longitudinal angle of the camera */
  39689. alpha: number;
  39690. /** The latitudinal angle of the camera */
  39691. beta: number;
  39692. /** The radius of the camera from its target */
  39693. radius: number;
  39694. /** Define the camera target (the messh it should follow) */
  39695. target: Nullable<AbstractMesh>;
  39696. private _cartesianCoordinates;
  39697. /**
  39698. * Instantiates a new ArcFollowCamera
  39699. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  39700. * @param name Define the name of the camera
  39701. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  39702. * @param beta Define the rotation angle of the camera around the elevation axis
  39703. * @param radius Define the radius of the camera from its target point
  39704. * @param target Define the target of the camera
  39705. * @param scene Define the scene the camera belongs to
  39706. */
  39707. constructor(name: string,
  39708. /** The longitudinal angle of the camera */
  39709. alpha: number,
  39710. /** The latitudinal angle of the camera */
  39711. beta: number,
  39712. /** The radius of the camera from its target */
  39713. radius: number,
  39714. /** Define the camera target (the messh it should follow) */
  39715. target: Nullable<AbstractMesh>, scene: Scene);
  39716. private _follow;
  39717. /** @hidden */
  39718. _checkInputs(): void;
  39719. /**
  39720. * Returns the class name of the object.
  39721. * It is mostly used internally for serialization purposes.
  39722. */
  39723. getClassName(): string;
  39724. }
  39725. }
  39726. declare module "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput" {
  39727. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39728. import { FollowCamera } from "babylonjs/Cameras/followCamera";
  39729. import { Nullable } from "babylonjs/types";
  39730. /**
  39731. * Manage the keyboard inputs to control the movement of a follow camera.
  39732. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39733. */
  39734. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  39735. /**
  39736. * Defines the camera the input is attached to.
  39737. */
  39738. camera: FollowCamera;
  39739. /**
  39740. * Defines the list of key codes associated with the up action (increase heightOffset)
  39741. */
  39742. keysHeightOffsetIncr: number[];
  39743. /**
  39744. * Defines the list of key codes associated with the down action (decrease heightOffset)
  39745. */
  39746. keysHeightOffsetDecr: number[];
  39747. /**
  39748. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  39749. */
  39750. keysHeightOffsetModifierAlt: boolean;
  39751. /**
  39752. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  39753. */
  39754. keysHeightOffsetModifierCtrl: boolean;
  39755. /**
  39756. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  39757. */
  39758. keysHeightOffsetModifierShift: boolean;
  39759. /**
  39760. * Defines the list of key codes associated with the left action (increase rotationOffset)
  39761. */
  39762. keysRotationOffsetIncr: number[];
  39763. /**
  39764. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  39765. */
  39766. keysRotationOffsetDecr: number[];
  39767. /**
  39768. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  39769. */
  39770. keysRotationOffsetModifierAlt: boolean;
  39771. /**
  39772. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  39773. */
  39774. keysRotationOffsetModifierCtrl: boolean;
  39775. /**
  39776. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  39777. */
  39778. keysRotationOffsetModifierShift: boolean;
  39779. /**
  39780. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  39781. */
  39782. keysRadiusIncr: number[];
  39783. /**
  39784. * Defines the list of key codes associated with the zoom-out action (increase radius)
  39785. */
  39786. keysRadiusDecr: number[];
  39787. /**
  39788. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  39789. */
  39790. keysRadiusModifierAlt: boolean;
  39791. /**
  39792. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  39793. */
  39794. keysRadiusModifierCtrl: boolean;
  39795. /**
  39796. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  39797. */
  39798. keysRadiusModifierShift: boolean;
  39799. /**
  39800. * Defines the rate of change of heightOffset.
  39801. */
  39802. heightSensibility: number;
  39803. /**
  39804. * Defines the rate of change of rotationOffset.
  39805. */
  39806. rotationSensibility: number;
  39807. /**
  39808. * Defines the rate of change of radius.
  39809. */
  39810. radiusSensibility: number;
  39811. private _keys;
  39812. private _ctrlPressed;
  39813. private _altPressed;
  39814. private _shiftPressed;
  39815. private _onCanvasBlurObserver;
  39816. private _onKeyboardObserver;
  39817. private _engine;
  39818. private _scene;
  39819. /**
  39820. * Attach the input controls to a specific dom element to get the input from.
  39821. * @param element Defines the element the controls should be listened from
  39822. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39823. */
  39824. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39825. /**
  39826. * Detach the current controls from the specified dom element.
  39827. * @param element Defines the element to stop listening the inputs from
  39828. */
  39829. detachControl(element: Nullable<HTMLElement>): void;
  39830. /**
  39831. * Update the current camera state depending on the inputs that have been used this frame.
  39832. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39833. */
  39834. checkInputs(): void;
  39835. /**
  39836. * Gets the class name of the current input.
  39837. * @returns the class name
  39838. */
  39839. getClassName(): string;
  39840. /**
  39841. * Get the friendly name associated with the input class.
  39842. * @returns the input friendly name
  39843. */
  39844. getSimpleName(): string;
  39845. /**
  39846. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39847. * allow modification of the heightOffset value.
  39848. */
  39849. private _modifierHeightOffset;
  39850. /**
  39851. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39852. * allow modification of the rotationOffset value.
  39853. */
  39854. private _modifierRotationOffset;
  39855. /**
  39856. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  39857. * allow modification of the radius value.
  39858. */
  39859. private _modifierRadius;
  39860. }
  39861. }
  39862. declare module "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput" {
  39863. import { Nullable } from "babylonjs/types";
  39864. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39865. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39866. import { Observable } from "babylonjs/Misc/observable";
  39867. module "babylonjs/Cameras/freeCameraInputsManager" {
  39868. interface FreeCameraInputsManager {
  39869. /**
  39870. * @hidden
  39871. */
  39872. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  39873. /**
  39874. * Add orientation input support to the input manager.
  39875. * @returns the current input manager
  39876. */
  39877. addDeviceOrientation(): FreeCameraInputsManager;
  39878. }
  39879. }
  39880. /**
  39881. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  39882. * Screen rotation is taken into account.
  39883. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39884. */
  39885. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  39886. private _camera;
  39887. private _screenOrientationAngle;
  39888. private _constantTranform;
  39889. private _screenQuaternion;
  39890. private _alpha;
  39891. private _beta;
  39892. private _gamma;
  39893. /**
  39894. * Can be used to detect if a device orientation sensor is availible on a device
  39895. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  39896. * @returns a promise that will resolve on orientation change
  39897. */
  39898. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  39899. /**
  39900. * @hidden
  39901. */
  39902. _onDeviceOrientationChangedObservable: Observable<void>;
  39903. /**
  39904. * Instantiates a new input
  39905. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39906. */
  39907. constructor();
  39908. /**
  39909. * Define the camera controlled by the input.
  39910. */
  39911. camera: FreeCamera;
  39912. /**
  39913. * Attach the input controls to a specific dom element to get the input from.
  39914. * @param element Defines the element the controls should be listened from
  39915. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39916. */
  39917. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39918. private _orientationChanged;
  39919. private _deviceOrientation;
  39920. /**
  39921. * Detach the current controls from the specified dom element.
  39922. * @param element Defines the element to stop listening the inputs from
  39923. */
  39924. detachControl(element: Nullable<HTMLElement>): void;
  39925. /**
  39926. * Update the current camera state depending on the inputs that have been used this frame.
  39927. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39928. */
  39929. checkInputs(): void;
  39930. /**
  39931. * Gets the class name of the current intput.
  39932. * @returns the class name
  39933. */
  39934. getClassName(): string;
  39935. /**
  39936. * Get the friendly name associated with the input class.
  39937. * @returns the input friendly name
  39938. */
  39939. getSimpleName(): string;
  39940. }
  39941. }
  39942. declare module "babylonjs/Cameras/Inputs/freeCameraGamepadInput" {
  39943. import { Nullable } from "babylonjs/types";
  39944. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  39945. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  39946. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  39947. /**
  39948. * Manage the gamepad inputs to control a free camera.
  39949. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  39950. */
  39951. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  39952. /**
  39953. * Define the camera the input is attached to.
  39954. */
  39955. camera: FreeCamera;
  39956. /**
  39957. * Define the Gamepad controlling the input
  39958. */
  39959. gamepad: Nullable<Gamepad>;
  39960. /**
  39961. * Defines the gamepad rotation sensiblity.
  39962. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  39963. */
  39964. gamepadAngularSensibility: number;
  39965. /**
  39966. * Defines the gamepad move sensiblity.
  39967. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  39968. */
  39969. gamepadMoveSensibility: number;
  39970. private _yAxisScale;
  39971. /**
  39972. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  39973. */
  39974. invertYAxis: boolean;
  39975. private _onGamepadConnectedObserver;
  39976. private _onGamepadDisconnectedObserver;
  39977. private _cameraTransform;
  39978. private _deltaTransform;
  39979. private _vector3;
  39980. private _vector2;
  39981. /**
  39982. * Attach the input controls to a specific dom element to get the input from.
  39983. * @param element Defines the element the controls should be listened from
  39984. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  39985. */
  39986. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  39987. /**
  39988. * Detach the current controls from the specified dom element.
  39989. * @param element Defines the element to stop listening the inputs from
  39990. */
  39991. detachControl(element: Nullable<HTMLElement>): void;
  39992. /**
  39993. * Update the current camera state depending on the inputs that have been used this frame.
  39994. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  39995. */
  39996. checkInputs(): void;
  39997. /**
  39998. * Gets the class name of the current intput.
  39999. * @returns the class name
  40000. */
  40001. getClassName(): string;
  40002. /**
  40003. * Get the friendly name associated with the input class.
  40004. * @returns the input friendly name
  40005. */
  40006. getSimpleName(): string;
  40007. }
  40008. }
  40009. declare module "babylonjs/Misc/virtualJoystick" {
  40010. import { Nullable } from "babylonjs/types";
  40011. import { Vector3 } from "babylonjs/Maths/math.vector";
  40012. /**
  40013. * Defines the potential axis of a Joystick
  40014. */
  40015. export enum JoystickAxis {
  40016. /** X axis */
  40017. X = 0,
  40018. /** Y axis */
  40019. Y = 1,
  40020. /** Z axis */
  40021. Z = 2
  40022. }
  40023. /**
  40024. * Class used to define virtual joystick (used in touch mode)
  40025. */
  40026. export class VirtualJoystick {
  40027. /**
  40028. * Gets or sets a boolean indicating that left and right values must be inverted
  40029. */
  40030. reverseLeftRight: boolean;
  40031. /**
  40032. * Gets or sets a boolean indicating that up and down values must be inverted
  40033. */
  40034. reverseUpDown: boolean;
  40035. /**
  40036. * Gets the offset value for the position (ie. the change of the position value)
  40037. */
  40038. deltaPosition: Vector3;
  40039. /**
  40040. * Gets a boolean indicating if the virtual joystick was pressed
  40041. */
  40042. pressed: boolean;
  40043. /**
  40044. * Canvas the virtual joystick will render onto, default z-index of this is 5
  40045. */
  40046. static Canvas: Nullable<HTMLCanvasElement>;
  40047. private static _globalJoystickIndex;
  40048. private static vjCanvasContext;
  40049. private static vjCanvasWidth;
  40050. private static vjCanvasHeight;
  40051. private static halfWidth;
  40052. private _action;
  40053. private _axisTargetedByLeftAndRight;
  40054. private _axisTargetedByUpAndDown;
  40055. private _joystickSensibility;
  40056. private _inversedSensibility;
  40057. private _joystickPointerID;
  40058. private _joystickColor;
  40059. private _joystickPointerPos;
  40060. private _joystickPreviousPointerPos;
  40061. private _joystickPointerStartPos;
  40062. private _deltaJoystickVector;
  40063. private _leftJoystick;
  40064. private _touches;
  40065. private _onPointerDownHandlerRef;
  40066. private _onPointerMoveHandlerRef;
  40067. private _onPointerUpHandlerRef;
  40068. private _onResize;
  40069. /**
  40070. * Creates a new virtual joystick
  40071. * @param leftJoystick defines that the joystick is for left hand (false by default)
  40072. */
  40073. constructor(leftJoystick?: boolean);
  40074. /**
  40075. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  40076. * @param newJoystickSensibility defines the new sensibility
  40077. */
  40078. setJoystickSensibility(newJoystickSensibility: number): void;
  40079. private _onPointerDown;
  40080. private _onPointerMove;
  40081. private _onPointerUp;
  40082. /**
  40083. * Change the color of the virtual joystick
  40084. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  40085. */
  40086. setJoystickColor(newColor: string): void;
  40087. /**
  40088. * Defines a callback to call when the joystick is touched
  40089. * @param action defines the callback
  40090. */
  40091. setActionOnTouch(action: () => any): void;
  40092. /**
  40093. * Defines which axis you'd like to control for left & right
  40094. * @param axis defines the axis to use
  40095. */
  40096. setAxisForLeftRight(axis: JoystickAxis): void;
  40097. /**
  40098. * Defines which axis you'd like to control for up & down
  40099. * @param axis defines the axis to use
  40100. */
  40101. setAxisForUpDown(axis: JoystickAxis): void;
  40102. private _drawVirtualJoystick;
  40103. /**
  40104. * Release internal HTML canvas
  40105. */
  40106. releaseCanvas(): void;
  40107. }
  40108. }
  40109. declare module "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput" {
  40110. import { VirtualJoystick } from "babylonjs/Misc/virtualJoystick";
  40111. import { Nullable } from "babylonjs/types";
  40112. import { ICameraInput } from "babylonjs/Cameras/cameraInputsManager";
  40113. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40114. module "babylonjs/Cameras/freeCameraInputsManager" {
  40115. interface FreeCameraInputsManager {
  40116. /**
  40117. * Add virtual joystick input support to the input manager.
  40118. * @returns the current input manager
  40119. */
  40120. addVirtualJoystick(): FreeCameraInputsManager;
  40121. }
  40122. }
  40123. /**
  40124. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  40125. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  40126. */
  40127. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  40128. /**
  40129. * Defines the camera the input is attached to.
  40130. */
  40131. camera: FreeCamera;
  40132. private _leftjoystick;
  40133. private _rightjoystick;
  40134. /**
  40135. * Gets the left stick of the virtual joystick.
  40136. * @returns The virtual Joystick
  40137. */
  40138. getLeftJoystick(): VirtualJoystick;
  40139. /**
  40140. * Gets the right stick of the virtual joystick.
  40141. * @returns The virtual Joystick
  40142. */
  40143. getRightJoystick(): VirtualJoystick;
  40144. /**
  40145. * Update the current camera state depending on the inputs that have been used this frame.
  40146. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  40147. */
  40148. checkInputs(): void;
  40149. /**
  40150. * Attach the input controls to a specific dom element to get the input from.
  40151. * @param element Defines the element the controls should be listened from
  40152. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  40153. */
  40154. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  40155. /**
  40156. * Detach the current controls from the specified dom element.
  40157. * @param element Defines the element to stop listening the inputs from
  40158. */
  40159. detachControl(element: Nullable<HTMLElement>): void;
  40160. /**
  40161. * Gets the class name of the current intput.
  40162. * @returns the class name
  40163. */
  40164. getClassName(): string;
  40165. /**
  40166. * Get the friendly name associated with the input class.
  40167. * @returns the input friendly name
  40168. */
  40169. getSimpleName(): string;
  40170. }
  40171. }
  40172. declare module "babylonjs/Cameras/Inputs/index" {
  40173. export * from "babylonjs/Cameras/Inputs/arcRotateCameraGamepadInput";
  40174. export * from "babylonjs/Cameras/Inputs/arcRotateCameraKeyboardMoveInput";
  40175. export * from "babylonjs/Cameras/Inputs/arcRotateCameraMouseWheelInput";
  40176. export * from "babylonjs/Cameras/Inputs/arcRotateCameraPointersInput";
  40177. export * from "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  40178. export * from "babylonjs/Cameras/Inputs/flyCameraKeyboardInput";
  40179. export * from "babylonjs/Cameras/Inputs/flyCameraMouseInput";
  40180. export * from "babylonjs/Cameras/Inputs/followCameraKeyboardMoveInput";
  40181. export * from "babylonjs/Cameras/Inputs/followCameraMouseWheelInput";
  40182. export * from "babylonjs/Cameras/Inputs/followCameraPointersInput";
  40183. export * from "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40184. export * from "babylonjs/Cameras/Inputs/freeCameraGamepadInput";
  40185. export * from "babylonjs/Cameras/Inputs/freeCameraKeyboardMoveInput";
  40186. export * from "babylonjs/Cameras/Inputs/freeCameraMouseInput";
  40187. export * from "babylonjs/Cameras/Inputs/freeCameraTouchInput";
  40188. export * from "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  40189. }
  40190. declare module "babylonjs/Cameras/touchCamera" {
  40191. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40192. import { Scene } from "babylonjs/scene";
  40193. import { Vector3 } from "babylonjs/Maths/math.vector";
  40194. /**
  40195. * This represents a FPS type of camera controlled by touch.
  40196. * This is like a universal camera minus the Gamepad controls.
  40197. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40198. */
  40199. export class TouchCamera extends FreeCamera {
  40200. /**
  40201. * Defines the touch sensibility for rotation.
  40202. * The higher the faster.
  40203. */
  40204. touchAngularSensibility: number;
  40205. /**
  40206. * Defines the touch sensibility for move.
  40207. * The higher the faster.
  40208. */
  40209. touchMoveSensibility: number;
  40210. /**
  40211. * Instantiates a new touch camera.
  40212. * This represents a FPS type of camera controlled by touch.
  40213. * This is like a universal camera minus the Gamepad controls.
  40214. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40215. * @param name Define the name of the camera in the scene
  40216. * @param position Define the start position of the camera in the scene
  40217. * @param scene Define the scene the camera belongs to
  40218. */
  40219. constructor(name: string, position: Vector3, scene: Scene);
  40220. /**
  40221. * Gets the current object class name.
  40222. * @return the class name
  40223. */
  40224. getClassName(): string;
  40225. /** @hidden */
  40226. _setupInputs(): void;
  40227. }
  40228. }
  40229. declare module "babylonjs/Cameras/deviceOrientationCamera" {
  40230. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  40231. import { Scene } from "babylonjs/scene";
  40232. import { Vector3 } from "babylonjs/Maths/math.vector";
  40233. import "babylonjs/Cameras/Inputs/freeCameraDeviceOrientationInput";
  40234. import { Axis } from "babylonjs/Maths/math.axis";
  40235. /**
  40236. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  40237. * being tilted forward or back and left or right.
  40238. */
  40239. export class DeviceOrientationCamera extends FreeCamera {
  40240. private _initialQuaternion;
  40241. private _quaternionCache;
  40242. private _tmpDragQuaternion;
  40243. private _disablePointerInputWhenUsingDeviceOrientation;
  40244. /**
  40245. * Creates a new device orientation camera
  40246. * @param name The name of the camera
  40247. * @param position The start position camera
  40248. * @param scene The scene the camera belongs to
  40249. */
  40250. constructor(name: string, position: Vector3, scene: Scene);
  40251. /**
  40252. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  40253. */
  40254. disablePointerInputWhenUsingDeviceOrientation: boolean;
  40255. private _dragFactor;
  40256. /**
  40257. * Enabled turning on the y axis when the orientation sensor is active
  40258. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  40259. */
  40260. enableHorizontalDragging(dragFactor?: number): void;
  40261. /**
  40262. * Gets the current instance class name ("DeviceOrientationCamera").
  40263. * This helps avoiding instanceof at run time.
  40264. * @returns the class name
  40265. */
  40266. getClassName(): string;
  40267. /**
  40268. * @hidden
  40269. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  40270. */
  40271. _checkInputs(): void;
  40272. /**
  40273. * Reset the camera to its default orientation on the specified axis only.
  40274. * @param axis The axis to reset
  40275. */
  40276. resetToCurrentRotation(axis?: Axis): void;
  40277. }
  40278. }
  40279. declare module "babylonjs/Gamepads/xboxGamepad" {
  40280. import { Observable } from "babylonjs/Misc/observable";
  40281. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40282. /**
  40283. * Defines supported buttons for XBox360 compatible gamepads
  40284. */
  40285. export enum Xbox360Button {
  40286. /** A */
  40287. A = 0,
  40288. /** B */
  40289. B = 1,
  40290. /** X */
  40291. X = 2,
  40292. /** Y */
  40293. Y = 3,
  40294. /** Start */
  40295. Start = 4,
  40296. /** Back */
  40297. Back = 5,
  40298. /** Left button */
  40299. LB = 6,
  40300. /** Right button */
  40301. RB = 7,
  40302. /** Left stick */
  40303. LeftStick = 8,
  40304. /** Right stick */
  40305. RightStick = 9
  40306. }
  40307. /** Defines values for XBox360 DPad */
  40308. export enum Xbox360Dpad {
  40309. /** Up */
  40310. Up = 0,
  40311. /** Down */
  40312. Down = 1,
  40313. /** Left */
  40314. Left = 2,
  40315. /** Right */
  40316. Right = 3
  40317. }
  40318. /**
  40319. * Defines a XBox360 gamepad
  40320. */
  40321. export class Xbox360Pad extends Gamepad {
  40322. private _leftTrigger;
  40323. private _rightTrigger;
  40324. private _onlefttriggerchanged;
  40325. private _onrighttriggerchanged;
  40326. private _onbuttondown;
  40327. private _onbuttonup;
  40328. private _ondpaddown;
  40329. private _ondpadup;
  40330. /** Observable raised when a button is pressed */
  40331. onButtonDownObservable: Observable<Xbox360Button>;
  40332. /** Observable raised when a button is released */
  40333. onButtonUpObservable: Observable<Xbox360Button>;
  40334. /** Observable raised when a pad is pressed */
  40335. onPadDownObservable: Observable<Xbox360Dpad>;
  40336. /** Observable raised when a pad is released */
  40337. onPadUpObservable: Observable<Xbox360Dpad>;
  40338. private _buttonA;
  40339. private _buttonB;
  40340. private _buttonX;
  40341. private _buttonY;
  40342. private _buttonBack;
  40343. private _buttonStart;
  40344. private _buttonLB;
  40345. private _buttonRB;
  40346. private _buttonLeftStick;
  40347. private _buttonRightStick;
  40348. private _dPadUp;
  40349. private _dPadDown;
  40350. private _dPadLeft;
  40351. private _dPadRight;
  40352. private _isXboxOnePad;
  40353. /**
  40354. * Creates a new XBox360 gamepad object
  40355. * @param id defines the id of this gamepad
  40356. * @param index defines its index
  40357. * @param gamepad defines the internal HTML gamepad object
  40358. * @param xboxOne defines if it is a XBox One gamepad
  40359. */
  40360. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  40361. /**
  40362. * Defines the callback to call when left trigger is pressed
  40363. * @param callback defines the callback to use
  40364. */
  40365. onlefttriggerchanged(callback: (value: number) => void): void;
  40366. /**
  40367. * Defines the callback to call when right trigger is pressed
  40368. * @param callback defines the callback to use
  40369. */
  40370. onrighttriggerchanged(callback: (value: number) => void): void;
  40371. /**
  40372. * Gets the left trigger value
  40373. */
  40374. /**
  40375. * Sets the left trigger value
  40376. */
  40377. leftTrigger: number;
  40378. /**
  40379. * Gets the right trigger value
  40380. */
  40381. /**
  40382. * Sets the right trigger value
  40383. */
  40384. rightTrigger: number;
  40385. /**
  40386. * Defines the callback to call when a button is pressed
  40387. * @param callback defines the callback to use
  40388. */
  40389. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  40390. /**
  40391. * Defines the callback to call when a button is released
  40392. * @param callback defines the callback to use
  40393. */
  40394. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  40395. /**
  40396. * Defines the callback to call when a pad is pressed
  40397. * @param callback defines the callback to use
  40398. */
  40399. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  40400. /**
  40401. * Defines the callback to call when a pad is released
  40402. * @param callback defines the callback to use
  40403. */
  40404. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  40405. private _setButtonValue;
  40406. private _setDPadValue;
  40407. /**
  40408. * Gets the value of the `A` button
  40409. */
  40410. /**
  40411. * Sets the value of the `A` button
  40412. */
  40413. buttonA: number;
  40414. /**
  40415. * Gets the value of the `B` button
  40416. */
  40417. /**
  40418. * Sets the value of the `B` button
  40419. */
  40420. buttonB: number;
  40421. /**
  40422. * Gets the value of the `X` button
  40423. */
  40424. /**
  40425. * Sets the value of the `X` button
  40426. */
  40427. buttonX: number;
  40428. /**
  40429. * Gets the value of the `Y` button
  40430. */
  40431. /**
  40432. * Sets the value of the `Y` button
  40433. */
  40434. buttonY: number;
  40435. /**
  40436. * Gets the value of the `Start` button
  40437. */
  40438. /**
  40439. * Sets the value of the `Start` button
  40440. */
  40441. buttonStart: number;
  40442. /**
  40443. * Gets the value of the `Back` button
  40444. */
  40445. /**
  40446. * Sets the value of the `Back` button
  40447. */
  40448. buttonBack: number;
  40449. /**
  40450. * Gets the value of the `Left` button
  40451. */
  40452. /**
  40453. * Sets the value of the `Left` button
  40454. */
  40455. buttonLB: number;
  40456. /**
  40457. * Gets the value of the `Right` button
  40458. */
  40459. /**
  40460. * Sets the value of the `Right` button
  40461. */
  40462. buttonRB: number;
  40463. /**
  40464. * Gets the value of the Left joystick
  40465. */
  40466. /**
  40467. * Sets the value of the Left joystick
  40468. */
  40469. buttonLeftStick: number;
  40470. /**
  40471. * Gets the value of the Right joystick
  40472. */
  40473. /**
  40474. * Sets the value of the Right joystick
  40475. */
  40476. buttonRightStick: number;
  40477. /**
  40478. * Gets the value of D-pad up
  40479. */
  40480. /**
  40481. * Sets the value of D-pad up
  40482. */
  40483. dPadUp: number;
  40484. /**
  40485. * Gets the value of D-pad down
  40486. */
  40487. /**
  40488. * Sets the value of D-pad down
  40489. */
  40490. dPadDown: number;
  40491. /**
  40492. * Gets the value of D-pad left
  40493. */
  40494. /**
  40495. * Sets the value of D-pad left
  40496. */
  40497. dPadLeft: number;
  40498. /**
  40499. * Gets the value of D-pad right
  40500. */
  40501. /**
  40502. * Sets the value of D-pad right
  40503. */
  40504. dPadRight: number;
  40505. /**
  40506. * Force the gamepad to synchronize with device values
  40507. */
  40508. update(): void;
  40509. /**
  40510. * Disposes the gamepad
  40511. */
  40512. dispose(): void;
  40513. }
  40514. }
  40515. declare module "babylonjs/Gamepads/dualShockGamepad" {
  40516. import { Observable } from "babylonjs/Misc/observable";
  40517. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40518. /**
  40519. * Defines supported buttons for DualShock compatible gamepads
  40520. */
  40521. export enum DualShockButton {
  40522. /** Cross */
  40523. Cross = 0,
  40524. /** Circle */
  40525. Circle = 1,
  40526. /** Square */
  40527. Square = 2,
  40528. /** Triangle */
  40529. Triangle = 3,
  40530. /** Options */
  40531. Options = 4,
  40532. /** Share */
  40533. Share = 5,
  40534. /** L1 */
  40535. L1 = 6,
  40536. /** R1 */
  40537. R1 = 7,
  40538. /** Left stick */
  40539. LeftStick = 8,
  40540. /** Right stick */
  40541. RightStick = 9
  40542. }
  40543. /** Defines values for DualShock DPad */
  40544. export enum DualShockDpad {
  40545. /** Up */
  40546. Up = 0,
  40547. /** Down */
  40548. Down = 1,
  40549. /** Left */
  40550. Left = 2,
  40551. /** Right */
  40552. Right = 3
  40553. }
  40554. /**
  40555. * Defines a DualShock gamepad
  40556. */
  40557. export class DualShockPad extends Gamepad {
  40558. private _leftTrigger;
  40559. private _rightTrigger;
  40560. private _onlefttriggerchanged;
  40561. private _onrighttriggerchanged;
  40562. private _onbuttondown;
  40563. private _onbuttonup;
  40564. private _ondpaddown;
  40565. private _ondpadup;
  40566. /** Observable raised when a button is pressed */
  40567. onButtonDownObservable: Observable<DualShockButton>;
  40568. /** Observable raised when a button is released */
  40569. onButtonUpObservable: Observable<DualShockButton>;
  40570. /** Observable raised when a pad is pressed */
  40571. onPadDownObservable: Observable<DualShockDpad>;
  40572. /** Observable raised when a pad is released */
  40573. onPadUpObservable: Observable<DualShockDpad>;
  40574. private _buttonCross;
  40575. private _buttonCircle;
  40576. private _buttonSquare;
  40577. private _buttonTriangle;
  40578. private _buttonShare;
  40579. private _buttonOptions;
  40580. private _buttonL1;
  40581. private _buttonR1;
  40582. private _buttonLeftStick;
  40583. private _buttonRightStick;
  40584. private _dPadUp;
  40585. private _dPadDown;
  40586. private _dPadLeft;
  40587. private _dPadRight;
  40588. /**
  40589. * Creates a new DualShock gamepad object
  40590. * @param id defines the id of this gamepad
  40591. * @param index defines its index
  40592. * @param gamepad defines the internal HTML gamepad object
  40593. */
  40594. constructor(id: string, index: number, gamepad: any);
  40595. /**
  40596. * Defines the callback to call when left trigger is pressed
  40597. * @param callback defines the callback to use
  40598. */
  40599. onlefttriggerchanged(callback: (value: number) => void): void;
  40600. /**
  40601. * Defines the callback to call when right trigger is pressed
  40602. * @param callback defines the callback to use
  40603. */
  40604. onrighttriggerchanged(callback: (value: number) => void): void;
  40605. /**
  40606. * Gets the left trigger value
  40607. */
  40608. /**
  40609. * Sets the left trigger value
  40610. */
  40611. leftTrigger: number;
  40612. /**
  40613. * Gets the right trigger value
  40614. */
  40615. /**
  40616. * Sets the right trigger value
  40617. */
  40618. rightTrigger: number;
  40619. /**
  40620. * Defines the callback to call when a button is pressed
  40621. * @param callback defines the callback to use
  40622. */
  40623. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  40624. /**
  40625. * Defines the callback to call when a button is released
  40626. * @param callback defines the callback to use
  40627. */
  40628. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  40629. /**
  40630. * Defines the callback to call when a pad is pressed
  40631. * @param callback defines the callback to use
  40632. */
  40633. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  40634. /**
  40635. * Defines the callback to call when a pad is released
  40636. * @param callback defines the callback to use
  40637. */
  40638. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  40639. private _setButtonValue;
  40640. private _setDPadValue;
  40641. /**
  40642. * Gets the value of the `Cross` button
  40643. */
  40644. /**
  40645. * Sets the value of the `Cross` button
  40646. */
  40647. buttonCross: number;
  40648. /**
  40649. * Gets the value of the `Circle` button
  40650. */
  40651. /**
  40652. * Sets the value of the `Circle` button
  40653. */
  40654. buttonCircle: number;
  40655. /**
  40656. * Gets the value of the `Square` button
  40657. */
  40658. /**
  40659. * Sets the value of the `Square` button
  40660. */
  40661. buttonSquare: number;
  40662. /**
  40663. * Gets the value of the `Triangle` button
  40664. */
  40665. /**
  40666. * Sets the value of the `Triangle` button
  40667. */
  40668. buttonTriangle: number;
  40669. /**
  40670. * Gets the value of the `Options` button
  40671. */
  40672. /**
  40673. * Sets the value of the `Options` button
  40674. */
  40675. buttonOptions: number;
  40676. /**
  40677. * Gets the value of the `Share` button
  40678. */
  40679. /**
  40680. * Sets the value of the `Share` button
  40681. */
  40682. buttonShare: number;
  40683. /**
  40684. * Gets the value of the `L1` button
  40685. */
  40686. /**
  40687. * Sets the value of the `L1` button
  40688. */
  40689. buttonL1: number;
  40690. /**
  40691. * Gets the value of the `R1` button
  40692. */
  40693. /**
  40694. * Sets the value of the `R1` button
  40695. */
  40696. buttonR1: number;
  40697. /**
  40698. * Gets the value of the Left joystick
  40699. */
  40700. /**
  40701. * Sets the value of the Left joystick
  40702. */
  40703. buttonLeftStick: number;
  40704. /**
  40705. * Gets the value of the Right joystick
  40706. */
  40707. /**
  40708. * Sets the value of the Right joystick
  40709. */
  40710. buttonRightStick: number;
  40711. /**
  40712. * Gets the value of D-pad up
  40713. */
  40714. /**
  40715. * Sets the value of D-pad up
  40716. */
  40717. dPadUp: number;
  40718. /**
  40719. * Gets the value of D-pad down
  40720. */
  40721. /**
  40722. * Sets the value of D-pad down
  40723. */
  40724. dPadDown: number;
  40725. /**
  40726. * Gets the value of D-pad left
  40727. */
  40728. /**
  40729. * Sets the value of D-pad left
  40730. */
  40731. dPadLeft: number;
  40732. /**
  40733. * Gets the value of D-pad right
  40734. */
  40735. /**
  40736. * Sets the value of D-pad right
  40737. */
  40738. dPadRight: number;
  40739. /**
  40740. * Force the gamepad to synchronize with device values
  40741. */
  40742. update(): void;
  40743. /**
  40744. * Disposes the gamepad
  40745. */
  40746. dispose(): void;
  40747. }
  40748. }
  40749. declare module "babylonjs/Gamepads/gamepadManager" {
  40750. import { Observable } from "babylonjs/Misc/observable";
  40751. import { Nullable } from "babylonjs/types";
  40752. import { Scene } from "babylonjs/scene";
  40753. import { Gamepad } from "babylonjs/Gamepads/gamepad";
  40754. /**
  40755. * Manager for handling gamepads
  40756. */
  40757. export class GamepadManager {
  40758. private _scene?;
  40759. private _babylonGamepads;
  40760. private _oneGamepadConnected;
  40761. /** @hidden */
  40762. _isMonitoring: boolean;
  40763. private _gamepadEventSupported;
  40764. private _gamepadSupport;
  40765. /**
  40766. * observable to be triggered when the gamepad controller has been connected
  40767. */
  40768. onGamepadConnectedObservable: Observable<Gamepad>;
  40769. /**
  40770. * observable to be triggered when the gamepad controller has been disconnected
  40771. */
  40772. onGamepadDisconnectedObservable: Observable<Gamepad>;
  40773. private _onGamepadConnectedEvent;
  40774. private _onGamepadDisconnectedEvent;
  40775. /**
  40776. * Initializes the gamepad manager
  40777. * @param _scene BabylonJS scene
  40778. */
  40779. constructor(_scene?: Scene | undefined);
  40780. /**
  40781. * The gamepads in the game pad manager
  40782. */
  40783. readonly gamepads: Gamepad[];
  40784. /**
  40785. * Get the gamepad controllers based on type
  40786. * @param type The type of gamepad controller
  40787. * @returns Nullable gamepad
  40788. */
  40789. getGamepadByType(type?: number): Nullable<Gamepad>;
  40790. /**
  40791. * Disposes the gamepad manager
  40792. */
  40793. dispose(): void;
  40794. private _addNewGamepad;
  40795. private _startMonitoringGamepads;
  40796. private _stopMonitoringGamepads;
  40797. /** @hidden */
  40798. _checkGamepadsStatus(): void;
  40799. private _updateGamepadObjects;
  40800. }
  40801. }
  40802. declare module "babylonjs/Gamepads/gamepadSceneComponent" {
  40803. import { Nullable } from "babylonjs/types";
  40804. import { Scene } from "babylonjs/scene";
  40805. import { ISceneComponent } from "babylonjs/sceneComponent";
  40806. import { GamepadManager } from "babylonjs/Gamepads/gamepadManager";
  40807. module "babylonjs/scene" {
  40808. interface Scene {
  40809. /** @hidden */
  40810. _gamepadManager: Nullable<GamepadManager>;
  40811. /**
  40812. * Gets the gamepad manager associated with the scene
  40813. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  40814. */
  40815. gamepadManager: GamepadManager;
  40816. }
  40817. }
  40818. module "babylonjs/Cameras/freeCameraInputsManager" {
  40819. /**
  40820. * Interface representing a free camera inputs manager
  40821. */
  40822. interface FreeCameraInputsManager {
  40823. /**
  40824. * Adds gamepad input support to the FreeCameraInputsManager.
  40825. * @returns the FreeCameraInputsManager
  40826. */
  40827. addGamepad(): FreeCameraInputsManager;
  40828. }
  40829. }
  40830. module "babylonjs/Cameras/arcRotateCameraInputsManager" {
  40831. /**
  40832. * Interface representing an arc rotate camera inputs manager
  40833. */
  40834. interface ArcRotateCameraInputsManager {
  40835. /**
  40836. * Adds gamepad input support to the ArcRotateCamera InputManager.
  40837. * @returns the camera inputs manager
  40838. */
  40839. addGamepad(): ArcRotateCameraInputsManager;
  40840. }
  40841. }
  40842. /**
  40843. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  40844. */
  40845. export class GamepadSystemSceneComponent implements ISceneComponent {
  40846. /**
  40847. * The component name helpfull to identify the component in the list of scene components.
  40848. */
  40849. readonly name: string;
  40850. /**
  40851. * The scene the component belongs to.
  40852. */
  40853. scene: Scene;
  40854. /**
  40855. * Creates a new instance of the component for the given scene
  40856. * @param scene Defines the scene to register the component in
  40857. */
  40858. constructor(scene: Scene);
  40859. /**
  40860. * Registers the component in a given scene
  40861. */
  40862. register(): void;
  40863. /**
  40864. * Rebuilds the elements related to this component in case of
  40865. * context lost for instance.
  40866. */
  40867. rebuild(): void;
  40868. /**
  40869. * Disposes the component and the associated ressources
  40870. */
  40871. dispose(): void;
  40872. private _beforeCameraUpdate;
  40873. }
  40874. }
  40875. declare module "babylonjs/Cameras/universalCamera" {
  40876. import { TouchCamera } from "babylonjs/Cameras/touchCamera";
  40877. import { Scene } from "babylonjs/scene";
  40878. import { Vector3 } from "babylonjs/Maths/math.vector";
  40879. import "babylonjs/Gamepads/gamepadSceneComponent";
  40880. /**
  40881. * 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,
  40882. * which still works and will still be found in many Playgrounds.
  40883. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40884. */
  40885. export class UniversalCamera extends TouchCamera {
  40886. /**
  40887. * Defines the gamepad rotation sensiblity.
  40888. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  40889. */
  40890. gamepadAngularSensibility: number;
  40891. /**
  40892. * Defines the gamepad move sensiblity.
  40893. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  40894. */
  40895. gamepadMoveSensibility: number;
  40896. /**
  40897. * 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,
  40898. * which still works and will still be found in many Playgrounds.
  40899. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40900. * @param name Define the name of the camera in the scene
  40901. * @param position Define the start position of the camera in the scene
  40902. * @param scene Define the scene the camera belongs to
  40903. */
  40904. constructor(name: string, position: Vector3, scene: Scene);
  40905. /**
  40906. * Gets the current object class name.
  40907. * @return the class name
  40908. */
  40909. getClassName(): string;
  40910. }
  40911. }
  40912. declare module "babylonjs/Cameras/gamepadCamera" {
  40913. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  40914. import { Scene } from "babylonjs/scene";
  40915. import { Vector3 } from "babylonjs/Maths/math.vector";
  40916. /**
  40917. * This represents a FPS type of camera. This is only here for back compat purpose.
  40918. * Please use the UniversalCamera instead as both are identical.
  40919. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40920. */
  40921. export class GamepadCamera extends UniversalCamera {
  40922. /**
  40923. * Instantiates a new Gamepad Camera
  40924. * This represents a FPS type of camera. This is only here for back compat purpose.
  40925. * Please use the UniversalCamera instead as both are identical.
  40926. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  40927. * @param name Define the name of the camera in the scene
  40928. * @param position Define the start position of the camera in the scene
  40929. * @param scene Define the scene the camera belongs to
  40930. */
  40931. constructor(name: string, position: Vector3, scene: Scene);
  40932. /**
  40933. * Gets the current object class name.
  40934. * @return the class name
  40935. */
  40936. getClassName(): string;
  40937. }
  40938. }
  40939. declare module "babylonjs/Shaders/pass.fragment" {
  40940. /** @hidden */
  40941. export var passPixelShader: {
  40942. name: string;
  40943. shader: string;
  40944. };
  40945. }
  40946. declare module "babylonjs/Shaders/passCube.fragment" {
  40947. /** @hidden */
  40948. export var passCubePixelShader: {
  40949. name: string;
  40950. shader: string;
  40951. };
  40952. }
  40953. declare module "babylonjs/PostProcesses/passPostProcess" {
  40954. import { Nullable } from "babylonjs/types";
  40955. import { Camera } from "babylonjs/Cameras/camera";
  40956. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  40957. import { Engine } from "babylonjs/Engines/engine";
  40958. import "babylonjs/Shaders/pass.fragment";
  40959. import "babylonjs/Shaders/passCube.fragment";
  40960. /**
  40961. * PassPostProcess which produces an output the same as it's input
  40962. */
  40963. export class PassPostProcess extends PostProcess {
  40964. /**
  40965. * Creates the PassPostProcess
  40966. * @param name The name of the effect.
  40967. * @param options The required width/height ratio to downsize to before computing the render pass.
  40968. * @param camera The camera to apply the render pass to.
  40969. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40970. * @param engine The engine which the post process will be applied. (default: current engine)
  40971. * @param reusable If the post process can be reused on the same frame. (default: false)
  40972. * @param textureType The type of texture to be used when performing the post processing.
  40973. * @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)
  40974. */
  40975. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  40976. }
  40977. /**
  40978. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  40979. */
  40980. export class PassCubePostProcess extends PostProcess {
  40981. private _face;
  40982. /**
  40983. * Gets or sets the cube face to display.
  40984. * * 0 is +X
  40985. * * 1 is -X
  40986. * * 2 is +Y
  40987. * * 3 is -Y
  40988. * * 4 is +Z
  40989. * * 5 is -Z
  40990. */
  40991. face: number;
  40992. /**
  40993. * Creates the PassCubePostProcess
  40994. * @param name The name of the effect.
  40995. * @param options The required width/height ratio to downsize to before computing the render pass.
  40996. * @param camera The camera to apply the render pass to.
  40997. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  40998. * @param engine The engine which the post process will be applied. (default: current engine)
  40999. * @param reusable If the post process can be reused on the same frame. (default: false)
  41000. * @param textureType The type of texture to be used when performing the post processing.
  41001. * @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)
  41002. */
  41003. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  41004. }
  41005. }
  41006. declare module "babylonjs/Shaders/anaglyph.fragment" {
  41007. /** @hidden */
  41008. export var anaglyphPixelShader: {
  41009. name: string;
  41010. shader: string;
  41011. };
  41012. }
  41013. declare module "babylonjs/PostProcesses/anaglyphPostProcess" {
  41014. import { Engine } from "babylonjs/Engines/engine";
  41015. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  41016. import { Camera } from "babylonjs/Cameras/camera";
  41017. import "babylonjs/Shaders/anaglyph.fragment";
  41018. /**
  41019. * Postprocess used to generate anaglyphic rendering
  41020. */
  41021. export class AnaglyphPostProcess extends PostProcess {
  41022. private _passedProcess;
  41023. /**
  41024. * Creates a new AnaglyphPostProcess
  41025. * @param name defines postprocess name
  41026. * @param options defines creation options or target ratio scale
  41027. * @param rigCameras defines cameras using this postprocess
  41028. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  41029. * @param engine defines hosting engine
  41030. * @param reusable defines if the postprocess will be reused multiple times per frame
  41031. */
  41032. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  41033. }
  41034. }
  41035. declare module "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode" { }
  41036. declare module "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera" {
  41037. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41038. import { Scene } from "babylonjs/scene";
  41039. import { Vector3 } from "babylonjs/Maths/math.vector";
  41040. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41041. /**
  41042. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  41043. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41044. */
  41045. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  41046. /**
  41047. * Creates a new AnaglyphArcRotateCamera
  41048. * @param name defines camera name
  41049. * @param alpha defines alpha angle (in radians)
  41050. * @param beta defines beta angle (in radians)
  41051. * @param radius defines radius
  41052. * @param target defines camera target
  41053. * @param interaxialDistance defines distance between each color axis
  41054. * @param scene defines the hosting scene
  41055. */
  41056. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  41057. /**
  41058. * Gets camera class name
  41059. * @returns AnaglyphArcRotateCamera
  41060. */
  41061. getClassName(): string;
  41062. }
  41063. }
  41064. declare module "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera" {
  41065. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41066. import { Scene } from "babylonjs/scene";
  41067. import { Vector3 } from "babylonjs/Maths/math.vector";
  41068. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41069. /**
  41070. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  41071. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41072. */
  41073. export class AnaglyphFreeCamera extends FreeCamera {
  41074. /**
  41075. * Creates a new AnaglyphFreeCamera
  41076. * @param name defines camera name
  41077. * @param position defines initial position
  41078. * @param interaxialDistance defines distance between each color axis
  41079. * @param scene defines the hosting scene
  41080. */
  41081. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41082. /**
  41083. * Gets camera class name
  41084. * @returns AnaglyphFreeCamera
  41085. */
  41086. getClassName(): string;
  41087. }
  41088. }
  41089. declare module "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera" {
  41090. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41091. import { Scene } from "babylonjs/scene";
  41092. import { Vector3 } from "babylonjs/Maths/math.vector";
  41093. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41094. /**
  41095. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  41096. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41097. */
  41098. export class AnaglyphGamepadCamera extends GamepadCamera {
  41099. /**
  41100. * Creates a new AnaglyphGamepadCamera
  41101. * @param name defines camera name
  41102. * @param position defines initial position
  41103. * @param interaxialDistance defines distance between each color axis
  41104. * @param scene defines the hosting scene
  41105. */
  41106. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41107. /**
  41108. * Gets camera class name
  41109. * @returns AnaglyphGamepadCamera
  41110. */
  41111. getClassName(): string;
  41112. }
  41113. }
  41114. declare module "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera" {
  41115. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41116. import { Scene } from "babylonjs/scene";
  41117. import { Vector3 } from "babylonjs/Maths/math.vector";
  41118. import "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  41119. /**
  41120. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  41121. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  41122. */
  41123. export class AnaglyphUniversalCamera extends UniversalCamera {
  41124. /**
  41125. * Creates a new AnaglyphUniversalCamera
  41126. * @param name defines camera name
  41127. * @param position defines initial position
  41128. * @param interaxialDistance defines distance between each color axis
  41129. * @param scene defines the hosting scene
  41130. */
  41131. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  41132. /**
  41133. * Gets camera class name
  41134. * @returns AnaglyphUniversalCamera
  41135. */
  41136. getClassName(): string;
  41137. }
  41138. }
  41139. declare module "babylonjs/Shaders/stereoscopicInterlace.fragment" {
  41140. /** @hidden */
  41141. export var stereoscopicInterlacePixelShader: {
  41142. name: string;
  41143. shader: string;
  41144. };
  41145. }
  41146. declare module "babylonjs/PostProcesses/stereoscopicInterlacePostProcess" {
  41147. import { Camera } from "babylonjs/Cameras/camera";
  41148. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41149. import { Engine } from "babylonjs/Engines/engine";
  41150. import "babylonjs/Shaders/stereoscopicInterlace.fragment";
  41151. /**
  41152. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  41153. */
  41154. export class StereoscopicInterlacePostProcess extends PostProcess {
  41155. private _stepSize;
  41156. private _passedProcess;
  41157. /**
  41158. * Initializes a StereoscopicInterlacePostProcess
  41159. * @param name The name of the effect.
  41160. * @param rigCameras The rig cameras to be appled to the post process
  41161. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  41162. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  41163. * @param engine The engine which the post process will be applied. (default: current engine)
  41164. * @param reusable If the post process can be reused on the same frame. (default: false)
  41165. */
  41166. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  41167. }
  41168. }
  41169. declare module "babylonjs/Cameras/RigModes/stereoscopicRigMode" { }
  41170. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera" {
  41171. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41172. import { Scene } from "babylonjs/scene";
  41173. import { Vector3 } from "babylonjs/Maths/math.vector";
  41174. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41175. /**
  41176. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  41177. * @see http://doc.babylonjs.com/features/cameras
  41178. */
  41179. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  41180. /**
  41181. * Creates a new StereoscopicArcRotateCamera
  41182. * @param name defines camera name
  41183. * @param alpha defines alpha angle (in radians)
  41184. * @param beta defines beta angle (in radians)
  41185. * @param radius defines radius
  41186. * @param target defines camera target
  41187. * @param interaxialDistance defines distance between each color axis
  41188. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41189. * @param scene defines the hosting scene
  41190. */
  41191. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41192. /**
  41193. * Gets camera class name
  41194. * @returns StereoscopicArcRotateCamera
  41195. */
  41196. getClassName(): string;
  41197. }
  41198. }
  41199. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera" {
  41200. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41201. import { Scene } from "babylonjs/scene";
  41202. import { Vector3 } from "babylonjs/Maths/math.vector";
  41203. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41204. /**
  41205. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  41206. * @see http://doc.babylonjs.com/features/cameras
  41207. */
  41208. export class StereoscopicFreeCamera extends FreeCamera {
  41209. /**
  41210. * Creates a new StereoscopicFreeCamera
  41211. * @param name defines camera name
  41212. * @param position defines initial position
  41213. * @param interaxialDistance defines distance between each color axis
  41214. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41215. * @param scene defines the hosting scene
  41216. */
  41217. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41218. /**
  41219. * Gets camera class name
  41220. * @returns StereoscopicFreeCamera
  41221. */
  41222. getClassName(): string;
  41223. }
  41224. }
  41225. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera" {
  41226. import { GamepadCamera } from "babylonjs/Cameras/gamepadCamera";
  41227. import { Scene } from "babylonjs/scene";
  41228. import { Vector3 } from "babylonjs/Maths/math.vector";
  41229. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41230. /**
  41231. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  41232. * @see http://doc.babylonjs.com/features/cameras
  41233. */
  41234. export class StereoscopicGamepadCamera extends GamepadCamera {
  41235. /**
  41236. * Creates a new StereoscopicGamepadCamera
  41237. * @param name defines camera name
  41238. * @param position defines initial position
  41239. * @param interaxialDistance defines distance between each color axis
  41240. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41241. * @param scene defines the hosting scene
  41242. */
  41243. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41244. /**
  41245. * Gets camera class name
  41246. * @returns StereoscopicGamepadCamera
  41247. */
  41248. getClassName(): string;
  41249. }
  41250. }
  41251. declare module "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera" {
  41252. import { UniversalCamera } from "babylonjs/Cameras/universalCamera";
  41253. import { Scene } from "babylonjs/scene";
  41254. import { Vector3 } from "babylonjs/Maths/math.vector";
  41255. import "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  41256. /**
  41257. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  41258. * @see http://doc.babylonjs.com/features/cameras
  41259. */
  41260. export class StereoscopicUniversalCamera extends UniversalCamera {
  41261. /**
  41262. * Creates a new StereoscopicUniversalCamera
  41263. * @param name defines camera name
  41264. * @param position defines initial position
  41265. * @param interaxialDistance defines distance between each color axis
  41266. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  41267. * @param scene defines the hosting scene
  41268. */
  41269. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  41270. /**
  41271. * Gets camera class name
  41272. * @returns StereoscopicUniversalCamera
  41273. */
  41274. getClassName(): string;
  41275. }
  41276. }
  41277. declare module "babylonjs/Cameras/Stereoscopic/index" {
  41278. export * from "babylonjs/Cameras/Stereoscopic/anaglyphArcRotateCamera";
  41279. export * from "babylonjs/Cameras/Stereoscopic/anaglyphFreeCamera";
  41280. export * from "babylonjs/Cameras/Stereoscopic/anaglyphGamepadCamera";
  41281. export * from "babylonjs/Cameras/Stereoscopic/anaglyphUniversalCamera";
  41282. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicArcRotateCamera";
  41283. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicFreeCamera";
  41284. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicGamepadCamera";
  41285. export * from "babylonjs/Cameras/Stereoscopic/stereoscopicUniversalCamera";
  41286. }
  41287. declare module "babylonjs/Cameras/virtualJoysticksCamera" {
  41288. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  41289. import { Scene } from "babylonjs/scene";
  41290. import { Vector3 } from "babylonjs/Maths/math.vector";
  41291. import "babylonjs/Cameras/Inputs/freeCameraVirtualJoystickInput";
  41292. /**
  41293. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  41294. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41295. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41296. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41297. */
  41298. export class VirtualJoysticksCamera extends FreeCamera {
  41299. /**
  41300. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  41301. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  41302. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  41303. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  41304. * @param name Define the name of the camera in the scene
  41305. * @param position Define the start position of the camera in the scene
  41306. * @param scene Define the scene the camera belongs to
  41307. */
  41308. constructor(name: string, position: Vector3, scene: Scene);
  41309. /**
  41310. * Gets the current object class name.
  41311. * @return the class name
  41312. */
  41313. getClassName(): string;
  41314. }
  41315. }
  41316. declare module "babylonjs/Cameras/VR/vrCameraMetrics" {
  41317. import { Matrix } from "babylonjs/Maths/math.vector";
  41318. /**
  41319. * This represents all the required metrics to create a VR camera.
  41320. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  41321. */
  41322. export class VRCameraMetrics {
  41323. /**
  41324. * Define the horizontal resolution off the screen.
  41325. */
  41326. hResolution: number;
  41327. /**
  41328. * Define the vertical resolution off the screen.
  41329. */
  41330. vResolution: number;
  41331. /**
  41332. * Define the horizontal screen size.
  41333. */
  41334. hScreenSize: number;
  41335. /**
  41336. * Define the vertical screen size.
  41337. */
  41338. vScreenSize: number;
  41339. /**
  41340. * Define the vertical screen center position.
  41341. */
  41342. vScreenCenter: number;
  41343. /**
  41344. * Define the distance of the eyes to the screen.
  41345. */
  41346. eyeToScreenDistance: number;
  41347. /**
  41348. * Define the distance between both lenses
  41349. */
  41350. lensSeparationDistance: number;
  41351. /**
  41352. * Define the distance between both viewer's eyes.
  41353. */
  41354. interpupillaryDistance: number;
  41355. /**
  41356. * Define the distortion factor of the VR postprocess.
  41357. * Please, touch with care.
  41358. */
  41359. distortionK: number[];
  41360. /**
  41361. * Define the chromatic aberration correction factors for the VR post process.
  41362. */
  41363. chromaAbCorrection: number[];
  41364. /**
  41365. * Define the scale factor of the post process.
  41366. * The smaller the better but the slower.
  41367. */
  41368. postProcessScaleFactor: number;
  41369. /**
  41370. * Define an offset for the lens center.
  41371. */
  41372. lensCenterOffset: number;
  41373. /**
  41374. * Define if the current vr camera should compensate the distortion of the lense or not.
  41375. */
  41376. compensateDistortion: boolean;
  41377. /**
  41378. * Defines if multiview should be enabled when rendering (Default: false)
  41379. */
  41380. multiviewEnabled: boolean;
  41381. /**
  41382. * Gets the rendering aspect ratio based on the provided resolutions.
  41383. */
  41384. readonly aspectRatio: number;
  41385. /**
  41386. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  41387. */
  41388. readonly aspectRatioFov: number;
  41389. /**
  41390. * @hidden
  41391. */
  41392. readonly leftHMatrix: Matrix;
  41393. /**
  41394. * @hidden
  41395. */
  41396. readonly rightHMatrix: Matrix;
  41397. /**
  41398. * @hidden
  41399. */
  41400. readonly leftPreViewMatrix: Matrix;
  41401. /**
  41402. * @hidden
  41403. */
  41404. readonly rightPreViewMatrix: Matrix;
  41405. /**
  41406. * Get the default VRMetrics based on the most generic setup.
  41407. * @returns the default vr metrics
  41408. */
  41409. static GetDefault(): VRCameraMetrics;
  41410. }
  41411. }
  41412. declare module "babylonjs/Shaders/vrDistortionCorrection.fragment" {
  41413. /** @hidden */
  41414. export var vrDistortionCorrectionPixelShader: {
  41415. name: string;
  41416. shader: string;
  41417. };
  41418. }
  41419. declare module "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess" {
  41420. import { Camera } from "babylonjs/Cameras/camera";
  41421. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41422. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  41423. import "babylonjs/Shaders/vrDistortionCorrection.fragment";
  41424. /**
  41425. * VRDistortionCorrectionPostProcess used for mobile VR
  41426. */
  41427. export class VRDistortionCorrectionPostProcess extends PostProcess {
  41428. private _isRightEye;
  41429. private _distortionFactors;
  41430. private _postProcessScaleFactor;
  41431. private _lensCenterOffset;
  41432. private _scaleIn;
  41433. private _scaleFactor;
  41434. private _lensCenter;
  41435. /**
  41436. * Initializes the VRDistortionCorrectionPostProcess
  41437. * @param name The name of the effect.
  41438. * @param camera The camera to apply the render pass to.
  41439. * @param isRightEye If this is for the right eye distortion
  41440. * @param vrMetrics All the required metrics for the VR camera
  41441. */
  41442. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  41443. }
  41444. }
  41445. declare module "babylonjs/Cameras/RigModes/vrRigMode" { }
  41446. declare module "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera" {
  41447. import { ArcRotateCamera } from "babylonjs/Cameras/arcRotateCamera";
  41448. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41449. import { Scene } from "babylonjs/scene";
  41450. import { Vector3 } from "babylonjs/Maths/math.vector";
  41451. import "babylonjs/Cameras/Inputs/arcRotateCameraVRDeviceOrientationInput";
  41452. import "babylonjs/Cameras/RigModes/vrRigMode";
  41453. /**
  41454. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  41455. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41456. */
  41457. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  41458. /**
  41459. * Creates a new VRDeviceOrientationArcRotateCamera
  41460. * @param name defines camera name
  41461. * @param alpha defines the camera rotation along the logitudinal axis
  41462. * @param beta defines the camera rotation along the latitudinal axis
  41463. * @param radius defines the camera distance from its target
  41464. * @param target defines the camera target
  41465. * @param scene defines the scene the camera belongs to
  41466. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41467. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41468. */
  41469. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41470. /**
  41471. * Gets camera class name
  41472. * @returns VRDeviceOrientationArcRotateCamera
  41473. */
  41474. getClassName(): string;
  41475. }
  41476. }
  41477. declare module "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera" {
  41478. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  41479. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41480. import { Scene } from "babylonjs/scene";
  41481. import { Vector3 } from "babylonjs/Maths/math.vector";
  41482. import "babylonjs/Cameras/RigModes/vrRigMode";
  41483. /**
  41484. * Camera used to simulate VR rendering (based on FreeCamera)
  41485. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41486. */
  41487. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  41488. /**
  41489. * Creates a new VRDeviceOrientationFreeCamera
  41490. * @param name defines camera name
  41491. * @param position defines the start position of the camera
  41492. * @param scene defines the scene the camera belongs to
  41493. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41494. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41495. */
  41496. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41497. /**
  41498. * Gets camera class name
  41499. * @returns VRDeviceOrientationFreeCamera
  41500. */
  41501. getClassName(): string;
  41502. }
  41503. }
  41504. declare module "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera" {
  41505. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  41506. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  41507. import { Scene } from "babylonjs/scene";
  41508. import { Vector3 } from "babylonjs/Maths/math.vector";
  41509. import "babylonjs/Gamepads/gamepadSceneComponent";
  41510. /**
  41511. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  41512. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  41513. */
  41514. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  41515. /**
  41516. * Creates a new VRDeviceOrientationGamepadCamera
  41517. * @param name defines camera name
  41518. * @param position defines the start position of the camera
  41519. * @param scene defines the scene the camera belongs to
  41520. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  41521. * @param vrCameraMetrics defines the vr metrics associated to the camera
  41522. */
  41523. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  41524. /**
  41525. * Gets camera class name
  41526. * @returns VRDeviceOrientationGamepadCamera
  41527. */
  41528. getClassName(): string;
  41529. }
  41530. }
  41531. declare module "babylonjs/Materials/pushMaterial" {
  41532. import { Nullable } from "babylonjs/types";
  41533. import { Scene } from "babylonjs/scene";
  41534. import { Matrix } from "babylonjs/Maths/math.vector";
  41535. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41536. import { Mesh } from "babylonjs/Meshes/mesh";
  41537. import { Material } from "babylonjs/Materials/material";
  41538. import { Effect } from "babylonjs/Materials/effect";
  41539. /**
  41540. * Base class of materials working in push mode in babylon JS
  41541. * @hidden
  41542. */
  41543. export class PushMaterial extends Material {
  41544. protected _activeEffect: Effect;
  41545. protected _normalMatrix: Matrix;
  41546. /**
  41547. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  41548. * This means that the material can keep using a previous shader while a new one is being compiled.
  41549. * This is mostly used when shader parallel compilation is supported (true by default)
  41550. */
  41551. allowShaderHotSwapping: boolean;
  41552. constructor(name: string, scene: Scene);
  41553. getEffect(): Effect;
  41554. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  41555. /**
  41556. * Binds the given world matrix to the active effect
  41557. *
  41558. * @param world the matrix to bind
  41559. */
  41560. bindOnlyWorldMatrix(world: Matrix): void;
  41561. /**
  41562. * Binds the given normal matrix to the active effect
  41563. *
  41564. * @param normalMatrix the matrix to bind
  41565. */
  41566. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  41567. bind(world: Matrix, mesh?: Mesh): void;
  41568. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  41569. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  41570. }
  41571. }
  41572. declare module "babylonjs/Materials/materialFlags" {
  41573. /**
  41574. * This groups all the flags used to control the materials channel.
  41575. */
  41576. export class MaterialFlags {
  41577. private static _DiffuseTextureEnabled;
  41578. /**
  41579. * Are diffuse textures enabled in the application.
  41580. */
  41581. static DiffuseTextureEnabled: boolean;
  41582. private static _AmbientTextureEnabled;
  41583. /**
  41584. * Are ambient textures enabled in the application.
  41585. */
  41586. static AmbientTextureEnabled: boolean;
  41587. private static _OpacityTextureEnabled;
  41588. /**
  41589. * Are opacity textures enabled in the application.
  41590. */
  41591. static OpacityTextureEnabled: boolean;
  41592. private static _ReflectionTextureEnabled;
  41593. /**
  41594. * Are reflection textures enabled in the application.
  41595. */
  41596. static ReflectionTextureEnabled: boolean;
  41597. private static _EmissiveTextureEnabled;
  41598. /**
  41599. * Are emissive textures enabled in the application.
  41600. */
  41601. static EmissiveTextureEnabled: boolean;
  41602. private static _SpecularTextureEnabled;
  41603. /**
  41604. * Are specular textures enabled in the application.
  41605. */
  41606. static SpecularTextureEnabled: boolean;
  41607. private static _BumpTextureEnabled;
  41608. /**
  41609. * Are bump textures enabled in the application.
  41610. */
  41611. static BumpTextureEnabled: boolean;
  41612. private static _LightmapTextureEnabled;
  41613. /**
  41614. * Are lightmap textures enabled in the application.
  41615. */
  41616. static LightmapTextureEnabled: boolean;
  41617. private static _RefractionTextureEnabled;
  41618. /**
  41619. * Are refraction textures enabled in the application.
  41620. */
  41621. static RefractionTextureEnabled: boolean;
  41622. private static _ColorGradingTextureEnabled;
  41623. /**
  41624. * Are color grading textures enabled in the application.
  41625. */
  41626. static ColorGradingTextureEnabled: boolean;
  41627. private static _FresnelEnabled;
  41628. /**
  41629. * Are fresnels enabled in the application.
  41630. */
  41631. static FresnelEnabled: boolean;
  41632. private static _ClearCoatTextureEnabled;
  41633. /**
  41634. * Are clear coat textures enabled in the application.
  41635. */
  41636. static ClearCoatTextureEnabled: boolean;
  41637. private static _ClearCoatBumpTextureEnabled;
  41638. /**
  41639. * Are clear coat bump textures enabled in the application.
  41640. */
  41641. static ClearCoatBumpTextureEnabled: boolean;
  41642. private static _ClearCoatTintTextureEnabled;
  41643. /**
  41644. * Are clear coat tint textures enabled in the application.
  41645. */
  41646. static ClearCoatTintTextureEnabled: boolean;
  41647. private static _SheenTextureEnabled;
  41648. /**
  41649. * Are sheen textures enabled in the application.
  41650. */
  41651. static SheenTextureEnabled: boolean;
  41652. private static _AnisotropicTextureEnabled;
  41653. /**
  41654. * Are anisotropic textures enabled in the application.
  41655. */
  41656. static AnisotropicTextureEnabled: boolean;
  41657. private static _ThicknessTextureEnabled;
  41658. /**
  41659. * Are thickness textures enabled in the application.
  41660. */
  41661. static ThicknessTextureEnabled: boolean;
  41662. }
  41663. }
  41664. declare module "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration" {
  41665. /** @hidden */
  41666. export var defaultFragmentDeclaration: {
  41667. name: string;
  41668. shader: string;
  41669. };
  41670. }
  41671. declare module "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration" {
  41672. /** @hidden */
  41673. export var defaultUboDeclaration: {
  41674. name: string;
  41675. shader: string;
  41676. };
  41677. }
  41678. declare module "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration" {
  41679. /** @hidden */
  41680. export var lightFragmentDeclaration: {
  41681. name: string;
  41682. shader: string;
  41683. };
  41684. }
  41685. declare module "babylonjs/Shaders/ShadersInclude/lightUboDeclaration" {
  41686. /** @hidden */
  41687. export var lightUboDeclaration: {
  41688. name: string;
  41689. shader: string;
  41690. };
  41691. }
  41692. declare module "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions" {
  41693. /** @hidden */
  41694. export var lightsFragmentFunctions: {
  41695. name: string;
  41696. shader: string;
  41697. };
  41698. }
  41699. declare module "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions" {
  41700. /** @hidden */
  41701. export var shadowsFragmentFunctions: {
  41702. name: string;
  41703. shader: string;
  41704. };
  41705. }
  41706. declare module "babylonjs/Shaders/ShadersInclude/fresnelFunction" {
  41707. /** @hidden */
  41708. export var fresnelFunction: {
  41709. name: string;
  41710. shader: string;
  41711. };
  41712. }
  41713. declare module "babylonjs/Shaders/ShadersInclude/reflectionFunction" {
  41714. /** @hidden */
  41715. export var reflectionFunction: {
  41716. name: string;
  41717. shader: string;
  41718. };
  41719. }
  41720. declare module "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions" {
  41721. /** @hidden */
  41722. export var bumpFragmentFunctions: {
  41723. name: string;
  41724. shader: string;
  41725. };
  41726. }
  41727. declare module "babylonjs/Shaders/ShadersInclude/logDepthDeclaration" {
  41728. /** @hidden */
  41729. export var logDepthDeclaration: {
  41730. name: string;
  41731. shader: string;
  41732. };
  41733. }
  41734. declare module "babylonjs/Shaders/ShadersInclude/bumpFragment" {
  41735. /** @hidden */
  41736. export var bumpFragment: {
  41737. name: string;
  41738. shader: string;
  41739. };
  41740. }
  41741. declare module "babylonjs/Shaders/ShadersInclude/depthPrePass" {
  41742. /** @hidden */
  41743. export var depthPrePass: {
  41744. name: string;
  41745. shader: string;
  41746. };
  41747. }
  41748. declare module "babylonjs/Shaders/ShadersInclude/lightFragment" {
  41749. /** @hidden */
  41750. export var lightFragment: {
  41751. name: string;
  41752. shader: string;
  41753. };
  41754. }
  41755. declare module "babylonjs/Shaders/ShadersInclude/logDepthFragment" {
  41756. /** @hidden */
  41757. export var logDepthFragment: {
  41758. name: string;
  41759. shader: string;
  41760. };
  41761. }
  41762. declare module "babylonjs/Shaders/default.fragment" {
  41763. import "babylonjs/Shaders/ShadersInclude/defaultFragmentDeclaration";
  41764. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41765. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41766. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41767. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41768. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  41769. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  41770. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  41771. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  41772. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  41773. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  41774. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  41775. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  41776. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41777. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  41778. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  41779. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  41780. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  41781. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  41782. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  41783. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  41784. /** @hidden */
  41785. export var defaultPixelShader: {
  41786. name: string;
  41787. shader: string;
  41788. };
  41789. }
  41790. declare module "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration" {
  41791. /** @hidden */
  41792. export var defaultVertexDeclaration: {
  41793. name: string;
  41794. shader: string;
  41795. };
  41796. }
  41797. declare module "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration" {
  41798. /** @hidden */
  41799. export var bumpVertexDeclaration: {
  41800. name: string;
  41801. shader: string;
  41802. };
  41803. }
  41804. declare module "babylonjs/Shaders/ShadersInclude/bumpVertex" {
  41805. /** @hidden */
  41806. export var bumpVertex: {
  41807. name: string;
  41808. shader: string;
  41809. };
  41810. }
  41811. declare module "babylonjs/Shaders/ShadersInclude/fogVertex" {
  41812. /** @hidden */
  41813. export var fogVertex: {
  41814. name: string;
  41815. shader: string;
  41816. };
  41817. }
  41818. declare module "babylonjs/Shaders/ShadersInclude/shadowsVertex" {
  41819. /** @hidden */
  41820. export var shadowsVertex: {
  41821. name: string;
  41822. shader: string;
  41823. };
  41824. }
  41825. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertex" {
  41826. /** @hidden */
  41827. export var pointCloudVertex: {
  41828. name: string;
  41829. shader: string;
  41830. };
  41831. }
  41832. declare module "babylonjs/Shaders/ShadersInclude/logDepthVertex" {
  41833. /** @hidden */
  41834. export var logDepthVertex: {
  41835. name: string;
  41836. shader: string;
  41837. };
  41838. }
  41839. declare module "babylonjs/Shaders/default.vertex" {
  41840. import "babylonjs/Shaders/ShadersInclude/defaultVertexDeclaration";
  41841. import "babylonjs/Shaders/ShadersInclude/defaultUboDeclaration";
  41842. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  41843. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  41844. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  41845. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  41846. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  41847. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  41848. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  41849. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  41850. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  41851. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  41852. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  41853. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  41854. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  41855. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  41856. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  41857. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  41858. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  41859. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  41860. import "babylonjs/Shaders/ShadersInclude/pointCloudVertex";
  41861. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  41862. /** @hidden */
  41863. export var defaultVertexShader: {
  41864. name: string;
  41865. shader: string;
  41866. };
  41867. }
  41868. declare module "babylonjs/Materials/standardMaterial" {
  41869. import { SmartArray } from "babylonjs/Misc/smartArray";
  41870. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  41871. import { Nullable } from "babylonjs/types";
  41872. import { Scene } from "babylonjs/scene";
  41873. import { Matrix } from "babylonjs/Maths/math.vector";
  41874. import { Color3 } from "babylonjs/Maths/math.color";
  41875. import { SubMesh } from "babylonjs/Meshes/subMesh";
  41876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  41877. import { Mesh } from "babylonjs/Meshes/mesh";
  41878. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  41879. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  41880. import { FresnelParameters } from "babylonjs/Materials/fresnelParameters";
  41881. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  41882. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  41883. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  41884. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  41885. import "babylonjs/Shaders/default.fragment";
  41886. import "babylonjs/Shaders/default.vertex";
  41887. /** @hidden */
  41888. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  41889. MAINUV1: boolean;
  41890. MAINUV2: boolean;
  41891. DIFFUSE: boolean;
  41892. DIFFUSEDIRECTUV: number;
  41893. AMBIENT: boolean;
  41894. AMBIENTDIRECTUV: number;
  41895. OPACITY: boolean;
  41896. OPACITYDIRECTUV: number;
  41897. OPACITYRGB: boolean;
  41898. REFLECTION: boolean;
  41899. EMISSIVE: boolean;
  41900. EMISSIVEDIRECTUV: number;
  41901. SPECULAR: boolean;
  41902. SPECULARDIRECTUV: number;
  41903. BUMP: boolean;
  41904. BUMPDIRECTUV: number;
  41905. PARALLAX: boolean;
  41906. PARALLAXOCCLUSION: boolean;
  41907. SPECULAROVERALPHA: boolean;
  41908. CLIPPLANE: boolean;
  41909. CLIPPLANE2: boolean;
  41910. CLIPPLANE3: boolean;
  41911. CLIPPLANE4: boolean;
  41912. ALPHATEST: boolean;
  41913. DEPTHPREPASS: boolean;
  41914. ALPHAFROMDIFFUSE: boolean;
  41915. POINTSIZE: boolean;
  41916. FOG: boolean;
  41917. SPECULARTERM: boolean;
  41918. DIFFUSEFRESNEL: boolean;
  41919. OPACITYFRESNEL: boolean;
  41920. REFLECTIONFRESNEL: boolean;
  41921. REFRACTIONFRESNEL: boolean;
  41922. EMISSIVEFRESNEL: boolean;
  41923. FRESNEL: boolean;
  41924. NORMAL: boolean;
  41925. UV1: boolean;
  41926. UV2: boolean;
  41927. VERTEXCOLOR: boolean;
  41928. VERTEXALPHA: boolean;
  41929. NUM_BONE_INFLUENCERS: number;
  41930. BonesPerMesh: number;
  41931. BONETEXTURE: boolean;
  41932. INSTANCES: boolean;
  41933. GLOSSINESS: boolean;
  41934. ROUGHNESS: boolean;
  41935. EMISSIVEASILLUMINATION: boolean;
  41936. LINKEMISSIVEWITHDIFFUSE: boolean;
  41937. REFLECTIONFRESNELFROMSPECULAR: boolean;
  41938. LIGHTMAP: boolean;
  41939. LIGHTMAPDIRECTUV: number;
  41940. OBJECTSPACE_NORMALMAP: boolean;
  41941. USELIGHTMAPASSHADOWMAP: boolean;
  41942. REFLECTIONMAP_3D: boolean;
  41943. REFLECTIONMAP_SPHERICAL: boolean;
  41944. REFLECTIONMAP_PLANAR: boolean;
  41945. REFLECTIONMAP_CUBIC: boolean;
  41946. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  41947. REFLECTIONMAP_PROJECTION: boolean;
  41948. REFLECTIONMAP_SKYBOX: boolean;
  41949. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  41950. REFLECTIONMAP_EXPLICIT: boolean;
  41951. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  41952. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  41953. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  41954. INVERTCUBICMAP: boolean;
  41955. LOGARITHMICDEPTH: boolean;
  41956. REFRACTION: boolean;
  41957. REFRACTIONMAP_3D: boolean;
  41958. REFLECTIONOVERALPHA: boolean;
  41959. TWOSIDEDLIGHTING: boolean;
  41960. SHADOWFLOAT: boolean;
  41961. MORPHTARGETS: boolean;
  41962. MORPHTARGETS_NORMAL: boolean;
  41963. MORPHTARGETS_TANGENT: boolean;
  41964. MORPHTARGETS_UV: boolean;
  41965. NUM_MORPH_INFLUENCERS: number;
  41966. NONUNIFORMSCALING: boolean;
  41967. PREMULTIPLYALPHA: boolean;
  41968. IMAGEPROCESSING: boolean;
  41969. VIGNETTE: boolean;
  41970. VIGNETTEBLENDMODEMULTIPLY: boolean;
  41971. VIGNETTEBLENDMODEOPAQUE: boolean;
  41972. TONEMAPPING: boolean;
  41973. TONEMAPPING_ACES: boolean;
  41974. CONTRAST: boolean;
  41975. COLORCURVES: boolean;
  41976. COLORGRADING: boolean;
  41977. COLORGRADING3D: boolean;
  41978. SAMPLER3DGREENDEPTH: boolean;
  41979. SAMPLER3DBGRMAP: boolean;
  41980. IMAGEPROCESSINGPOSTPROCESS: boolean;
  41981. MULTIVIEW: boolean;
  41982. /**
  41983. * If the reflection texture on this material is in linear color space
  41984. * @hidden
  41985. */
  41986. IS_REFLECTION_LINEAR: boolean;
  41987. /**
  41988. * If the refraction texture on this material is in linear color space
  41989. * @hidden
  41990. */
  41991. IS_REFRACTION_LINEAR: boolean;
  41992. EXPOSURE: boolean;
  41993. constructor();
  41994. setReflectionMode(modeToEnable: string): void;
  41995. }
  41996. /**
  41997. * This is the default material used in Babylon. It is the best trade off between quality
  41998. * and performances.
  41999. * @see http://doc.babylonjs.com/babylon101/materials
  42000. */
  42001. export class StandardMaterial extends PushMaterial {
  42002. private _diffuseTexture;
  42003. /**
  42004. * The basic texture of the material as viewed under a light.
  42005. */
  42006. diffuseTexture: Nullable<BaseTexture>;
  42007. private _ambientTexture;
  42008. /**
  42009. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  42010. */
  42011. ambientTexture: Nullable<BaseTexture>;
  42012. private _opacityTexture;
  42013. /**
  42014. * Define the transparency of the material from a texture.
  42015. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  42016. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  42017. */
  42018. opacityTexture: Nullable<BaseTexture>;
  42019. private _reflectionTexture;
  42020. /**
  42021. * Define the texture used to display the reflection.
  42022. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42023. */
  42024. reflectionTexture: Nullable<BaseTexture>;
  42025. private _emissiveTexture;
  42026. /**
  42027. * Define texture of the material as if self lit.
  42028. * This will be mixed in the final result even in the absence of light.
  42029. */
  42030. emissiveTexture: Nullable<BaseTexture>;
  42031. private _specularTexture;
  42032. /**
  42033. * Define how the color and intensity of the highlight given by the light in the material.
  42034. */
  42035. specularTexture: Nullable<BaseTexture>;
  42036. private _bumpTexture;
  42037. /**
  42038. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  42039. * 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.
  42040. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  42041. */
  42042. bumpTexture: Nullable<BaseTexture>;
  42043. private _lightmapTexture;
  42044. /**
  42045. * Complex lighting can be computationally expensive to compute at runtime.
  42046. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  42047. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  42048. */
  42049. lightmapTexture: Nullable<BaseTexture>;
  42050. private _refractionTexture;
  42051. /**
  42052. * Define the texture used to display the refraction.
  42053. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42054. */
  42055. refractionTexture: Nullable<BaseTexture>;
  42056. /**
  42057. * The color of the material lit by the environmental background lighting.
  42058. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  42059. */
  42060. ambientColor: Color3;
  42061. /**
  42062. * The basic color of the material as viewed under a light.
  42063. */
  42064. diffuseColor: Color3;
  42065. /**
  42066. * Define how the color and intensity of the highlight given by the light in the material.
  42067. */
  42068. specularColor: Color3;
  42069. /**
  42070. * Define the color of the material as if self lit.
  42071. * This will be mixed in the final result even in the absence of light.
  42072. */
  42073. emissiveColor: Color3;
  42074. /**
  42075. * Defines how sharp are the highlights in the material.
  42076. * The bigger the value the sharper giving a more glossy feeling to the result.
  42077. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  42078. */
  42079. specularPower: number;
  42080. private _useAlphaFromDiffuseTexture;
  42081. /**
  42082. * Does the transparency come from the diffuse texture alpha channel.
  42083. */
  42084. useAlphaFromDiffuseTexture: boolean;
  42085. private _useEmissiveAsIllumination;
  42086. /**
  42087. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  42088. */
  42089. useEmissiveAsIllumination: boolean;
  42090. private _linkEmissiveWithDiffuse;
  42091. /**
  42092. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  42093. * the emissive level when the final color is close to one.
  42094. */
  42095. linkEmissiveWithDiffuse: boolean;
  42096. private _useSpecularOverAlpha;
  42097. /**
  42098. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  42099. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  42100. */
  42101. useSpecularOverAlpha: boolean;
  42102. private _useReflectionOverAlpha;
  42103. /**
  42104. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  42105. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  42106. */
  42107. useReflectionOverAlpha: boolean;
  42108. private _disableLighting;
  42109. /**
  42110. * Does lights from the scene impacts this material.
  42111. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  42112. */
  42113. disableLighting: boolean;
  42114. private _useObjectSpaceNormalMap;
  42115. /**
  42116. * Allows using an object space normal map (instead of tangent space).
  42117. */
  42118. useObjectSpaceNormalMap: boolean;
  42119. private _useParallax;
  42120. /**
  42121. * Is parallax enabled or not.
  42122. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42123. */
  42124. useParallax: boolean;
  42125. private _useParallaxOcclusion;
  42126. /**
  42127. * Is parallax occlusion enabled or not.
  42128. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  42129. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  42130. */
  42131. useParallaxOcclusion: boolean;
  42132. /**
  42133. * 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.
  42134. */
  42135. parallaxScaleBias: number;
  42136. private _roughness;
  42137. /**
  42138. * Helps to define how blurry the reflections should appears in the material.
  42139. */
  42140. roughness: number;
  42141. /**
  42142. * In case of refraction, define the value of the index of refraction.
  42143. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42144. */
  42145. indexOfRefraction: number;
  42146. /**
  42147. * Invert the refraction texture alongside the y axis.
  42148. * It can be useful with procedural textures or probe for instance.
  42149. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  42150. */
  42151. invertRefractionY: boolean;
  42152. /**
  42153. * Defines the alpha limits in alpha test mode.
  42154. */
  42155. alphaCutOff: number;
  42156. private _useLightmapAsShadowmap;
  42157. /**
  42158. * In case of light mapping, define whether the map contains light or shadow informations.
  42159. */
  42160. useLightmapAsShadowmap: boolean;
  42161. private _diffuseFresnelParameters;
  42162. /**
  42163. * Define the diffuse fresnel parameters of the material.
  42164. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42165. */
  42166. diffuseFresnelParameters: FresnelParameters;
  42167. private _opacityFresnelParameters;
  42168. /**
  42169. * Define the opacity fresnel parameters of the material.
  42170. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42171. */
  42172. opacityFresnelParameters: FresnelParameters;
  42173. private _reflectionFresnelParameters;
  42174. /**
  42175. * Define the reflection fresnel parameters of the material.
  42176. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42177. */
  42178. reflectionFresnelParameters: FresnelParameters;
  42179. private _refractionFresnelParameters;
  42180. /**
  42181. * Define the refraction fresnel parameters of the material.
  42182. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42183. */
  42184. refractionFresnelParameters: FresnelParameters;
  42185. private _emissiveFresnelParameters;
  42186. /**
  42187. * Define the emissive fresnel parameters of the material.
  42188. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42189. */
  42190. emissiveFresnelParameters: FresnelParameters;
  42191. private _useReflectionFresnelFromSpecular;
  42192. /**
  42193. * If true automatically deducts the fresnels values from the material specularity.
  42194. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  42195. */
  42196. useReflectionFresnelFromSpecular: boolean;
  42197. private _useGlossinessFromSpecularMapAlpha;
  42198. /**
  42199. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  42200. */
  42201. useGlossinessFromSpecularMapAlpha: boolean;
  42202. private _maxSimultaneousLights;
  42203. /**
  42204. * Defines the maximum number of lights that can be used in the material
  42205. */
  42206. maxSimultaneousLights: number;
  42207. private _invertNormalMapX;
  42208. /**
  42209. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  42210. */
  42211. invertNormalMapX: boolean;
  42212. private _invertNormalMapY;
  42213. /**
  42214. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  42215. */
  42216. invertNormalMapY: boolean;
  42217. private _twoSidedLighting;
  42218. /**
  42219. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  42220. */
  42221. twoSidedLighting: boolean;
  42222. /**
  42223. * Default configuration related to image processing available in the standard Material.
  42224. */
  42225. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42226. /**
  42227. * Gets the image processing configuration used either in this material.
  42228. */
  42229. /**
  42230. * Sets the Default image processing configuration used either in the this material.
  42231. *
  42232. * If sets to null, the scene one is in use.
  42233. */
  42234. imageProcessingConfiguration: ImageProcessingConfiguration;
  42235. /**
  42236. * Keep track of the image processing observer to allow dispose and replace.
  42237. */
  42238. private _imageProcessingObserver;
  42239. /**
  42240. * Attaches a new image processing configuration to the Standard Material.
  42241. * @param configuration
  42242. */
  42243. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  42244. /**
  42245. * Gets wether the color curves effect is enabled.
  42246. */
  42247. /**
  42248. * Sets wether the color curves effect is enabled.
  42249. */
  42250. cameraColorCurvesEnabled: boolean;
  42251. /**
  42252. * Gets wether the color grading effect is enabled.
  42253. */
  42254. /**
  42255. * Gets wether the color grading effect is enabled.
  42256. */
  42257. cameraColorGradingEnabled: boolean;
  42258. /**
  42259. * Gets wether tonemapping is enabled or not.
  42260. */
  42261. /**
  42262. * Sets wether tonemapping is enabled or not
  42263. */
  42264. cameraToneMappingEnabled: boolean;
  42265. /**
  42266. * The camera exposure used on this material.
  42267. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42268. * This corresponds to a photographic exposure.
  42269. */
  42270. /**
  42271. * The camera exposure used on this material.
  42272. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  42273. * This corresponds to a photographic exposure.
  42274. */
  42275. cameraExposure: number;
  42276. /**
  42277. * Gets The camera contrast used on this material.
  42278. */
  42279. /**
  42280. * Sets The camera contrast used on this material.
  42281. */
  42282. cameraContrast: number;
  42283. /**
  42284. * Gets the Color Grading 2D Lookup Texture.
  42285. */
  42286. /**
  42287. * Sets the Color Grading 2D Lookup Texture.
  42288. */
  42289. cameraColorGradingTexture: Nullable<BaseTexture>;
  42290. /**
  42291. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42292. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42293. * 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;
  42294. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42295. */
  42296. /**
  42297. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  42298. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  42299. * 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;
  42300. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  42301. */
  42302. cameraColorCurves: Nullable<ColorCurves>;
  42303. /**
  42304. * Custom callback helping to override the default shader used in the material.
  42305. */
  42306. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  42307. protected _renderTargets: SmartArray<RenderTargetTexture>;
  42308. protected _worldViewProjectionMatrix: Matrix;
  42309. protected _globalAmbientColor: Color3;
  42310. protected _useLogarithmicDepth: boolean;
  42311. protected _rebuildInParallel: boolean;
  42312. /**
  42313. * Instantiates a new standard material.
  42314. * This is the default material used in Babylon. It is the best trade off between quality
  42315. * and performances.
  42316. * @see http://doc.babylonjs.com/babylon101/materials
  42317. * @param name Define the name of the material in the scene
  42318. * @param scene Define the scene the material belong to
  42319. */
  42320. constructor(name: string, scene: Scene);
  42321. /**
  42322. * Gets a boolean indicating that current material needs to register RTT
  42323. */
  42324. readonly hasRenderTargetTextures: boolean;
  42325. /**
  42326. * Gets the current class name of the material e.g. "StandardMaterial"
  42327. * Mainly use in serialization.
  42328. * @returns the class name
  42329. */
  42330. getClassName(): string;
  42331. /**
  42332. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  42333. * You can try switching to logarithmic depth.
  42334. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  42335. */
  42336. useLogarithmicDepth: boolean;
  42337. /**
  42338. * Specifies if the material will require alpha blending
  42339. * @returns a boolean specifying if alpha blending is needed
  42340. */
  42341. needAlphaBlending(): boolean;
  42342. /**
  42343. * Specifies if this material should be rendered in alpha test mode
  42344. * @returns a boolean specifying if an alpha test is needed.
  42345. */
  42346. needAlphaTesting(): boolean;
  42347. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  42348. /**
  42349. * Get the texture used for alpha test purpose.
  42350. * @returns the diffuse texture in case of the standard material.
  42351. */
  42352. getAlphaTestTexture(): Nullable<BaseTexture>;
  42353. /**
  42354. * Get if the submesh is ready to be used and all its information available.
  42355. * Child classes can use it to update shaders
  42356. * @param mesh defines the mesh to check
  42357. * @param subMesh defines which submesh to check
  42358. * @param useInstances specifies that instances should be used
  42359. * @returns a boolean indicating that the submesh is ready or not
  42360. */
  42361. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  42362. /**
  42363. * Builds the material UBO layouts.
  42364. * Used internally during the effect preparation.
  42365. */
  42366. buildUniformLayout(): void;
  42367. /**
  42368. * Unbinds the material from the mesh
  42369. */
  42370. unbind(): void;
  42371. /**
  42372. * Binds the submesh to this material by preparing the effect and shader to draw
  42373. * @param world defines the world transformation matrix
  42374. * @param mesh defines the mesh containing the submesh
  42375. * @param subMesh defines the submesh to bind the material to
  42376. */
  42377. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  42378. /**
  42379. * Get the list of animatables in the material.
  42380. * @returns the list of animatables object used in the material
  42381. */
  42382. getAnimatables(): IAnimatable[];
  42383. /**
  42384. * Gets the active textures from the material
  42385. * @returns an array of textures
  42386. */
  42387. getActiveTextures(): BaseTexture[];
  42388. /**
  42389. * Specifies if the material uses a texture
  42390. * @param texture defines the texture to check against the material
  42391. * @returns a boolean specifying if the material uses the texture
  42392. */
  42393. hasTexture(texture: BaseTexture): boolean;
  42394. /**
  42395. * Disposes the material
  42396. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  42397. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  42398. */
  42399. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  42400. /**
  42401. * Makes a duplicate of the material, and gives it a new name
  42402. * @param name defines the new name for the duplicated material
  42403. * @returns the cloned material
  42404. */
  42405. clone(name: string): StandardMaterial;
  42406. /**
  42407. * Serializes this material in a JSON representation
  42408. * @returns the serialized material object
  42409. */
  42410. serialize(): any;
  42411. /**
  42412. * Creates a standard material from parsed material data
  42413. * @param source defines the JSON representation of the material
  42414. * @param scene defines the hosting scene
  42415. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  42416. * @returns a new standard material
  42417. */
  42418. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  42419. /**
  42420. * Are diffuse textures enabled in the application.
  42421. */
  42422. static DiffuseTextureEnabled: boolean;
  42423. /**
  42424. * Are ambient textures enabled in the application.
  42425. */
  42426. static AmbientTextureEnabled: boolean;
  42427. /**
  42428. * Are opacity textures enabled in the application.
  42429. */
  42430. static OpacityTextureEnabled: boolean;
  42431. /**
  42432. * Are reflection textures enabled in the application.
  42433. */
  42434. static ReflectionTextureEnabled: boolean;
  42435. /**
  42436. * Are emissive textures enabled in the application.
  42437. */
  42438. static EmissiveTextureEnabled: boolean;
  42439. /**
  42440. * Are specular textures enabled in the application.
  42441. */
  42442. static SpecularTextureEnabled: boolean;
  42443. /**
  42444. * Are bump textures enabled in the application.
  42445. */
  42446. static BumpTextureEnabled: boolean;
  42447. /**
  42448. * Are lightmap textures enabled in the application.
  42449. */
  42450. static LightmapTextureEnabled: boolean;
  42451. /**
  42452. * Are refraction textures enabled in the application.
  42453. */
  42454. static RefractionTextureEnabled: boolean;
  42455. /**
  42456. * Are color grading textures enabled in the application.
  42457. */
  42458. static ColorGradingTextureEnabled: boolean;
  42459. /**
  42460. * Are fresnels enabled in the application.
  42461. */
  42462. static FresnelEnabled: boolean;
  42463. }
  42464. }
  42465. declare module "babylonjs/Shaders/imageProcessing.fragment" {
  42466. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  42467. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  42468. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  42469. /** @hidden */
  42470. export var imageProcessingPixelShader: {
  42471. name: string;
  42472. shader: string;
  42473. };
  42474. }
  42475. declare module "babylonjs/PostProcesses/imageProcessingPostProcess" {
  42476. import { Nullable } from "babylonjs/types";
  42477. import { Color4 } from "babylonjs/Maths/math.color";
  42478. import { Camera } from "babylonjs/Cameras/camera";
  42479. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  42480. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  42481. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  42482. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  42483. import { Engine } from "babylonjs/Engines/engine";
  42484. import "babylonjs/Shaders/imageProcessing.fragment";
  42485. import "babylonjs/Shaders/postprocess.vertex";
  42486. /**
  42487. * ImageProcessingPostProcess
  42488. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  42489. */
  42490. export class ImageProcessingPostProcess extends PostProcess {
  42491. /**
  42492. * Default configuration related to image processing available in the PBR Material.
  42493. */
  42494. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  42495. /**
  42496. * Gets the image processing configuration used either in this material.
  42497. */
  42498. /**
  42499. * Sets the Default image processing configuration used either in the this material.
  42500. *
  42501. * If sets to null, the scene one is in use.
  42502. */
  42503. imageProcessingConfiguration: ImageProcessingConfiguration;
  42504. /**
  42505. * Keep track of the image processing observer to allow dispose and replace.
  42506. */
  42507. private _imageProcessingObserver;
  42508. /**
  42509. * Attaches a new image processing configuration to the PBR Material.
  42510. * @param configuration
  42511. */
  42512. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  42513. /**
  42514. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42515. */
  42516. /**
  42517. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  42518. */
  42519. colorCurves: Nullable<ColorCurves>;
  42520. /**
  42521. * Gets wether the color curves effect is enabled.
  42522. */
  42523. /**
  42524. * Sets wether the color curves effect is enabled.
  42525. */
  42526. colorCurvesEnabled: boolean;
  42527. /**
  42528. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42529. */
  42530. /**
  42531. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  42532. */
  42533. colorGradingTexture: Nullable<BaseTexture>;
  42534. /**
  42535. * Gets wether the color grading effect is enabled.
  42536. */
  42537. /**
  42538. * Gets wether the color grading effect is enabled.
  42539. */
  42540. colorGradingEnabled: boolean;
  42541. /**
  42542. * Gets exposure used in the effect.
  42543. */
  42544. /**
  42545. * Sets exposure used in the effect.
  42546. */
  42547. exposure: number;
  42548. /**
  42549. * Gets wether tonemapping is enabled or not.
  42550. */
  42551. /**
  42552. * Sets wether tonemapping is enabled or not
  42553. */
  42554. toneMappingEnabled: boolean;
  42555. /**
  42556. * Gets the type of tone mapping effect.
  42557. */
  42558. /**
  42559. * Sets the type of tone mapping effect.
  42560. */
  42561. toneMappingType: number;
  42562. /**
  42563. * Gets contrast used in the effect.
  42564. */
  42565. /**
  42566. * Sets contrast used in the effect.
  42567. */
  42568. contrast: number;
  42569. /**
  42570. * Gets Vignette stretch size.
  42571. */
  42572. /**
  42573. * Sets Vignette stretch size.
  42574. */
  42575. vignetteStretch: number;
  42576. /**
  42577. * Gets Vignette centre X Offset.
  42578. */
  42579. /**
  42580. * Sets Vignette centre X Offset.
  42581. */
  42582. vignetteCentreX: number;
  42583. /**
  42584. * Gets Vignette centre Y Offset.
  42585. */
  42586. /**
  42587. * Sets Vignette centre Y Offset.
  42588. */
  42589. vignetteCentreY: number;
  42590. /**
  42591. * Gets Vignette weight or intensity of the vignette effect.
  42592. */
  42593. /**
  42594. * Sets Vignette weight or intensity of the vignette effect.
  42595. */
  42596. vignetteWeight: number;
  42597. /**
  42598. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42599. * if vignetteEnabled is set to true.
  42600. */
  42601. /**
  42602. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  42603. * if vignetteEnabled is set to true.
  42604. */
  42605. vignetteColor: Color4;
  42606. /**
  42607. * Gets Camera field of view used by the Vignette effect.
  42608. */
  42609. /**
  42610. * Sets Camera field of view used by the Vignette effect.
  42611. */
  42612. vignetteCameraFov: number;
  42613. /**
  42614. * Gets the vignette blend mode allowing different kind of effect.
  42615. */
  42616. /**
  42617. * Sets the vignette blend mode allowing different kind of effect.
  42618. */
  42619. vignetteBlendMode: number;
  42620. /**
  42621. * Gets wether the vignette effect is enabled.
  42622. */
  42623. /**
  42624. * Sets wether the vignette effect is enabled.
  42625. */
  42626. vignetteEnabled: boolean;
  42627. private _fromLinearSpace;
  42628. /**
  42629. * Gets wether the input of the processing is in Gamma or Linear Space.
  42630. */
  42631. /**
  42632. * Sets wether the input of the processing is in Gamma or Linear Space.
  42633. */
  42634. fromLinearSpace: boolean;
  42635. /**
  42636. * Defines cache preventing GC.
  42637. */
  42638. private _defines;
  42639. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  42640. /**
  42641. * "ImageProcessingPostProcess"
  42642. * @returns "ImageProcessingPostProcess"
  42643. */
  42644. getClassName(): string;
  42645. protected _updateParameters(): void;
  42646. dispose(camera?: Camera): void;
  42647. }
  42648. }
  42649. declare module "babylonjs/Meshes/Builders/groundBuilder" {
  42650. import { Scene } from "babylonjs/scene";
  42651. import { Color3 } from "babylonjs/Maths/math.color";
  42652. import { Mesh } from "babylonjs/Meshes/mesh";
  42653. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  42654. import { Nullable } from "babylonjs/types";
  42655. /**
  42656. * Class containing static functions to help procedurally build meshes
  42657. */
  42658. export class GroundBuilder {
  42659. /**
  42660. * Creates a ground mesh
  42661. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  42662. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  42663. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  42664. * @param name defines the name of the mesh
  42665. * @param options defines the options used to create the mesh
  42666. * @param scene defines the hosting scene
  42667. * @returns the ground mesh
  42668. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  42669. */
  42670. static CreateGround(name: string, options: {
  42671. width?: number;
  42672. height?: number;
  42673. subdivisions?: number;
  42674. subdivisionsX?: number;
  42675. subdivisionsY?: number;
  42676. updatable?: boolean;
  42677. }, scene: any): Mesh;
  42678. /**
  42679. * Creates a tiled ground mesh
  42680. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  42681. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  42682. * * 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
  42683. * * 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
  42684. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42685. * @param name defines the name of the mesh
  42686. * @param options defines the options used to create the mesh
  42687. * @param scene defines the hosting scene
  42688. * @returns the tiled ground mesh
  42689. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  42690. */
  42691. static CreateTiledGround(name: string, options: {
  42692. xmin: number;
  42693. zmin: number;
  42694. xmax: number;
  42695. zmax: number;
  42696. subdivisions?: {
  42697. w: number;
  42698. h: number;
  42699. };
  42700. precision?: {
  42701. w: number;
  42702. h: number;
  42703. };
  42704. updatable?: boolean;
  42705. }, scene?: Nullable<Scene>): Mesh;
  42706. /**
  42707. * Creates a ground mesh from a height map
  42708. * * The parameter `url` sets the URL of the height map image resource.
  42709. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  42710. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  42711. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  42712. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  42713. * * 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.
  42714. * * 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).
  42715. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  42716. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42717. * @param name defines the name of the mesh
  42718. * @param url defines the url to the height map
  42719. * @param options defines the options used to create the mesh
  42720. * @param scene defines the hosting scene
  42721. * @returns the ground mesh
  42722. * @see https://doc.babylonjs.com/babylon101/height_map
  42723. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  42724. */
  42725. static CreateGroundFromHeightMap(name: string, url: string, options: {
  42726. width?: number;
  42727. height?: number;
  42728. subdivisions?: number;
  42729. minHeight?: number;
  42730. maxHeight?: number;
  42731. colorFilter?: Color3;
  42732. alphaFilter?: number;
  42733. updatable?: boolean;
  42734. onReady?: (mesh: GroundMesh) => void;
  42735. }, scene?: Nullable<Scene>): GroundMesh;
  42736. }
  42737. }
  42738. declare module "babylonjs/Meshes/Builders/torusBuilder" {
  42739. import { Vector4 } from "babylonjs/Maths/math.vector";
  42740. import { Mesh } from "babylonjs/Meshes/mesh";
  42741. /**
  42742. * Class containing static functions to help procedurally build meshes
  42743. */
  42744. export class TorusBuilder {
  42745. /**
  42746. * Creates a torus mesh
  42747. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  42748. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  42749. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  42750. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42751. * * 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
  42752. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42753. * @param name defines the name of the mesh
  42754. * @param options defines the options used to create the mesh
  42755. * @param scene defines the hosting scene
  42756. * @returns the torus mesh
  42757. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  42758. */
  42759. static CreateTorus(name: string, options: {
  42760. diameter?: number;
  42761. thickness?: number;
  42762. tessellation?: number;
  42763. updatable?: boolean;
  42764. sideOrientation?: number;
  42765. frontUVs?: Vector4;
  42766. backUVs?: Vector4;
  42767. }, scene: any): Mesh;
  42768. }
  42769. }
  42770. declare module "babylonjs/Meshes/Builders/cylinderBuilder" {
  42771. import { Vector4 } from "babylonjs/Maths/math.vector";
  42772. import { Color4 } from "babylonjs/Maths/math.color";
  42773. import { Mesh } from "babylonjs/Meshes/mesh";
  42774. /**
  42775. * Class containing static functions to help procedurally build meshes
  42776. */
  42777. export class CylinderBuilder {
  42778. /**
  42779. * Creates a cylinder or a cone mesh
  42780. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  42781. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  42782. * * 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.
  42783. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  42784. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  42785. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  42786. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  42787. * * 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).
  42788. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  42789. * * 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).
  42790. * * 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
  42791. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  42792. * * 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
  42793. * * 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.
  42794. * * If `enclose` is false, a ring surface is one element.
  42795. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  42796. * * 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
  42797. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  42798. * * 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
  42799. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  42800. * @param name defines the name of the mesh
  42801. * @param options defines the options used to create the mesh
  42802. * @param scene defines the hosting scene
  42803. * @returns the cylinder mesh
  42804. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  42805. */
  42806. static CreateCylinder(name: string, options: {
  42807. height?: number;
  42808. diameterTop?: number;
  42809. diameterBottom?: number;
  42810. diameter?: number;
  42811. tessellation?: number;
  42812. subdivisions?: number;
  42813. arc?: number;
  42814. faceColors?: Color4[];
  42815. faceUV?: Vector4[];
  42816. updatable?: boolean;
  42817. hasRings?: boolean;
  42818. enclose?: boolean;
  42819. cap?: number;
  42820. sideOrientation?: number;
  42821. frontUVs?: Vector4;
  42822. backUVs?: Vector4;
  42823. }, scene: any): Mesh;
  42824. }
  42825. }
  42826. declare module "babylonjs/Cameras/VR/vrExperienceHelper" {
  42827. import { Observable } from "babylonjs/Misc/observable";
  42828. import { Nullable } from "babylonjs/types";
  42829. import { Camera } from "babylonjs/Cameras/camera";
  42830. import { DeviceOrientationCamera } from "babylonjs/Cameras/deviceOrientationCamera";
  42831. import { VRDeviceOrientationFreeCamera } from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  42832. import { WebVROptions, WebVRFreeCamera } from "babylonjs/Cameras/VR/webVRCamera";
  42833. import { Scene } from "babylonjs/scene";
  42834. import { Vector3 } from "babylonjs/Maths/math.vector";
  42835. import { Color3 } from "babylonjs/Maths/math.color";
  42836. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  42837. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  42838. import { Mesh } from "babylonjs/Meshes/mesh";
  42839. import { PickingInfo } from "babylonjs/Collisions/pickingInfo";
  42840. import { VRCameraMetrics } from "babylonjs/Cameras/VR/vrCameraMetrics";
  42841. import "babylonjs/Meshes/Builders/groundBuilder";
  42842. import "babylonjs/Meshes/Builders/torusBuilder";
  42843. import "babylonjs/Meshes/Builders/cylinderBuilder";
  42844. import "babylonjs/Gamepads/gamepadSceneComponent";
  42845. import "babylonjs/Animations/animatable";
  42846. /**
  42847. * Options to modify the vr teleportation behavior.
  42848. */
  42849. export interface VRTeleportationOptions {
  42850. /**
  42851. * The name of the mesh which should be used as the teleportation floor. (default: null)
  42852. */
  42853. floorMeshName?: string;
  42854. /**
  42855. * A list of meshes to be used as the teleportation floor. (default: empty)
  42856. */
  42857. floorMeshes?: Mesh[];
  42858. }
  42859. /**
  42860. * Options to modify the vr experience helper's behavior.
  42861. */
  42862. export interface VRExperienceHelperOptions extends WebVROptions {
  42863. /**
  42864. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  42865. */
  42866. createDeviceOrientationCamera?: boolean;
  42867. /**
  42868. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  42869. */
  42870. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  42871. /**
  42872. * Uses the main button on the controller to toggle the laser casted. (default: true)
  42873. */
  42874. laserToggle?: boolean;
  42875. /**
  42876. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  42877. */
  42878. floorMeshes?: Mesh[];
  42879. /**
  42880. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  42881. */
  42882. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  42883. }
  42884. /**
  42885. * Event containing information after VR has been entered
  42886. */
  42887. export class OnAfterEnteringVRObservableEvent {
  42888. /**
  42889. * If entering vr was successful
  42890. */
  42891. success: boolean;
  42892. }
  42893. /**
  42894. * Helps to quickly add VR support to an existing scene.
  42895. * See http://doc.babylonjs.com/how_to/webvr_helper
  42896. */
  42897. export class VRExperienceHelper {
  42898. /** Options to modify the vr experience helper's behavior. */
  42899. webVROptions: VRExperienceHelperOptions;
  42900. private _scene;
  42901. private _position;
  42902. private _btnVR;
  42903. private _btnVRDisplayed;
  42904. private _webVRsupported;
  42905. private _webVRready;
  42906. private _webVRrequesting;
  42907. private _webVRpresenting;
  42908. private _hasEnteredVR;
  42909. private _fullscreenVRpresenting;
  42910. private _inputElement;
  42911. private _webVRCamera;
  42912. private _vrDeviceOrientationCamera;
  42913. private _deviceOrientationCamera;
  42914. private _existingCamera;
  42915. private _onKeyDown;
  42916. private _onVrDisplayPresentChange;
  42917. private _onVRDisplayChanged;
  42918. private _onVRRequestPresentStart;
  42919. private _onVRRequestPresentComplete;
  42920. /**
  42921. * 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)
  42922. */
  42923. enableGazeEvenWhenNoPointerLock: boolean;
  42924. /**
  42925. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  42926. */
  42927. exitVROnDoubleTap: boolean;
  42928. /**
  42929. * Observable raised right before entering VR.
  42930. */
  42931. onEnteringVRObservable: Observable<VRExperienceHelper>;
  42932. /**
  42933. * Observable raised when entering VR has completed.
  42934. */
  42935. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  42936. /**
  42937. * Observable raised when exiting VR.
  42938. */
  42939. onExitingVRObservable: Observable<VRExperienceHelper>;
  42940. /**
  42941. * Observable raised when controller mesh is loaded.
  42942. */
  42943. onControllerMeshLoadedObservable: Observable<WebVRController>;
  42944. /** Return this.onEnteringVRObservable
  42945. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  42946. */
  42947. readonly onEnteringVR: Observable<VRExperienceHelper>;
  42948. /** Return this.onExitingVRObservable
  42949. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  42950. */
  42951. readonly onExitingVR: Observable<VRExperienceHelper>;
  42952. /** Return this.onControllerMeshLoadedObservable
  42953. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  42954. */
  42955. readonly onControllerMeshLoaded: Observable<WebVRController>;
  42956. private _rayLength;
  42957. private _useCustomVRButton;
  42958. private _teleportationRequested;
  42959. private _teleportActive;
  42960. private _floorMeshName;
  42961. private _floorMeshesCollection;
  42962. private _rotationAllowed;
  42963. private _teleportBackwardsVector;
  42964. private _teleportationTarget;
  42965. private _isDefaultTeleportationTarget;
  42966. private _postProcessMove;
  42967. private _teleportationFillColor;
  42968. private _teleportationBorderColor;
  42969. private _rotationAngle;
  42970. private _haloCenter;
  42971. private _cameraGazer;
  42972. private _padSensibilityUp;
  42973. private _padSensibilityDown;
  42974. private _leftController;
  42975. private _rightController;
  42976. /**
  42977. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  42978. */
  42979. onNewMeshSelected: Observable<AbstractMesh>;
  42980. /**
  42981. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  42982. * This observable will provide the mesh and the controller used to select the mesh
  42983. */
  42984. onMeshSelectedWithController: Observable<{
  42985. mesh: AbstractMesh;
  42986. controller: WebVRController;
  42987. }>;
  42988. /**
  42989. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  42990. */
  42991. onNewMeshPicked: Observable<PickingInfo>;
  42992. private _circleEase;
  42993. /**
  42994. * Observable raised before camera teleportation
  42995. */
  42996. onBeforeCameraTeleport: Observable<Vector3>;
  42997. /**
  42998. * Observable raised after camera teleportation
  42999. */
  43000. onAfterCameraTeleport: Observable<Vector3>;
  43001. /**
  43002. * Observable raised when current selected mesh gets unselected
  43003. */
  43004. onSelectedMeshUnselected: Observable<AbstractMesh>;
  43005. private _raySelectionPredicate;
  43006. /**
  43007. * To be optionaly changed by user to define custom ray selection
  43008. */
  43009. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  43010. /**
  43011. * To be optionaly changed by user to define custom selection logic (after ray selection)
  43012. */
  43013. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  43014. /**
  43015. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  43016. */
  43017. teleportationEnabled: boolean;
  43018. private _defaultHeight;
  43019. private _teleportationInitialized;
  43020. private _interactionsEnabled;
  43021. private _interactionsRequested;
  43022. private _displayGaze;
  43023. private _displayLaserPointer;
  43024. /**
  43025. * The mesh used to display where the user is going to teleport.
  43026. */
  43027. /**
  43028. * Sets the mesh to be used to display where the user is going to teleport.
  43029. */
  43030. teleportationTarget: Mesh;
  43031. /**
  43032. * 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
  43033. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  43034. * See http://doc.babylonjs.com/resources/baking_transformations
  43035. */
  43036. gazeTrackerMesh: Mesh;
  43037. /**
  43038. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  43039. */
  43040. updateGazeTrackerScale: boolean;
  43041. /**
  43042. * If the gaze trackers color should be updated when selecting meshes
  43043. */
  43044. updateGazeTrackerColor: boolean;
  43045. /**
  43046. * If the controller laser color should be updated when selecting meshes
  43047. */
  43048. updateControllerLaserColor: boolean;
  43049. /**
  43050. * The gaze tracking mesh corresponding to the left controller
  43051. */
  43052. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  43053. /**
  43054. * The gaze tracking mesh corresponding to the right controller
  43055. */
  43056. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  43057. /**
  43058. * If the ray of the gaze should be displayed.
  43059. */
  43060. /**
  43061. * Sets if the ray of the gaze should be displayed.
  43062. */
  43063. displayGaze: boolean;
  43064. /**
  43065. * If the ray of the LaserPointer should be displayed.
  43066. */
  43067. /**
  43068. * Sets if the ray of the LaserPointer should be displayed.
  43069. */
  43070. displayLaserPointer: boolean;
  43071. /**
  43072. * The deviceOrientationCamera used as the camera when not in VR.
  43073. */
  43074. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  43075. /**
  43076. * Based on the current WebVR support, returns the current VR camera used.
  43077. */
  43078. readonly currentVRCamera: Nullable<Camera>;
  43079. /**
  43080. * The webVRCamera which is used when in VR.
  43081. */
  43082. readonly webVRCamera: WebVRFreeCamera;
  43083. /**
  43084. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  43085. */
  43086. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  43087. /**
  43088. * The html button that is used to trigger entering into VR.
  43089. */
  43090. readonly vrButton: Nullable<HTMLButtonElement>;
  43091. private readonly _teleportationRequestInitiated;
  43092. /**
  43093. * Defines wether or not Pointer lock should be requested when switching to
  43094. * full screen.
  43095. */
  43096. requestPointerLockOnFullScreen: boolean;
  43097. /**
  43098. * Instantiates a VRExperienceHelper.
  43099. * Helps to quickly add VR support to an existing scene.
  43100. * @param scene The scene the VRExperienceHelper belongs to.
  43101. * @param webVROptions Options to modify the vr experience helper's behavior.
  43102. */
  43103. constructor(scene: Scene,
  43104. /** Options to modify the vr experience helper's behavior. */
  43105. webVROptions?: VRExperienceHelperOptions);
  43106. private _onDefaultMeshLoaded;
  43107. private _onResize;
  43108. private _onFullscreenChange;
  43109. /**
  43110. * Gets a value indicating if we are currently in VR mode.
  43111. */
  43112. readonly isInVRMode: boolean;
  43113. private onVrDisplayPresentChange;
  43114. private onVRDisplayChanged;
  43115. private moveButtonToBottomRight;
  43116. private displayVRButton;
  43117. private updateButtonVisibility;
  43118. private _cachedAngularSensibility;
  43119. /**
  43120. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  43121. * Otherwise, will use the fullscreen API.
  43122. */
  43123. enterVR(): void;
  43124. /**
  43125. * Attempt to exit VR, or fullscreen.
  43126. */
  43127. exitVR(): void;
  43128. /**
  43129. * The position of the vr experience helper.
  43130. */
  43131. /**
  43132. * Sets the position of the vr experience helper.
  43133. */
  43134. position: Vector3;
  43135. /**
  43136. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  43137. */
  43138. enableInteractions(): void;
  43139. private readonly _noControllerIsActive;
  43140. private beforeRender;
  43141. private _isTeleportationFloor;
  43142. /**
  43143. * Adds a floor mesh to be used for teleportation.
  43144. * @param floorMesh the mesh to be used for teleportation.
  43145. */
  43146. addFloorMesh(floorMesh: Mesh): void;
  43147. /**
  43148. * Removes a floor mesh from being used for teleportation.
  43149. * @param floorMesh the mesh to be removed.
  43150. */
  43151. removeFloorMesh(floorMesh: Mesh): void;
  43152. /**
  43153. * Enables interactions and teleportation using the VR controllers and gaze.
  43154. * @param vrTeleportationOptions options to modify teleportation behavior.
  43155. */
  43156. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  43157. private _onNewGamepadConnected;
  43158. private _tryEnableInteractionOnController;
  43159. private _onNewGamepadDisconnected;
  43160. private _enableInteractionOnController;
  43161. private _checkTeleportWithRay;
  43162. private _checkRotate;
  43163. private _checkTeleportBackwards;
  43164. private _enableTeleportationOnController;
  43165. private _createTeleportationCircles;
  43166. private _displayTeleportationTarget;
  43167. private _hideTeleportationTarget;
  43168. private _rotateCamera;
  43169. private _moveTeleportationSelectorTo;
  43170. private _workingVector;
  43171. private _workingQuaternion;
  43172. private _workingMatrix;
  43173. /**
  43174. * Teleports the users feet to the desired location
  43175. * @param location The location where the user's feet should be placed
  43176. */
  43177. teleportCamera(location: Vector3): void;
  43178. private _convertNormalToDirectionOfRay;
  43179. private _castRayAndSelectObject;
  43180. private _notifySelectedMeshUnselected;
  43181. /**
  43182. * Sets the color of the laser ray from the vr controllers.
  43183. * @param color new color for the ray.
  43184. */
  43185. changeLaserColor(color: Color3): void;
  43186. /**
  43187. * Sets the color of the ray from the vr headsets gaze.
  43188. * @param color new color for the ray.
  43189. */
  43190. changeGazeColor(color: Color3): void;
  43191. /**
  43192. * Exits VR and disposes of the vr experience helper
  43193. */
  43194. dispose(): void;
  43195. /**
  43196. * Gets the name of the VRExperienceHelper class
  43197. * @returns "VRExperienceHelper"
  43198. */
  43199. getClassName(): string;
  43200. }
  43201. }
  43202. declare module "babylonjs/Cameras/VR/index" {
  43203. export * from "babylonjs/Cameras/VR/vrCameraMetrics";
  43204. export * from "babylonjs/Cameras/VR/vrDeviceOrientationArcRotateCamera";
  43205. export * from "babylonjs/Cameras/VR/vrDeviceOrientationFreeCamera";
  43206. export * from "babylonjs/Cameras/VR/vrDeviceOrientationGamepadCamera";
  43207. export * from "babylonjs/Cameras/VR/vrExperienceHelper";
  43208. export * from "babylonjs/Cameras/VR/webVRCamera";
  43209. }
  43210. declare module "babylonjs/Cameras/XR/webXRTypes" {
  43211. import { Nullable } from "babylonjs/types";
  43212. import { IDisposable } from "babylonjs/scene";
  43213. /**
  43214. * States of the webXR experience
  43215. */
  43216. export enum WebXRState {
  43217. /**
  43218. * Transitioning to being in XR mode
  43219. */
  43220. ENTERING_XR = 0,
  43221. /**
  43222. * Transitioning to non XR mode
  43223. */
  43224. EXITING_XR = 1,
  43225. /**
  43226. * In XR mode and presenting
  43227. */
  43228. IN_XR = 2,
  43229. /**
  43230. * Not entered XR mode
  43231. */
  43232. NOT_IN_XR = 3
  43233. }
  43234. /**
  43235. * Abstraction of the XR render target
  43236. */
  43237. export interface WebXRRenderTarget extends IDisposable {
  43238. /**
  43239. * xrpresent context of the canvas which can be used to display/mirror xr content
  43240. */
  43241. canvasContext: WebGLRenderingContext;
  43242. /**
  43243. * xr layer for the canvas
  43244. */
  43245. xrLayer: Nullable<XRWebGLLayer>;
  43246. /**
  43247. * Initializes the xr layer for the session
  43248. * @param xrSession xr session
  43249. * @returns a promise that will resolve once the XR Layer has been created
  43250. */
  43251. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  43252. }
  43253. }
  43254. declare module "babylonjs/Cameras/XR/webXRManagedOutputCanvas" {
  43255. import { Nullable } from "babylonjs/types";
  43256. import { Observable } from "babylonjs/Misc/observable";
  43257. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  43258. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43259. /**
  43260. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  43261. */
  43262. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  43263. private _engine;
  43264. private _canvas;
  43265. /**
  43266. * xrpresent context of the canvas which can be used to display/mirror xr content
  43267. */
  43268. canvasContext: WebGLRenderingContext;
  43269. /**
  43270. * xr layer for the canvas
  43271. */
  43272. xrLayer: Nullable<XRWebGLLayer>;
  43273. /**
  43274. * Initializes the xr layer for the session
  43275. * @param xrSession xr session
  43276. * @returns a promise that will resolve once the XR Layer has been created
  43277. */
  43278. initializeXRLayerAsync(xrSession: any): any;
  43279. /**
  43280. * Initializes the canvas to be added/removed upon entering/exiting xr
  43281. * @param engine the Babylon engine
  43282. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  43283. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  43284. */
  43285. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  43286. /**
  43287. * Disposes of the object
  43288. */
  43289. dispose(): void;
  43290. private _setManagedOutputCanvas;
  43291. private _addCanvas;
  43292. private _removeCanvas;
  43293. }
  43294. }
  43295. declare module "babylonjs/Cameras/XR/webXRSessionManager" {
  43296. import { Observable } from "babylonjs/Misc/observable";
  43297. import { Nullable } from "babylonjs/types";
  43298. import { IDisposable, Scene } from "babylonjs/scene";
  43299. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  43300. import { WebXRRenderTarget, WebXRState } from "babylonjs/Cameras/XR/webXRTypes";
  43301. /**
  43302. * Manages an XRSession to work with Babylon's engine
  43303. * @see https://doc.babylonjs.com/how_to/webxr
  43304. */
  43305. export class WebXRSessionManager implements IDisposable {
  43306. private scene;
  43307. /**
  43308. * Fires every time a new xrFrame arrives which can be used to update the camera
  43309. */
  43310. onXRFrameObservable: Observable<any>;
  43311. /**
  43312. * Fires when the xr session is ended either by the device or manually done
  43313. */
  43314. onXRSessionEnded: Observable<any>;
  43315. /**
  43316. * Underlying xr session
  43317. */
  43318. session: XRSession;
  43319. /**
  43320. * Type of reference space used when creating the session
  43321. */
  43322. referenceSpace: XRReferenceSpace;
  43323. /**
  43324. * Current XR frame
  43325. */
  43326. currentFrame: Nullable<XRFrame>;
  43327. private _xrNavigator;
  43328. private baseLayer;
  43329. private _rttProvider;
  43330. private _sessionEnded;
  43331. /**
  43332. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  43333. * @param scene The scene which the session should be created for
  43334. */
  43335. constructor(scene: Scene);
  43336. /**
  43337. * Initializes the manager
  43338. * After initialization enterXR can be called to start an XR session
  43339. * @returns Promise which resolves after it is initialized
  43340. */
  43341. initializeAsync(): Promise<void>;
  43342. /**
  43343. * Initializes an xr session
  43344. * @param xrSessionMode mode to initialize
  43345. * @param optionalFeatures defines optional values to pass to the session builder
  43346. * @returns a promise which will resolve once the session has been initialized
  43347. */
  43348. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  43349. /**
  43350. * Sets the reference space on the xr session
  43351. * @param referenceSpace space to set
  43352. * @returns a promise that will resolve once the reference space has been set
  43353. */
  43354. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  43355. /**
  43356. * Updates the render state of the session
  43357. * @param state state to set
  43358. * @returns a promise that resolves once the render state has been updated
  43359. */
  43360. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  43361. /**
  43362. * Starts rendering to the xr layer
  43363. * @returns a promise that will resolve once rendering has started
  43364. */
  43365. startRenderingToXRAsync(): Promise<void>;
  43366. /**
  43367. * Gets the correct render target texture to be rendered this frame for this eye
  43368. * @param eye the eye for which to get the render target
  43369. * @returns the render target for the specified eye
  43370. */
  43371. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  43372. /**
  43373. * Stops the xrSession and restores the renderloop
  43374. * @returns Promise which resolves after it exits XR
  43375. */
  43376. exitXRAsync(): Promise<void>;
  43377. /**
  43378. * Checks if a session would be supported for the creation options specified
  43379. * @param sessionMode session mode to check if supported eg. immersive-vr
  43380. * @returns true if supported
  43381. */
  43382. supportsSessionAsync(sessionMode: XRSessionMode): any;
  43383. /**
  43384. * Creates a WebXRRenderTarget object for the XR session
  43385. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  43386. * @returns a WebXR render target to which the session can render
  43387. */
  43388. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  43389. /**
  43390. * @hidden
  43391. * Converts the render layer of xrSession to a render target
  43392. * @param session session to create render target for
  43393. * @param scene scene the new render target should be created for
  43394. */
  43395. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  43396. /**
  43397. * Disposes of the session manager
  43398. */
  43399. dispose(): void;
  43400. }
  43401. }
  43402. declare module "babylonjs/Cameras/XR/webXRCamera" {
  43403. import { Scene } from "babylonjs/scene";
  43404. import { FreeCamera } from "babylonjs/Cameras/freeCamera";
  43405. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43406. /**
  43407. * WebXR Camera which holds the views for the xrSession
  43408. * @see https://doc.babylonjs.com/how_to/webxr
  43409. */
  43410. export class WebXRCamera extends FreeCamera {
  43411. private static _TmpMatrix;
  43412. /**
  43413. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  43414. * @param name the name of the camera
  43415. * @param scene the scene to add the camera to
  43416. */
  43417. constructor(name: string, scene: Scene);
  43418. private _updateNumberOfRigCameras;
  43419. /** @hidden */
  43420. _updateForDualEyeDebugging(): void;
  43421. /**
  43422. * Updates the cameras position from the current pose information of the XR session
  43423. * @param xrSessionManager the session containing pose information
  43424. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  43425. */
  43426. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  43427. }
  43428. }
  43429. declare module "babylonjs/Cameras/XR/webXRExperienceHelper" {
  43430. import { Observable } from "babylonjs/Misc/observable";
  43431. import { IDisposable, Scene } from "babylonjs/scene";
  43432. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  43433. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43434. import { WebXRSessionManager } from "babylonjs/Cameras/XR/webXRSessionManager";
  43435. import { WebXRCamera } from "babylonjs/Cameras/XR/webXRCamera";
  43436. import { WebXRState, WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43437. /**
  43438. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  43439. * @see https://doc.babylonjs.com/how_to/webxr
  43440. */
  43441. export class WebXRExperienceHelper implements IDisposable {
  43442. private scene;
  43443. /**
  43444. * 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
  43445. */
  43446. container: AbstractMesh;
  43447. /**
  43448. * Camera used to render xr content
  43449. */
  43450. camera: WebXRCamera;
  43451. /**
  43452. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  43453. */
  43454. state: WebXRState;
  43455. private _setState;
  43456. private static _TmpVector;
  43457. /**
  43458. * Fires when the state of the experience helper has changed
  43459. */
  43460. onStateChangedObservable: Observable<WebXRState>;
  43461. /** Session manager used to keep track of xr session */
  43462. sessionManager: WebXRSessionManager;
  43463. private _nonVRCamera;
  43464. private _originalSceneAutoClear;
  43465. private _supported;
  43466. /**
  43467. * Creates the experience helper
  43468. * @param scene the scene to attach the experience helper to
  43469. * @returns a promise for the experience helper
  43470. */
  43471. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  43472. /**
  43473. * Creates a WebXRExperienceHelper
  43474. * @param scene The scene the helper should be created in
  43475. */
  43476. private constructor();
  43477. /**
  43478. * Exits XR mode and returns the scene to its original state
  43479. * @returns promise that resolves after xr mode has exited
  43480. */
  43481. exitXRAsync(): Promise<void>;
  43482. /**
  43483. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  43484. * @param sessionMode options for the XR session
  43485. * @param referenceSpaceType frame of reference of the XR session
  43486. * @param renderTarget the output canvas that will be used to enter XR mode
  43487. * @returns promise that resolves after xr mode has entered
  43488. */
  43489. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  43490. /**
  43491. * Updates the global position of the camera by moving the camera's container
  43492. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  43493. * @param position The desired global position of the camera
  43494. */
  43495. setPositionOfCameraUsingContainer(position: Vector3): void;
  43496. /**
  43497. * Rotates the xr camera by rotating the camera's container around the camera's position
  43498. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  43499. * @param rotation the desired quaternion rotation to apply to the camera
  43500. */
  43501. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  43502. /**
  43503. * Disposes of the experience helper
  43504. */
  43505. dispose(): void;
  43506. }
  43507. }
  43508. declare module "babylonjs/Cameras/XR/webXREnterExitUI" {
  43509. import { Nullable } from "babylonjs/types";
  43510. import { Observable } from "babylonjs/Misc/observable";
  43511. import { IDisposable, Scene } from "babylonjs/scene";
  43512. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43513. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  43514. /**
  43515. * Button which can be used to enter a different mode of XR
  43516. */
  43517. export class WebXREnterExitUIButton {
  43518. /** button element */
  43519. element: HTMLElement;
  43520. /** XR initialization options for the button */
  43521. sessionMode: XRSessionMode;
  43522. /** Reference space type */
  43523. referenceSpaceType: XRReferenceSpaceType;
  43524. /**
  43525. * Creates a WebXREnterExitUIButton
  43526. * @param element button element
  43527. * @param sessionMode XR initialization session mode
  43528. * @param referenceSpaceType the type of reference space to be used
  43529. */
  43530. constructor(
  43531. /** button element */
  43532. element: HTMLElement,
  43533. /** XR initialization options for the button */
  43534. sessionMode: XRSessionMode,
  43535. /** Reference space type */
  43536. referenceSpaceType: XRReferenceSpaceType);
  43537. /**
  43538. * Overwritable function which can be used to update the button's visuals when the state changes
  43539. * @param activeButton the current active button in the UI
  43540. */
  43541. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  43542. }
  43543. /**
  43544. * Options to create the webXR UI
  43545. */
  43546. export class WebXREnterExitUIOptions {
  43547. /**
  43548. * Context to enter xr with
  43549. */
  43550. renderTarget?: Nullable<WebXRRenderTarget>;
  43551. /**
  43552. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  43553. */
  43554. customButtons?: Array<WebXREnterExitUIButton>;
  43555. }
  43556. /**
  43557. * UI to allow the user to enter/exit XR mode
  43558. */
  43559. export class WebXREnterExitUI implements IDisposable {
  43560. private scene;
  43561. private _overlay;
  43562. private _buttons;
  43563. private _activeButton;
  43564. /**
  43565. * Fired every time the active button is changed.
  43566. *
  43567. * When xr is entered via a button that launches xr that button will be the callback parameter
  43568. *
  43569. * When exiting xr the callback parameter will be null)
  43570. */
  43571. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  43572. /**
  43573. * Creates UI to allow the user to enter/exit XR mode
  43574. * @param scene the scene to add the ui to
  43575. * @param helper the xr experience helper to enter/exit xr with
  43576. * @param options options to configure the UI
  43577. * @returns the created ui
  43578. */
  43579. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  43580. private constructor();
  43581. private _updateButtons;
  43582. /**
  43583. * Disposes of the object
  43584. */
  43585. dispose(): void;
  43586. }
  43587. }
  43588. declare module "babylonjs/Cameras/XR/webXRController" {
  43589. import { Nullable } from "babylonjs/types";
  43590. import { Observable } from "babylonjs/Misc/observable";
  43591. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43592. import { Ray } from "babylonjs/Culling/ray";
  43593. import { Scene } from "babylonjs/scene";
  43594. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  43595. /**
  43596. * Represents an XR input
  43597. */
  43598. export class WebXRController {
  43599. private scene;
  43600. /** The underlying input source for the controller */
  43601. inputSource: XRInputSource;
  43602. private parentContainer;
  43603. /**
  43604. * 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
  43605. */
  43606. grip?: AbstractMesh;
  43607. /**
  43608. * Pointer which can be used to select objects or attach a visible laser to
  43609. */
  43610. pointer: AbstractMesh;
  43611. private _gamepadMode;
  43612. /**
  43613. * If available, this is the gamepad object related to this controller.
  43614. * Using this object it is possible to get click events and trackpad changes of the
  43615. * webxr controller that is currently being used.
  43616. */
  43617. gamepadController?: WebVRController;
  43618. /**
  43619. * Event that fires when the controller is removed/disposed
  43620. */
  43621. onDisposeObservable: Observable<{}>;
  43622. private _tmpMatrix;
  43623. private _tmpQuaternion;
  43624. private _tmpVector;
  43625. /**
  43626. * Creates the controller
  43627. * @see https://doc.babylonjs.com/how_to/webxr
  43628. * @param scene the scene which the controller should be associated to
  43629. * @param inputSource the underlying input source for the controller
  43630. * @param parentContainer parent that the controller meshes should be children of
  43631. */
  43632. constructor(scene: Scene,
  43633. /** The underlying input source for the controller */
  43634. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  43635. /**
  43636. * Updates the controller pose based on the given XRFrame
  43637. * @param xrFrame xr frame to update the pose with
  43638. * @param referenceSpace reference space to use
  43639. */
  43640. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  43641. /**
  43642. * Gets a world space ray coming from the controller
  43643. * @param result the resulting ray
  43644. */
  43645. getWorldPointerRayToRef(result: Ray): void;
  43646. /**
  43647. * Get the scene associated with this controller
  43648. * @returns the scene object
  43649. */
  43650. getScene(): Scene;
  43651. /**
  43652. * Disposes of the object
  43653. */
  43654. dispose(): void;
  43655. }
  43656. }
  43657. declare module "babylonjs/Cameras/XR/webXRInput" {
  43658. import { Observable } from "babylonjs/Misc/observable";
  43659. import { IDisposable } from "babylonjs/scene";
  43660. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  43661. import { WebXRController } from "babylonjs/Cameras/XR/webXRController";
  43662. /**
  43663. * XR input used to track XR inputs such as controllers/rays
  43664. */
  43665. export class WebXRInput implements IDisposable {
  43666. /**
  43667. * Base experience the input listens to
  43668. */
  43669. baseExperience: WebXRExperienceHelper;
  43670. /**
  43671. * XR controllers being tracked
  43672. */
  43673. controllers: Array<WebXRController>;
  43674. private _frameObserver;
  43675. private _stateObserver;
  43676. /**
  43677. * Event when a controller has been connected/added
  43678. */
  43679. onControllerAddedObservable: Observable<WebXRController>;
  43680. /**
  43681. * Event when a controller has been removed/disconnected
  43682. */
  43683. onControllerRemovedObservable: Observable<WebXRController>;
  43684. /**
  43685. * Initializes the WebXRInput
  43686. * @param baseExperience experience helper which the input should be created for
  43687. */
  43688. constructor(
  43689. /**
  43690. * Base experience the input listens to
  43691. */
  43692. baseExperience: WebXRExperienceHelper);
  43693. private _onInputSourcesChange;
  43694. private _addAndRemoveControllers;
  43695. /**
  43696. * Disposes of the object
  43697. */
  43698. dispose(): void;
  43699. }
  43700. }
  43701. declare module "babylonjs/Cameras/XR/webXRControllerTeleportation" {
  43702. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43703. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43704. /**
  43705. * Enables teleportation
  43706. */
  43707. export class WebXRControllerTeleportation {
  43708. private _teleportationFillColor;
  43709. private _teleportationBorderColor;
  43710. private _tmpRay;
  43711. private _tmpVector;
  43712. /**
  43713. * Creates a WebXRControllerTeleportation
  43714. * @param input input manager to add teleportation to
  43715. * @param floorMeshes floormeshes which can be teleported to
  43716. */
  43717. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  43718. }
  43719. }
  43720. declare module "babylonjs/Cameras/XR/webXRControllerPointerSelection" {
  43721. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  43722. /**
  43723. * Handles pointer input automatically for the pointer of XR controllers
  43724. */
  43725. export class WebXRControllerPointerSelection {
  43726. private static _idCounter;
  43727. private _tmpRay;
  43728. /**
  43729. * Creates a WebXRControllerPointerSelection
  43730. * @param input input manager to setup pointer selection
  43731. */
  43732. constructor(input: WebXRInput);
  43733. private _convertNormalToDirectionOfRay;
  43734. private _updatePointerDistance;
  43735. }
  43736. }
  43737. declare module "babylonjs/Loading/sceneLoader" {
  43738. import { Observable } from "babylonjs/Misc/observable";
  43739. import { Nullable } from "babylonjs/types";
  43740. import { Scene } from "babylonjs/scene";
  43741. import { Engine } from "babylonjs/Engines/engine";
  43742. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  43743. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  43744. import { AssetContainer } from "babylonjs/assetContainer";
  43745. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  43746. import { Skeleton } from "babylonjs/Bones/skeleton";
  43747. import { IFileRequest } from "babylonjs/Misc/fileRequest";
  43748. import { WebRequest } from "babylonjs/Misc/webRequest";
  43749. /**
  43750. * Class used to represent data loading progression
  43751. */
  43752. export class SceneLoaderProgressEvent {
  43753. /** defines if data length to load can be evaluated */
  43754. readonly lengthComputable: boolean;
  43755. /** defines the loaded data length */
  43756. readonly loaded: number;
  43757. /** defines the data length to load */
  43758. readonly total: number;
  43759. /**
  43760. * Create a new progress event
  43761. * @param lengthComputable defines if data length to load can be evaluated
  43762. * @param loaded defines the loaded data length
  43763. * @param total defines the data length to load
  43764. */
  43765. constructor(
  43766. /** defines if data length to load can be evaluated */
  43767. lengthComputable: boolean,
  43768. /** defines the loaded data length */
  43769. loaded: number,
  43770. /** defines the data length to load */
  43771. total: number);
  43772. /**
  43773. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  43774. * @param event defines the source event
  43775. * @returns a new SceneLoaderProgressEvent
  43776. */
  43777. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  43778. }
  43779. /**
  43780. * Interface used by SceneLoader plugins to define supported file extensions
  43781. */
  43782. export interface ISceneLoaderPluginExtensions {
  43783. /**
  43784. * Defines the list of supported extensions
  43785. */
  43786. [extension: string]: {
  43787. isBinary: boolean;
  43788. };
  43789. }
  43790. /**
  43791. * Interface used by SceneLoader plugin factory
  43792. */
  43793. export interface ISceneLoaderPluginFactory {
  43794. /**
  43795. * Defines the name of the factory
  43796. */
  43797. name: string;
  43798. /**
  43799. * Function called to create a new plugin
  43800. * @return the new plugin
  43801. */
  43802. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  43803. /**
  43804. * The callback that returns true if the data can be directly loaded.
  43805. * @param data string containing the file data
  43806. * @returns if the data can be loaded directly
  43807. */
  43808. canDirectLoad?(data: string): boolean;
  43809. }
  43810. /**
  43811. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  43812. */
  43813. export interface ISceneLoaderPluginBase {
  43814. /**
  43815. * The friendly name of this plugin.
  43816. */
  43817. name: string;
  43818. /**
  43819. * The file extensions supported by this plugin.
  43820. */
  43821. extensions: string | ISceneLoaderPluginExtensions;
  43822. /**
  43823. * The callback called when loading from a url.
  43824. * @param scene scene loading this url
  43825. * @param url url to load
  43826. * @param onSuccess callback called when the file successfully loads
  43827. * @param onProgress callback called while file is loading (if the server supports this mode)
  43828. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  43829. * @param onError callback called when the file fails to load
  43830. * @returns a file request object
  43831. */
  43832. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43833. /**
  43834. * The callback called when loading from a file object.
  43835. * @param scene scene loading this file
  43836. * @param file defines the file to load
  43837. * @param onSuccess defines the callback to call when data is loaded
  43838. * @param onProgress defines the callback to call during loading process
  43839. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  43840. * @param onError defines the callback to call when an error occurs
  43841. * @returns a file request object
  43842. */
  43843. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  43844. /**
  43845. * The callback that returns true if the data can be directly loaded.
  43846. * @param data string containing the file data
  43847. * @returns if the data can be loaded directly
  43848. */
  43849. canDirectLoad?(data: string): boolean;
  43850. /**
  43851. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  43852. * @param scene scene loading this data
  43853. * @param data string containing the data
  43854. * @returns data to pass to the plugin
  43855. */
  43856. directLoad?(scene: Scene, data: string): any;
  43857. /**
  43858. * The callback that allows custom handling of the root url based on the response url.
  43859. * @param rootUrl the original root url
  43860. * @param responseURL the response url if available
  43861. * @returns the new root url
  43862. */
  43863. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  43864. }
  43865. /**
  43866. * Interface used to define a SceneLoader plugin
  43867. */
  43868. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  43869. /**
  43870. * Import meshes into a scene.
  43871. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43872. * @param scene The scene to import into
  43873. * @param data The data to import
  43874. * @param rootUrl The root url for scene and resources
  43875. * @param meshes The meshes array to import into
  43876. * @param particleSystems The particle systems array to import into
  43877. * @param skeletons The skeletons array to import into
  43878. * @param onError The callback when import fails
  43879. * @returns True if successful or false otherwise
  43880. */
  43881. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  43882. /**
  43883. * Load into a scene.
  43884. * @param scene The scene to load into
  43885. * @param data The data to import
  43886. * @param rootUrl The root url for scene and resources
  43887. * @param onError The callback when import fails
  43888. * @returns True if successful or false otherwise
  43889. */
  43890. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  43891. /**
  43892. * Load into an asset container.
  43893. * @param scene The scene to load into
  43894. * @param data The data to import
  43895. * @param rootUrl The root url for scene and resources
  43896. * @param onError The callback when import fails
  43897. * @returns The loaded asset container
  43898. */
  43899. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  43900. }
  43901. /**
  43902. * Interface used to define an async SceneLoader plugin
  43903. */
  43904. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  43905. /**
  43906. * Import meshes into a scene.
  43907. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  43908. * @param scene The scene to import into
  43909. * @param data The data to import
  43910. * @param rootUrl The root url for scene and resources
  43911. * @param onProgress The callback when the load progresses
  43912. * @param fileName Defines the name of the file to load
  43913. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  43914. */
  43915. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  43916. meshes: AbstractMesh[];
  43917. particleSystems: IParticleSystem[];
  43918. skeletons: Skeleton[];
  43919. animationGroups: AnimationGroup[];
  43920. }>;
  43921. /**
  43922. * Load into a scene.
  43923. * @param scene The scene to load into
  43924. * @param data The data to import
  43925. * @param rootUrl The root url for scene and resources
  43926. * @param onProgress The callback when the load progresses
  43927. * @param fileName Defines the name of the file to load
  43928. * @returns Nothing
  43929. */
  43930. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  43931. /**
  43932. * Load into an asset container.
  43933. * @param scene The scene to load into
  43934. * @param data The data to import
  43935. * @param rootUrl The root url for scene and resources
  43936. * @param onProgress The callback when the load progresses
  43937. * @param fileName Defines the name of the file to load
  43938. * @returns The loaded asset container
  43939. */
  43940. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  43941. }
  43942. /**
  43943. * Class used to load scene from various file formats using registered plugins
  43944. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  43945. */
  43946. export class SceneLoader {
  43947. /**
  43948. * No logging while loading
  43949. */
  43950. static readonly NO_LOGGING: number;
  43951. /**
  43952. * Minimal logging while loading
  43953. */
  43954. static readonly MINIMAL_LOGGING: number;
  43955. /**
  43956. * Summary logging while loading
  43957. */
  43958. static readonly SUMMARY_LOGGING: number;
  43959. /**
  43960. * Detailled logging while loading
  43961. */
  43962. static readonly DETAILED_LOGGING: number;
  43963. /**
  43964. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  43965. */
  43966. static ForceFullSceneLoadingForIncremental: boolean;
  43967. /**
  43968. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  43969. */
  43970. static ShowLoadingScreen: boolean;
  43971. /**
  43972. * Defines the current logging level (while loading the scene)
  43973. * @ignorenaming
  43974. */
  43975. static loggingLevel: number;
  43976. /**
  43977. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  43978. */
  43979. static CleanBoneMatrixWeights: boolean;
  43980. /**
  43981. * Event raised when a plugin is used to load a scene
  43982. */
  43983. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  43984. private static _registeredPlugins;
  43985. private static _getDefaultPlugin;
  43986. private static _getPluginForExtension;
  43987. private static _getPluginForDirectLoad;
  43988. private static _getPluginForFilename;
  43989. private static _getDirectLoad;
  43990. private static _loadData;
  43991. private static _getFileInfo;
  43992. /**
  43993. * Gets a plugin that can load the given extension
  43994. * @param extension defines the extension to load
  43995. * @returns a plugin or null if none works
  43996. */
  43997. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  43998. /**
  43999. * Gets a boolean indicating that the given extension can be loaded
  44000. * @param extension defines the extension to load
  44001. * @returns true if the extension is supported
  44002. */
  44003. static IsPluginForExtensionAvailable(extension: string): boolean;
  44004. /**
  44005. * Adds a new plugin to the list of registered plugins
  44006. * @param plugin defines the plugin to add
  44007. */
  44008. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  44009. /**
  44010. * Import meshes into a scene
  44011. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44012. * @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)
  44013. * @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)
  44014. * @param scene the instance of BABYLON.Scene to append to
  44015. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  44016. * @param onProgress a callback with a progress event for each file being loaded
  44017. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44018. * @param pluginExtension the extension used to determine the plugin
  44019. * @returns The loaded plugin
  44020. */
  44021. 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>;
  44022. /**
  44023. * Import meshes into a scene
  44024. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  44025. * @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)
  44026. * @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)
  44027. * @param scene the instance of BABYLON.Scene to append to
  44028. * @param onProgress a callback with a progress event for each file being loaded
  44029. * @param pluginExtension the extension used to determine the plugin
  44030. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  44031. */
  44032. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  44033. meshes: AbstractMesh[];
  44034. particleSystems: IParticleSystem[];
  44035. skeletons: Skeleton[];
  44036. animationGroups: AnimationGroup[];
  44037. }>;
  44038. /**
  44039. * Load a scene
  44040. * @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)
  44041. * @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)
  44042. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44043. * @param onSuccess a callback with the scene when import succeeds
  44044. * @param onProgress a callback with a progress event for each file being loaded
  44045. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44046. * @param pluginExtension the extension used to determine the plugin
  44047. * @returns The loaded plugin
  44048. */
  44049. 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>;
  44050. /**
  44051. * Load a scene
  44052. * @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)
  44053. * @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)
  44054. * @param engine is the instance of BABYLON.Engine to use to create the scene
  44055. * @param onProgress a callback with a progress event for each file being loaded
  44056. * @param pluginExtension the extension used to determine the plugin
  44057. * @returns The loaded scene
  44058. */
  44059. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44060. /**
  44061. * Append a scene
  44062. * @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)
  44063. * @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)
  44064. * @param scene is the instance of BABYLON.Scene to append to
  44065. * @param onSuccess a callback with the scene when import succeeds
  44066. * @param onProgress a callback with a progress event for each file being loaded
  44067. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44068. * @param pluginExtension the extension used to determine the plugin
  44069. * @returns The loaded plugin
  44070. */
  44071. 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>;
  44072. /**
  44073. * Append a scene
  44074. * @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)
  44075. * @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)
  44076. * @param scene is the instance of BABYLON.Scene to append to
  44077. * @param onProgress a callback with a progress event for each file being loaded
  44078. * @param pluginExtension the extension used to determine the plugin
  44079. * @returns The given scene
  44080. */
  44081. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  44082. /**
  44083. * Load a scene into an asset container
  44084. * @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)
  44085. * @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)
  44086. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  44087. * @param onSuccess a callback with the scene when import succeeds
  44088. * @param onProgress a callback with a progress event for each file being loaded
  44089. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  44090. * @param pluginExtension the extension used to determine the plugin
  44091. * @returns The loaded plugin
  44092. */
  44093. 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>;
  44094. /**
  44095. * Load a scene into an asset container
  44096. * @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)
  44097. * @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)
  44098. * @param scene is the instance of Scene to append to
  44099. * @param onProgress a callback with a progress event for each file being loaded
  44100. * @param pluginExtension the extension used to determine the plugin
  44101. * @returns The loaded asset container
  44102. */
  44103. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  44104. }
  44105. }
  44106. declare module "babylonjs/Gamepads/Controllers/genericController" {
  44107. import { Scene } from "babylonjs/scene";
  44108. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44109. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44110. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44111. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44112. /**
  44113. * Generic Controller
  44114. */
  44115. export class GenericController extends WebVRController {
  44116. /**
  44117. * Base Url for the controller model.
  44118. */
  44119. static readonly MODEL_BASE_URL: string;
  44120. /**
  44121. * File name for the controller model.
  44122. */
  44123. static readonly MODEL_FILENAME: string;
  44124. /**
  44125. * Creates a new GenericController from a gamepad
  44126. * @param vrGamepad the gamepad that the controller should be created from
  44127. */
  44128. constructor(vrGamepad: any);
  44129. /**
  44130. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44131. * @param scene scene in which to add meshes
  44132. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44133. */
  44134. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44135. /**
  44136. * Called once for each button that changed state since the last frame
  44137. * @param buttonIdx Which button index changed
  44138. * @param state New state of the button
  44139. * @param changes Which properties on the state changed since last frame
  44140. */
  44141. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44142. }
  44143. }
  44144. declare module "babylonjs/Gamepads/Controllers/windowsMotionController" {
  44145. import { Observable } from "babylonjs/Misc/observable";
  44146. import { Scene } from "babylonjs/scene";
  44147. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44148. import { Ray } from "babylonjs/Culling/ray";
  44149. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44150. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44151. import { StickValues, GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44152. /**
  44153. * Defines the WindowsMotionController object that the state of the windows motion controller
  44154. */
  44155. export class WindowsMotionController extends WebVRController {
  44156. /**
  44157. * The base url used to load the left and right controller models
  44158. */
  44159. static MODEL_BASE_URL: string;
  44160. /**
  44161. * The name of the left controller model file
  44162. */
  44163. static MODEL_LEFT_FILENAME: string;
  44164. /**
  44165. * The name of the right controller model file
  44166. */
  44167. static MODEL_RIGHT_FILENAME: string;
  44168. /**
  44169. * The controller name prefix for this controller type
  44170. */
  44171. static readonly GAMEPAD_ID_PREFIX: string;
  44172. /**
  44173. * The controller id pattern for this controller type
  44174. */
  44175. private static readonly GAMEPAD_ID_PATTERN;
  44176. private _loadedMeshInfo;
  44177. private readonly _mapping;
  44178. /**
  44179. * Fired when the trackpad on this controller is clicked
  44180. */
  44181. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  44182. /**
  44183. * Fired when the trackpad on this controller is modified
  44184. */
  44185. onTrackpadValuesChangedObservable: Observable<StickValues>;
  44186. /**
  44187. * The current x and y values of this controller's trackpad
  44188. */
  44189. trackpad: StickValues;
  44190. /**
  44191. * Creates a new WindowsMotionController from a gamepad
  44192. * @param vrGamepad the gamepad that the controller should be created from
  44193. */
  44194. constructor(vrGamepad: any);
  44195. /**
  44196. * Fired when the trigger on this controller is modified
  44197. */
  44198. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44199. /**
  44200. * Fired when the menu button on this controller is modified
  44201. */
  44202. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44203. /**
  44204. * Fired when the grip button on this controller is modified
  44205. */
  44206. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44207. /**
  44208. * Fired when the thumbstick button on this controller is modified
  44209. */
  44210. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44211. /**
  44212. * Fired when the touchpad button on this controller is modified
  44213. */
  44214. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44215. /**
  44216. * Fired when the touchpad values on this controller are modified
  44217. */
  44218. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  44219. private _updateTrackpad;
  44220. /**
  44221. * Called once per frame by the engine.
  44222. */
  44223. update(): void;
  44224. /**
  44225. * Called once for each button that changed state since the last frame
  44226. * @param buttonIdx Which button index changed
  44227. * @param state New state of the button
  44228. * @param changes Which properties on the state changed since last frame
  44229. */
  44230. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44231. /**
  44232. * Moves the buttons on the controller mesh based on their current state
  44233. * @param buttonName the name of the button to move
  44234. * @param buttonValue the value of the button which determines the buttons new position
  44235. */
  44236. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  44237. /**
  44238. * Moves the axis on the controller mesh based on its current state
  44239. * @param axis the index of the axis
  44240. * @param axisValue the value of the axis which determines the meshes new position
  44241. * @hidden
  44242. */
  44243. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  44244. /**
  44245. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44246. * @param scene scene in which to add meshes
  44247. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44248. */
  44249. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  44250. /**
  44251. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  44252. * can be transformed by button presses and axes values, based on this._mapping.
  44253. *
  44254. * @param scene scene in which the meshes exist
  44255. * @param meshes list of meshes that make up the controller model to process
  44256. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  44257. */
  44258. private processModel;
  44259. private createMeshInfo;
  44260. /**
  44261. * Gets the ray of the controller in the direction the controller is pointing
  44262. * @param length the length the resulting ray should be
  44263. * @returns a ray in the direction the controller is pointing
  44264. */
  44265. getForwardRay(length?: number): Ray;
  44266. /**
  44267. * Disposes of the controller
  44268. */
  44269. dispose(): void;
  44270. }
  44271. }
  44272. declare module "babylonjs/Gamepads/Controllers/oculusTouchController" {
  44273. import { Observable } from "babylonjs/Misc/observable";
  44274. import { Scene } from "babylonjs/scene";
  44275. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44276. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44277. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44278. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44279. /**
  44280. * Oculus Touch Controller
  44281. */
  44282. export class OculusTouchController extends WebVRController {
  44283. /**
  44284. * Base Url for the controller model.
  44285. */
  44286. static MODEL_BASE_URL: string;
  44287. /**
  44288. * File name for the left controller model.
  44289. */
  44290. static MODEL_LEFT_FILENAME: string;
  44291. /**
  44292. * File name for the right controller model.
  44293. */
  44294. static MODEL_RIGHT_FILENAME: string;
  44295. /**
  44296. * Base Url for the Quest controller model.
  44297. */
  44298. static QUEST_MODEL_BASE_URL: string;
  44299. /**
  44300. * @hidden
  44301. * If the controllers are running on a device that needs the updated Quest controller models
  44302. */
  44303. static _IsQuest: boolean;
  44304. /**
  44305. * Fired when the secondary trigger on this controller is modified
  44306. */
  44307. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  44308. /**
  44309. * Fired when the thumb rest on this controller is modified
  44310. */
  44311. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  44312. /**
  44313. * Creates a new OculusTouchController from a gamepad
  44314. * @param vrGamepad the gamepad that the controller should be created from
  44315. */
  44316. constructor(vrGamepad: any);
  44317. /**
  44318. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44319. * @param scene scene in which to add meshes
  44320. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44321. */
  44322. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44323. /**
  44324. * Fired when the A button on this controller is modified
  44325. */
  44326. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44327. /**
  44328. * Fired when the B button on this controller is modified
  44329. */
  44330. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44331. /**
  44332. * Fired when the X button on this controller is modified
  44333. */
  44334. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44335. /**
  44336. * Fired when the Y button on this controller is modified
  44337. */
  44338. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44339. /**
  44340. * Called once for each button that changed state since the last frame
  44341. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  44342. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  44343. * 2) secondary trigger (same)
  44344. * 3) A (right) X (left), touch, pressed = value
  44345. * 4) B / Y
  44346. * 5) thumb rest
  44347. * @param buttonIdx Which button index changed
  44348. * @param state New state of the button
  44349. * @param changes Which properties on the state changed since last frame
  44350. */
  44351. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44352. }
  44353. }
  44354. declare module "babylonjs/Gamepads/Controllers/viveController" {
  44355. import { Scene } from "babylonjs/scene";
  44356. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44357. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  44358. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  44359. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  44360. import { Observable } from "babylonjs/Misc/observable";
  44361. /**
  44362. * Vive Controller
  44363. */
  44364. export class ViveController extends WebVRController {
  44365. /**
  44366. * Base Url for the controller model.
  44367. */
  44368. static MODEL_BASE_URL: string;
  44369. /**
  44370. * File name for the controller model.
  44371. */
  44372. static MODEL_FILENAME: string;
  44373. /**
  44374. * Creates a new ViveController from a gamepad
  44375. * @param vrGamepad the gamepad that the controller should be created from
  44376. */
  44377. constructor(vrGamepad: any);
  44378. /**
  44379. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  44380. * @param scene scene in which to add meshes
  44381. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  44382. */
  44383. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  44384. /**
  44385. * Fired when the left button on this controller is modified
  44386. */
  44387. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44388. /**
  44389. * Fired when the right button on this controller is modified
  44390. */
  44391. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44392. /**
  44393. * Fired when the menu button on this controller is modified
  44394. */
  44395. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  44396. /**
  44397. * Called once for each button that changed state since the last frame
  44398. * Vive mapping:
  44399. * 0: touchpad
  44400. * 1: trigger
  44401. * 2: left AND right buttons
  44402. * 3: menu button
  44403. * @param buttonIdx Which button index changed
  44404. * @param state New state of the button
  44405. * @param changes Which properties on the state changed since last frame
  44406. */
  44407. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  44408. }
  44409. }
  44410. declare module "babylonjs/Cameras/XR/webXRControllerModelLoader" {
  44411. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  44412. /**
  44413. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  44414. */
  44415. export class WebXRControllerModelLoader {
  44416. /**
  44417. * Creates the WebXRControllerModelLoader
  44418. * @param input xr input that creates the controllers
  44419. */
  44420. constructor(input: WebXRInput);
  44421. }
  44422. }
  44423. declare module "babylonjs/Cameras/XR/index" {
  44424. export * from "babylonjs/Cameras/XR/webXRCamera";
  44425. export * from "babylonjs/Cameras/XR/webXREnterExitUI";
  44426. export * from "babylonjs/Cameras/XR/webXRExperienceHelper";
  44427. export * from "babylonjs/Cameras/XR/webXRInput";
  44428. export * from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  44429. export * from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  44430. export * from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  44431. export * from "babylonjs/Cameras/XR/webXRController";
  44432. export * from "babylonjs/Cameras/XR/webXRManagedOutputCanvas";
  44433. export * from "babylonjs/Cameras/XR/webXRTypes";
  44434. export * from "babylonjs/Cameras/XR/webXRSessionManager";
  44435. }
  44436. declare module "babylonjs/Cameras/RigModes/index" {
  44437. export * from "babylonjs/Cameras/RigModes/stereoscopicAnaglyphRigMode";
  44438. export * from "babylonjs/Cameras/RigModes/stereoscopicRigMode";
  44439. export * from "babylonjs/Cameras/RigModes/vrRigMode";
  44440. export * from "babylonjs/Cameras/RigModes/webVRRigMode";
  44441. }
  44442. declare module "babylonjs/Cameras/index" {
  44443. export * from "babylonjs/Cameras/Inputs/index";
  44444. export * from "babylonjs/Cameras/cameraInputsManager";
  44445. export * from "babylonjs/Cameras/camera";
  44446. export * from "babylonjs/Cameras/targetCamera";
  44447. export * from "babylonjs/Cameras/freeCamera";
  44448. export * from "babylonjs/Cameras/freeCameraInputsManager";
  44449. export * from "babylonjs/Cameras/touchCamera";
  44450. export * from "babylonjs/Cameras/arcRotateCamera";
  44451. export * from "babylonjs/Cameras/arcRotateCameraInputsManager";
  44452. export * from "babylonjs/Cameras/deviceOrientationCamera";
  44453. export * from "babylonjs/Cameras/flyCamera";
  44454. export * from "babylonjs/Cameras/flyCameraInputsManager";
  44455. export * from "babylonjs/Cameras/followCamera";
  44456. export * from "babylonjs/Cameras/followCameraInputsManager";
  44457. export * from "babylonjs/Cameras/gamepadCamera";
  44458. export * from "babylonjs/Cameras/Stereoscopic/index";
  44459. export * from "babylonjs/Cameras/universalCamera";
  44460. export * from "babylonjs/Cameras/virtualJoysticksCamera";
  44461. export * from "babylonjs/Cameras/VR/index";
  44462. export * from "babylonjs/Cameras/XR/index";
  44463. export * from "babylonjs/Cameras/RigModes/index";
  44464. }
  44465. declare module "babylonjs/Collisions/index" {
  44466. export * from "babylonjs/Collisions/collider";
  44467. export * from "babylonjs/Collisions/collisionCoordinator";
  44468. export * from "babylonjs/Collisions/pickingInfo";
  44469. export * from "babylonjs/Collisions/intersectionInfo";
  44470. export * from "babylonjs/Collisions/meshCollisionData";
  44471. }
  44472. declare module "babylonjs/Culling/Octrees/octreeBlock" {
  44473. import { SmartArrayNoDuplicate } from "babylonjs/Misc/smartArray";
  44474. import { Vector3 } from "babylonjs/Maths/math.vector";
  44475. import { Ray } from "babylonjs/Culling/ray";
  44476. import { Plane } from "babylonjs/Maths/math.plane";
  44477. /**
  44478. * Contains an array of blocks representing the octree
  44479. */
  44480. export interface IOctreeContainer<T> {
  44481. /**
  44482. * Blocks within the octree
  44483. */
  44484. blocks: Array<OctreeBlock<T>>;
  44485. }
  44486. /**
  44487. * Class used to store a cell in an octree
  44488. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44489. */
  44490. export class OctreeBlock<T> {
  44491. /**
  44492. * Gets the content of the current block
  44493. */
  44494. entries: T[];
  44495. /**
  44496. * Gets the list of block children
  44497. */
  44498. blocks: Array<OctreeBlock<T>>;
  44499. private _depth;
  44500. private _maxDepth;
  44501. private _capacity;
  44502. private _minPoint;
  44503. private _maxPoint;
  44504. private _boundingVectors;
  44505. private _creationFunc;
  44506. /**
  44507. * Creates a new block
  44508. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  44509. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  44510. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44511. * @param depth defines the current depth of this block in the octree
  44512. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  44513. * @param creationFunc defines a callback to call when an element is added to the block
  44514. */
  44515. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  44516. /**
  44517. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  44518. */
  44519. readonly capacity: number;
  44520. /**
  44521. * Gets the minimum vector (in world space) of the block's bounding box
  44522. */
  44523. readonly minPoint: Vector3;
  44524. /**
  44525. * Gets the maximum vector (in world space) of the block's bounding box
  44526. */
  44527. readonly maxPoint: Vector3;
  44528. /**
  44529. * Add a new element to this block
  44530. * @param entry defines the element to add
  44531. */
  44532. addEntry(entry: T): void;
  44533. /**
  44534. * Remove an element from this block
  44535. * @param entry defines the element to remove
  44536. */
  44537. removeEntry(entry: T): void;
  44538. /**
  44539. * Add an array of elements to this block
  44540. * @param entries defines the array of elements to add
  44541. */
  44542. addEntries(entries: T[]): void;
  44543. /**
  44544. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  44545. * @param frustumPlanes defines the frustum planes to test
  44546. * @param selection defines the array to store current content if selection is positive
  44547. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44548. */
  44549. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44550. /**
  44551. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  44552. * @param sphereCenter defines the bounding sphere center
  44553. * @param sphereRadius defines the bounding sphere radius
  44554. * @param selection defines the array to store current content if selection is positive
  44555. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44556. */
  44557. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  44558. /**
  44559. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  44560. * @param ray defines the ray to test with
  44561. * @param selection defines the array to store current content if selection is positive
  44562. */
  44563. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  44564. /**
  44565. * Subdivide the content into child blocks (this block will then be empty)
  44566. */
  44567. createInnerBlocks(): void;
  44568. /**
  44569. * @hidden
  44570. */
  44571. 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;
  44572. }
  44573. }
  44574. declare module "babylonjs/Culling/Octrees/octree" {
  44575. import { SmartArray } from "babylonjs/Misc/smartArray";
  44576. import { Vector3 } from "babylonjs/Maths/math.vector";
  44577. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44578. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44579. import { Ray } from "babylonjs/Culling/ray";
  44580. import { OctreeBlock } from "babylonjs/Culling/Octrees/octreeBlock";
  44581. import { Plane } from "babylonjs/Maths/math.plane";
  44582. /**
  44583. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  44584. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44585. */
  44586. export class Octree<T> {
  44587. /** 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.) */
  44588. maxDepth: number;
  44589. /**
  44590. * Blocks within the octree containing objects
  44591. */
  44592. blocks: Array<OctreeBlock<T>>;
  44593. /**
  44594. * Content stored in the octree
  44595. */
  44596. dynamicContent: T[];
  44597. private _maxBlockCapacity;
  44598. private _selectionContent;
  44599. private _creationFunc;
  44600. /**
  44601. * Creates a octree
  44602. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44603. * @param creationFunc function to be used to instatiate the octree
  44604. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  44605. * @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.)
  44606. */
  44607. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  44608. /** 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.) */
  44609. maxDepth?: number);
  44610. /**
  44611. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  44612. * @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);
  44613. * @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);
  44614. * @param entries meshes to be added to the octree blocks
  44615. */
  44616. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  44617. /**
  44618. * Adds a mesh to the octree
  44619. * @param entry Mesh to add to the octree
  44620. */
  44621. addMesh(entry: T): void;
  44622. /**
  44623. * Remove an element from the octree
  44624. * @param entry defines the element to remove
  44625. */
  44626. removeMesh(entry: T): void;
  44627. /**
  44628. * Selects an array of meshes within the frustum
  44629. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  44630. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  44631. * @returns array of meshes within the frustum
  44632. */
  44633. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  44634. /**
  44635. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  44636. * @param sphereCenter defines the bounding sphere center
  44637. * @param sphereRadius defines the bounding sphere radius
  44638. * @param allowDuplicate defines if the selection array can contains duplicated entries
  44639. * @returns an array of objects that intersect the sphere
  44640. */
  44641. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  44642. /**
  44643. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  44644. * @param ray defines the ray to test with
  44645. * @returns array of intersected objects
  44646. */
  44647. intersectsRay(ray: Ray): SmartArray<T>;
  44648. /**
  44649. * Adds a mesh into the octree block if it intersects the block
  44650. */
  44651. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  44652. /**
  44653. * Adds a submesh into the octree block if it intersects the block
  44654. */
  44655. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  44656. }
  44657. }
  44658. declare module "babylonjs/Culling/Octrees/octreeSceneComponent" {
  44659. import { ISmartArrayLike } from "babylonjs/Misc/smartArray";
  44660. import { Scene } from "babylonjs/scene";
  44661. import { SubMesh } from "babylonjs/Meshes/subMesh";
  44662. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44663. import { Ray } from "babylonjs/Culling/ray";
  44664. import { Octree } from "babylonjs/Culling/Octrees/octree";
  44665. import { Collider } from "babylonjs/Collisions/collider";
  44666. module "babylonjs/scene" {
  44667. interface Scene {
  44668. /**
  44669. * @hidden
  44670. * Backing Filed
  44671. */
  44672. _selectionOctree: Octree<AbstractMesh>;
  44673. /**
  44674. * Gets the octree used to boost mesh selection (picking)
  44675. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44676. */
  44677. selectionOctree: Octree<AbstractMesh>;
  44678. /**
  44679. * Creates or updates the octree used to boost selection (picking)
  44680. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44681. * @param maxCapacity defines the maximum capacity per leaf
  44682. * @param maxDepth defines the maximum depth of the octree
  44683. * @returns an octree of AbstractMesh
  44684. */
  44685. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  44686. }
  44687. }
  44688. module "babylonjs/Meshes/abstractMesh" {
  44689. interface AbstractMesh {
  44690. /**
  44691. * @hidden
  44692. * Backing Field
  44693. */
  44694. _submeshesOctree: Octree<SubMesh>;
  44695. /**
  44696. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  44697. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  44698. * @param maxCapacity defines the maximum size of each block (64 by default)
  44699. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  44700. * @returns the new octree
  44701. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  44702. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  44703. */
  44704. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  44705. }
  44706. }
  44707. /**
  44708. * Defines the octree scene component responsible to manage any octrees
  44709. * in a given scene.
  44710. */
  44711. export class OctreeSceneComponent {
  44712. /**
  44713. * The component name help to identify the component in the list of scene components.
  44714. */
  44715. readonly name: string;
  44716. /**
  44717. * The scene the component belongs to.
  44718. */
  44719. scene: Scene;
  44720. /**
  44721. * Indicates if the meshes have been checked to make sure they are isEnabled()
  44722. */
  44723. readonly checksIsEnabled: boolean;
  44724. /**
  44725. * Creates a new instance of the component for the given scene
  44726. * @param scene Defines the scene to register the component in
  44727. */
  44728. constructor(scene: Scene);
  44729. /**
  44730. * Registers the component in a given scene
  44731. */
  44732. register(): void;
  44733. /**
  44734. * Return the list of active meshes
  44735. * @returns the list of active meshes
  44736. */
  44737. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  44738. /**
  44739. * Return the list of active sub meshes
  44740. * @param mesh The mesh to get the candidates sub meshes from
  44741. * @returns the list of active sub meshes
  44742. */
  44743. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  44744. private _tempRay;
  44745. /**
  44746. * Return the list of sub meshes intersecting with a given local ray
  44747. * @param mesh defines the mesh to find the submesh for
  44748. * @param localRay defines the ray in local space
  44749. * @returns the list of intersecting sub meshes
  44750. */
  44751. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  44752. /**
  44753. * Return the list of sub meshes colliding with a collider
  44754. * @param mesh defines the mesh to find the submesh for
  44755. * @param collider defines the collider to evaluate the collision against
  44756. * @returns the list of colliding sub meshes
  44757. */
  44758. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  44759. /**
  44760. * Rebuilds the elements related to this component in case of
  44761. * context lost for instance.
  44762. */
  44763. rebuild(): void;
  44764. /**
  44765. * Disposes the component and the associated ressources.
  44766. */
  44767. dispose(): void;
  44768. }
  44769. }
  44770. declare module "babylonjs/Culling/Octrees/index" {
  44771. export * from "babylonjs/Culling/Octrees/octree";
  44772. export * from "babylonjs/Culling/Octrees/octreeBlock";
  44773. export * from "babylonjs/Culling/Octrees/octreeSceneComponent";
  44774. }
  44775. declare module "babylonjs/Culling/index" {
  44776. export * from "babylonjs/Culling/boundingBox";
  44777. export * from "babylonjs/Culling/boundingInfo";
  44778. export * from "babylonjs/Culling/boundingSphere";
  44779. export * from "babylonjs/Culling/Octrees/index";
  44780. export * from "babylonjs/Culling/ray";
  44781. }
  44782. declare module "babylonjs/Rendering/utilityLayerRenderer" {
  44783. import { IDisposable, Scene } from "babylonjs/scene";
  44784. import { Nullable } from "babylonjs/types";
  44785. import { Observable } from "babylonjs/Misc/observable";
  44786. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44787. import { HemisphericLight } from "babylonjs/Lights/hemisphericLight";
  44788. import { Camera } from "babylonjs/Cameras/camera";
  44789. /**
  44790. * Renders a layer on top of an existing scene
  44791. */
  44792. export class UtilityLayerRenderer implements IDisposable {
  44793. /** the original scene that will be rendered on top of */
  44794. originalScene: Scene;
  44795. private _pointerCaptures;
  44796. private _lastPointerEvents;
  44797. private static _DefaultUtilityLayer;
  44798. private static _DefaultKeepDepthUtilityLayer;
  44799. private _sharedGizmoLight;
  44800. private _renderCamera;
  44801. /**
  44802. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  44803. * @returns the camera that is used when rendering the utility layer
  44804. */
  44805. getRenderCamera(): Nullable<Camera>;
  44806. /**
  44807. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  44808. * @param cam the camera that should be used when rendering the utility layer
  44809. */
  44810. setRenderCamera(cam: Nullable<Camera>): void;
  44811. /**
  44812. * @hidden
  44813. * Light which used by gizmos to get light shading
  44814. */
  44815. _getSharedGizmoLight(): HemisphericLight;
  44816. /**
  44817. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  44818. */
  44819. pickUtilitySceneFirst: boolean;
  44820. /**
  44821. * 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)
  44822. */
  44823. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  44824. /**
  44825. * 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)
  44826. */
  44827. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  44828. /**
  44829. * The scene that is rendered on top of the original scene
  44830. */
  44831. utilityLayerScene: Scene;
  44832. /**
  44833. * If the utility layer should automatically be rendered on top of existing scene
  44834. */
  44835. shouldRender: boolean;
  44836. /**
  44837. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  44838. */
  44839. onlyCheckPointerDownEvents: boolean;
  44840. /**
  44841. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  44842. */
  44843. processAllEvents: boolean;
  44844. /**
  44845. * Observable raised when the pointer move from the utility layer scene to the main scene
  44846. */
  44847. onPointerOutObservable: Observable<number>;
  44848. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  44849. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  44850. private _afterRenderObserver;
  44851. private _sceneDisposeObserver;
  44852. private _originalPointerObserver;
  44853. /**
  44854. * Instantiates a UtilityLayerRenderer
  44855. * @param originalScene the original scene that will be rendered on top of
  44856. * @param handleEvents boolean indicating if the utility layer should handle events
  44857. */
  44858. constructor(
  44859. /** the original scene that will be rendered on top of */
  44860. originalScene: Scene, handleEvents?: boolean);
  44861. private _notifyObservers;
  44862. /**
  44863. * Renders the utility layers scene on top of the original scene
  44864. */
  44865. render(): void;
  44866. /**
  44867. * Disposes of the renderer
  44868. */
  44869. dispose(): void;
  44870. private _updateCamera;
  44871. }
  44872. }
  44873. declare module "babylonjs/Gizmos/gizmo" {
  44874. import { Nullable } from "babylonjs/types";
  44875. import { IDisposable } from "babylonjs/scene";
  44876. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44877. import { Mesh } from "babylonjs/Meshes/mesh";
  44878. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44879. /**
  44880. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  44881. */
  44882. export class Gizmo implements IDisposable {
  44883. /** The utility layer the gizmo will be added to */
  44884. gizmoLayer: UtilityLayerRenderer;
  44885. /**
  44886. * The root mesh of the gizmo
  44887. */
  44888. _rootMesh: Mesh;
  44889. private _attachedMesh;
  44890. /**
  44891. * Ratio for the scale of the gizmo (Default: 1)
  44892. */
  44893. scaleRatio: number;
  44894. /**
  44895. * If a custom mesh has been set (Default: false)
  44896. */
  44897. protected _customMeshSet: boolean;
  44898. /**
  44899. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  44900. * * When set, interactions will be enabled
  44901. */
  44902. attachedMesh: Nullable<AbstractMesh>;
  44903. /**
  44904. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  44905. * @param mesh The mesh to replace the default mesh of the gizmo
  44906. */
  44907. setCustomMesh(mesh: Mesh): void;
  44908. /**
  44909. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  44910. */
  44911. updateGizmoRotationToMatchAttachedMesh: boolean;
  44912. /**
  44913. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  44914. */
  44915. updateGizmoPositionToMatchAttachedMesh: boolean;
  44916. /**
  44917. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  44918. */
  44919. updateScale: boolean;
  44920. protected _interactionsEnabled: boolean;
  44921. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44922. private _beforeRenderObserver;
  44923. private _tempVector;
  44924. /**
  44925. * Creates a gizmo
  44926. * @param gizmoLayer The utility layer the gizmo will be added to
  44927. */
  44928. constructor(
  44929. /** The utility layer the gizmo will be added to */
  44930. gizmoLayer?: UtilityLayerRenderer);
  44931. /**
  44932. * Updates the gizmo to match the attached mesh's position/rotation
  44933. */
  44934. protected _update(): void;
  44935. /**
  44936. * Disposes of the gizmo
  44937. */
  44938. dispose(): void;
  44939. }
  44940. }
  44941. declare module "babylonjs/Gizmos/planeDragGizmo" {
  44942. import { Observable } from "babylonjs/Misc/observable";
  44943. import { Nullable } from "babylonjs/types";
  44944. import { Vector3 } from "babylonjs/Maths/math.vector";
  44945. import { Color3 } from "babylonjs/Maths/math.color";
  44946. import { TransformNode } from "babylonjs/Meshes/transformNode";
  44947. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  44948. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  44949. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  44950. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  44951. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  44952. import { Scene } from "babylonjs/scene";
  44953. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  44954. /**
  44955. * Single plane drag gizmo
  44956. */
  44957. export class PlaneDragGizmo extends Gizmo {
  44958. /**
  44959. * Drag behavior responsible for the gizmos dragging interactions
  44960. */
  44961. dragBehavior: PointerDragBehavior;
  44962. private _pointerObserver;
  44963. /**
  44964. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  44965. */
  44966. snapDistance: number;
  44967. /**
  44968. * Event that fires each time the gizmo snaps to a new location.
  44969. * * snapDistance is the the change in distance
  44970. */
  44971. onSnapObservable: Observable<{
  44972. snapDistance: number;
  44973. }>;
  44974. private _plane;
  44975. private _coloredMaterial;
  44976. private _hoverMaterial;
  44977. private _isEnabled;
  44978. private _parent;
  44979. /** @hidden */
  44980. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  44981. /** @hidden */
  44982. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  44983. /**
  44984. * Creates a PlaneDragGizmo
  44985. * @param gizmoLayer The utility layer the gizmo will be added to
  44986. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  44987. * @param color The color of the gizmo
  44988. */
  44989. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  44990. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  44991. /**
  44992. * If the gizmo is enabled
  44993. */
  44994. isEnabled: boolean;
  44995. /**
  44996. * Disposes of the gizmo
  44997. */
  44998. dispose(): void;
  44999. }
  45000. }
  45001. declare module "babylonjs/Gizmos/positionGizmo" {
  45002. import { Observable } from "babylonjs/Misc/observable";
  45003. import { Nullable } from "babylonjs/types";
  45004. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45005. import { Mesh } from "babylonjs/Meshes/mesh";
  45006. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45007. import { AxisDragGizmo } from "babylonjs/Gizmos/axisDragGizmo";
  45008. import { PlaneDragGizmo } from "babylonjs/Gizmos/planeDragGizmo";
  45009. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45010. /**
  45011. * Gizmo that enables dragging a mesh along 3 axis
  45012. */
  45013. export class PositionGizmo extends Gizmo {
  45014. /**
  45015. * Internal gizmo used for interactions on the x axis
  45016. */
  45017. xGizmo: AxisDragGizmo;
  45018. /**
  45019. * Internal gizmo used for interactions on the y axis
  45020. */
  45021. yGizmo: AxisDragGizmo;
  45022. /**
  45023. * Internal gizmo used for interactions on the z axis
  45024. */
  45025. zGizmo: AxisDragGizmo;
  45026. /**
  45027. * Internal gizmo used for interactions on the yz plane
  45028. */
  45029. xPlaneGizmo: PlaneDragGizmo;
  45030. /**
  45031. * Internal gizmo used for interactions on the xz plane
  45032. */
  45033. yPlaneGizmo: PlaneDragGizmo;
  45034. /**
  45035. * Internal gizmo used for interactions on the xy plane
  45036. */
  45037. zPlaneGizmo: PlaneDragGizmo;
  45038. /**
  45039. * private variables
  45040. */
  45041. private _meshAttached;
  45042. private _updateGizmoRotationToMatchAttachedMesh;
  45043. private _snapDistance;
  45044. private _scaleRatio;
  45045. /** Fires an event when any of it's sub gizmos are dragged */
  45046. onDragStartObservable: Observable<unknown>;
  45047. /** Fires an event when any of it's sub gizmos are released from dragging */
  45048. onDragEndObservable: Observable<unknown>;
  45049. /**
  45050. * If set to true, planar drag is enabled
  45051. */
  45052. private _planarGizmoEnabled;
  45053. attachedMesh: Nullable<AbstractMesh>;
  45054. /**
  45055. * Creates a PositionGizmo
  45056. * @param gizmoLayer The utility layer the gizmo will be added to
  45057. */
  45058. constructor(gizmoLayer?: UtilityLayerRenderer);
  45059. /**
  45060. * If the planar drag gizmo is enabled
  45061. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  45062. */
  45063. planarGizmoEnabled: boolean;
  45064. updateGizmoRotationToMatchAttachedMesh: boolean;
  45065. /**
  45066. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45067. */
  45068. snapDistance: number;
  45069. /**
  45070. * Ratio for the scale of the gizmo (Default: 1)
  45071. */
  45072. scaleRatio: number;
  45073. /**
  45074. * Disposes of the gizmo
  45075. */
  45076. dispose(): void;
  45077. /**
  45078. * CustomMeshes are not supported by this gizmo
  45079. * @param mesh The mesh to replace the default mesh of the gizmo
  45080. */
  45081. setCustomMesh(mesh: Mesh): void;
  45082. }
  45083. }
  45084. declare module "babylonjs/Gizmos/axisDragGizmo" {
  45085. import { Observable } from "babylonjs/Misc/observable";
  45086. import { Nullable } from "babylonjs/types";
  45087. import { Vector3 } from "babylonjs/Maths/math.vector";
  45088. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45089. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45090. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  45091. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  45092. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  45093. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  45094. import { Scene } from "babylonjs/scene";
  45095. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  45096. import { Color3 } from "babylonjs/Maths/math.color";
  45097. /**
  45098. * Single axis drag gizmo
  45099. */
  45100. export class AxisDragGizmo extends Gizmo {
  45101. /**
  45102. * Drag behavior responsible for the gizmos dragging interactions
  45103. */
  45104. dragBehavior: PointerDragBehavior;
  45105. private _pointerObserver;
  45106. /**
  45107. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  45108. */
  45109. snapDistance: number;
  45110. /**
  45111. * Event that fires each time the gizmo snaps to a new location.
  45112. * * snapDistance is the the change in distance
  45113. */
  45114. onSnapObservable: Observable<{
  45115. snapDistance: number;
  45116. }>;
  45117. private _isEnabled;
  45118. private _parent;
  45119. private _arrow;
  45120. private _coloredMaterial;
  45121. private _hoverMaterial;
  45122. /** @hidden */
  45123. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  45124. /** @hidden */
  45125. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  45126. /**
  45127. * Creates an AxisDragGizmo
  45128. * @param gizmoLayer The utility layer the gizmo will be added to
  45129. * @param dragAxis The axis which the gizmo will be able to drag on
  45130. * @param color The color of the gizmo
  45131. */
  45132. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  45133. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  45134. /**
  45135. * If the gizmo is enabled
  45136. */
  45137. isEnabled: boolean;
  45138. /**
  45139. * Disposes of the gizmo
  45140. */
  45141. dispose(): void;
  45142. }
  45143. }
  45144. declare module "babylonjs/Debug/axesViewer" {
  45145. import { Vector3 } from "babylonjs/Maths/math.vector";
  45146. import { Nullable } from "babylonjs/types";
  45147. import { Scene } from "babylonjs/scene";
  45148. import { TransformNode } from "babylonjs/Meshes/transformNode";
  45149. /**
  45150. * The Axes viewer will show 3 axes in a specific point in space
  45151. */
  45152. export class AxesViewer {
  45153. private _xAxis;
  45154. private _yAxis;
  45155. private _zAxis;
  45156. private _scaleLinesFactor;
  45157. private _instanced;
  45158. /**
  45159. * Gets the hosting scene
  45160. */
  45161. scene: Scene;
  45162. /**
  45163. * Gets or sets a number used to scale line length
  45164. */
  45165. scaleLines: number;
  45166. /** Gets the node hierarchy used to render x-axis */
  45167. readonly xAxis: TransformNode;
  45168. /** Gets the node hierarchy used to render y-axis */
  45169. readonly yAxis: TransformNode;
  45170. /** Gets the node hierarchy used to render z-axis */
  45171. readonly zAxis: TransformNode;
  45172. /**
  45173. * Creates a new AxesViewer
  45174. * @param scene defines the hosting scene
  45175. * @param scaleLines defines a number used to scale line length (1 by default)
  45176. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  45177. * @param xAxis defines the node hierarchy used to render the x-axis
  45178. * @param yAxis defines the node hierarchy used to render the y-axis
  45179. * @param zAxis defines the node hierarchy used to render the z-axis
  45180. */
  45181. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  45182. /**
  45183. * Force the viewer to update
  45184. * @param position defines the position of the viewer
  45185. * @param xaxis defines the x axis of the viewer
  45186. * @param yaxis defines the y axis of the viewer
  45187. * @param zaxis defines the z axis of the viewer
  45188. */
  45189. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  45190. /**
  45191. * Creates an instance of this axes viewer.
  45192. * @returns a new axes viewer with instanced meshes
  45193. */
  45194. createInstance(): AxesViewer;
  45195. /** Releases resources */
  45196. dispose(): void;
  45197. private static _SetRenderingGroupId;
  45198. }
  45199. }
  45200. declare module "babylonjs/Debug/boneAxesViewer" {
  45201. import { Nullable } from "babylonjs/types";
  45202. import { AxesViewer } from "babylonjs/Debug/axesViewer";
  45203. import { Vector3 } from "babylonjs/Maths/math.vector";
  45204. import { Mesh } from "babylonjs/Meshes/mesh";
  45205. import { Bone } from "babylonjs/Bones/bone";
  45206. import { Scene } from "babylonjs/scene";
  45207. /**
  45208. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  45209. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  45210. */
  45211. export class BoneAxesViewer extends AxesViewer {
  45212. /**
  45213. * Gets or sets the target mesh where to display the axes viewer
  45214. */
  45215. mesh: Nullable<Mesh>;
  45216. /**
  45217. * Gets or sets the target bone where to display the axes viewer
  45218. */
  45219. bone: Nullable<Bone>;
  45220. /** Gets current position */
  45221. pos: Vector3;
  45222. /** Gets direction of X axis */
  45223. xaxis: Vector3;
  45224. /** Gets direction of Y axis */
  45225. yaxis: Vector3;
  45226. /** Gets direction of Z axis */
  45227. zaxis: Vector3;
  45228. /**
  45229. * Creates a new BoneAxesViewer
  45230. * @param scene defines the hosting scene
  45231. * @param bone defines the target bone
  45232. * @param mesh defines the target mesh
  45233. * @param scaleLines defines a scaling factor for line length (1 by default)
  45234. */
  45235. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  45236. /**
  45237. * Force the viewer to update
  45238. */
  45239. update(): void;
  45240. /** Releases resources */
  45241. dispose(): void;
  45242. }
  45243. }
  45244. declare module "babylonjs/Debug/debugLayer" {
  45245. import { Scene } from "babylonjs/scene";
  45246. /**
  45247. * Interface used to define scene explorer extensibility option
  45248. */
  45249. export interface IExplorerExtensibilityOption {
  45250. /**
  45251. * Define the option label
  45252. */
  45253. label: string;
  45254. /**
  45255. * Defines the action to execute on click
  45256. */
  45257. action: (entity: any) => void;
  45258. }
  45259. /**
  45260. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  45261. */
  45262. export interface IExplorerExtensibilityGroup {
  45263. /**
  45264. * Defines a predicate to test if a given type mut be extended
  45265. */
  45266. predicate: (entity: any) => boolean;
  45267. /**
  45268. * Gets the list of options added to a type
  45269. */
  45270. entries: IExplorerExtensibilityOption[];
  45271. }
  45272. /**
  45273. * Interface used to define the options to use to create the Inspector
  45274. */
  45275. export interface IInspectorOptions {
  45276. /**
  45277. * Display in overlay mode (default: false)
  45278. */
  45279. overlay?: boolean;
  45280. /**
  45281. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  45282. */
  45283. globalRoot?: HTMLElement;
  45284. /**
  45285. * Display the Scene explorer
  45286. */
  45287. showExplorer?: boolean;
  45288. /**
  45289. * Display the property inspector
  45290. */
  45291. showInspector?: boolean;
  45292. /**
  45293. * Display in embed mode (both panes on the right)
  45294. */
  45295. embedMode?: boolean;
  45296. /**
  45297. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  45298. */
  45299. handleResize?: boolean;
  45300. /**
  45301. * Allow the panes to popup (default: true)
  45302. */
  45303. enablePopup?: boolean;
  45304. /**
  45305. * Allow the panes to be closed by users (default: true)
  45306. */
  45307. enableClose?: boolean;
  45308. /**
  45309. * Optional list of extensibility entries
  45310. */
  45311. explorerExtensibility?: IExplorerExtensibilityGroup[];
  45312. /**
  45313. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  45314. */
  45315. inspectorURL?: string;
  45316. }
  45317. module "babylonjs/scene" {
  45318. interface Scene {
  45319. /**
  45320. * @hidden
  45321. * Backing field
  45322. */
  45323. _debugLayer: DebugLayer;
  45324. /**
  45325. * Gets the debug layer (aka Inspector) associated with the scene
  45326. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45327. */
  45328. debugLayer: DebugLayer;
  45329. }
  45330. }
  45331. /**
  45332. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45333. * what is happening in your scene
  45334. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45335. */
  45336. export class DebugLayer {
  45337. /**
  45338. * Define the url to get the inspector script from.
  45339. * By default it uses the babylonjs CDN.
  45340. * @ignoreNaming
  45341. */
  45342. static InspectorURL: string;
  45343. private _scene;
  45344. private BJSINSPECTOR;
  45345. private _onPropertyChangedObservable?;
  45346. /**
  45347. * Observable triggered when a property is changed through the inspector.
  45348. */
  45349. readonly onPropertyChangedObservable: any;
  45350. /**
  45351. * Instantiates a new debug layer.
  45352. * The debug layer (aka Inspector) is the go to tool in order to better understand
  45353. * what is happening in your scene
  45354. * @see http://doc.babylonjs.com/features/playground_debuglayer
  45355. * @param scene Defines the scene to inspect
  45356. */
  45357. constructor(scene: Scene);
  45358. /** Creates the inspector window. */
  45359. private _createInspector;
  45360. /**
  45361. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  45362. * @param entity defines the entity to select
  45363. * @param lineContainerTitle defines the specific block to highlight
  45364. */
  45365. select(entity: any, lineContainerTitle?: string): void;
  45366. /** Get the inspector from bundle or global */
  45367. private _getGlobalInspector;
  45368. /**
  45369. * Get if the inspector is visible or not.
  45370. * @returns true if visible otherwise, false
  45371. */
  45372. isVisible(): boolean;
  45373. /**
  45374. * Hide the inspector and close its window.
  45375. */
  45376. hide(): void;
  45377. /**
  45378. * Launch the debugLayer.
  45379. * @param config Define the configuration of the inspector
  45380. * @return a promise fulfilled when the debug layer is visible
  45381. */
  45382. show(config?: IInspectorOptions): Promise<DebugLayer>;
  45383. }
  45384. }
  45385. declare module "babylonjs/Meshes/Builders/boxBuilder" {
  45386. import { Nullable } from "babylonjs/types";
  45387. import { Scene } from "babylonjs/scene";
  45388. import { Vector4 } from "babylonjs/Maths/math.vector";
  45389. import { Color4 } from "babylonjs/Maths/math.color";
  45390. import { Mesh } from "babylonjs/Meshes/mesh";
  45391. /**
  45392. * Class containing static functions to help procedurally build meshes
  45393. */
  45394. export class BoxBuilder {
  45395. /**
  45396. * Creates a box mesh
  45397. * * The parameter `size` sets the size (float) of each box side (default 1)
  45398. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  45399. * * 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)
  45400. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  45401. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45402. * * 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
  45403. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45404. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  45405. * @param name defines the name of the mesh
  45406. * @param options defines the options used to create the mesh
  45407. * @param scene defines the hosting scene
  45408. * @returns the box mesh
  45409. */
  45410. static CreateBox(name: string, options: {
  45411. size?: number;
  45412. width?: number;
  45413. height?: number;
  45414. depth?: number;
  45415. faceUV?: Vector4[];
  45416. faceColors?: Color4[];
  45417. sideOrientation?: number;
  45418. frontUVs?: Vector4;
  45419. backUVs?: Vector4;
  45420. wrap?: boolean;
  45421. topBaseAt?: number;
  45422. bottomBaseAt?: number;
  45423. updatable?: boolean;
  45424. }, scene?: Nullable<Scene>): Mesh;
  45425. }
  45426. }
  45427. declare module "babylonjs/Meshes/Builders/sphereBuilder" {
  45428. import { Vector4 } from "babylonjs/Maths/math.vector";
  45429. import { Mesh } from "babylonjs/Meshes/mesh";
  45430. import { Scene } from "babylonjs/scene";
  45431. import { Nullable } from "babylonjs/types";
  45432. /**
  45433. * Class containing static functions to help procedurally build meshes
  45434. */
  45435. export class SphereBuilder {
  45436. /**
  45437. * Creates a sphere mesh
  45438. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  45439. * * 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`)
  45440. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  45441. * * 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
  45442. * * 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)
  45443. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  45444. * * 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
  45445. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45446. * @param name defines the name of the mesh
  45447. * @param options defines the options used to create the mesh
  45448. * @param scene defines the hosting scene
  45449. * @returns the sphere mesh
  45450. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  45451. */
  45452. static CreateSphere(name: string, options: {
  45453. segments?: number;
  45454. diameter?: number;
  45455. diameterX?: number;
  45456. diameterY?: number;
  45457. diameterZ?: number;
  45458. arc?: number;
  45459. slice?: number;
  45460. sideOrientation?: number;
  45461. frontUVs?: Vector4;
  45462. backUVs?: Vector4;
  45463. updatable?: boolean;
  45464. }, scene?: Nullable<Scene>): Mesh;
  45465. }
  45466. }
  45467. declare module "babylonjs/Debug/physicsViewer" {
  45468. import { Nullable } from "babylonjs/types";
  45469. import { Scene } from "babylonjs/scene";
  45470. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45471. import { Mesh } from "babylonjs/Meshes/mesh";
  45472. import { IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  45473. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  45474. /**
  45475. * Used to show the physics impostor around the specific mesh
  45476. */
  45477. export class PhysicsViewer {
  45478. /** @hidden */
  45479. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  45480. /** @hidden */
  45481. protected _meshes: Array<Nullable<AbstractMesh>>;
  45482. /** @hidden */
  45483. protected _scene: Nullable<Scene>;
  45484. /** @hidden */
  45485. protected _numMeshes: number;
  45486. /** @hidden */
  45487. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  45488. private _renderFunction;
  45489. private _utilityLayer;
  45490. private _debugBoxMesh;
  45491. private _debugSphereMesh;
  45492. private _debugCylinderMesh;
  45493. private _debugMaterial;
  45494. private _debugMeshMeshes;
  45495. /**
  45496. * Creates a new PhysicsViewer
  45497. * @param scene defines the hosting scene
  45498. */
  45499. constructor(scene: Scene);
  45500. /** @hidden */
  45501. protected _updateDebugMeshes(): void;
  45502. /**
  45503. * Renders a specified physic impostor
  45504. * @param impostor defines the impostor to render
  45505. * @param targetMesh defines the mesh represented by the impostor
  45506. * @returns the new debug mesh used to render the impostor
  45507. */
  45508. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  45509. /**
  45510. * Hides a specified physic impostor
  45511. * @param impostor defines the impostor to hide
  45512. */
  45513. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  45514. private _getDebugMaterial;
  45515. private _getDebugBoxMesh;
  45516. private _getDebugSphereMesh;
  45517. private _getDebugCylinderMesh;
  45518. private _getDebugMeshMesh;
  45519. private _getDebugMesh;
  45520. /** Releases all resources */
  45521. dispose(): void;
  45522. }
  45523. }
  45524. declare module "babylonjs/Meshes/Builders/linesBuilder" {
  45525. import { Vector3 } from "babylonjs/Maths/math.vector";
  45526. import { Color4 } from "babylonjs/Maths/math.color";
  45527. import { Nullable } from "babylonjs/types";
  45528. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45529. import { Scene } from "babylonjs/scene";
  45530. /**
  45531. * Class containing static functions to help procedurally build meshes
  45532. */
  45533. export class LinesBuilder {
  45534. /**
  45535. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  45536. * * 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
  45537. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  45538. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  45539. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  45540. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  45541. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  45542. * * 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
  45543. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  45544. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45545. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  45546. * @param name defines the name of the new line system
  45547. * @param options defines the options used to create the line system
  45548. * @param scene defines the hosting scene
  45549. * @returns a new line system mesh
  45550. */
  45551. static CreateLineSystem(name: string, options: {
  45552. lines: Vector3[][];
  45553. updatable?: boolean;
  45554. instance?: Nullable<LinesMesh>;
  45555. colors?: Nullable<Color4[][]>;
  45556. useVertexAlpha?: boolean;
  45557. }, scene: Nullable<Scene>): LinesMesh;
  45558. /**
  45559. * Creates a line mesh
  45560. * 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
  45561. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45562. * * The parameter `points` is an array successive Vector3
  45563. * * 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
  45564. * * The optional parameter `colors` is an array of successive Color4, one per line point
  45565. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  45566. * * When updating an instance, remember that only point positions can change, not the number of points
  45567. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45568. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  45569. * @param name defines the name of the new line system
  45570. * @param options defines the options used to create the line system
  45571. * @param scene defines the hosting scene
  45572. * @returns a new line mesh
  45573. */
  45574. static CreateLines(name: string, options: {
  45575. points: Vector3[];
  45576. updatable?: boolean;
  45577. instance?: Nullable<LinesMesh>;
  45578. colors?: Color4[];
  45579. useVertexAlpha?: boolean;
  45580. }, scene?: Nullable<Scene>): LinesMesh;
  45581. /**
  45582. * Creates a dashed line mesh
  45583. * * 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
  45584. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  45585. * * The parameter `points` is an array successive Vector3
  45586. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  45587. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  45588. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  45589. * * 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
  45590. * * When updating an instance, remember that only point positions can change, not the number of points
  45591. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  45592. * @param name defines the name of the mesh
  45593. * @param options defines the options used to create the mesh
  45594. * @param scene defines the hosting scene
  45595. * @returns the dashed line mesh
  45596. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  45597. */
  45598. static CreateDashedLines(name: string, options: {
  45599. points: Vector3[];
  45600. dashSize?: number;
  45601. gapSize?: number;
  45602. dashNb?: number;
  45603. updatable?: boolean;
  45604. instance?: LinesMesh;
  45605. }, scene?: Nullable<Scene>): LinesMesh;
  45606. }
  45607. }
  45608. declare module "babylonjs/Debug/rayHelper" {
  45609. import { Nullable } from "babylonjs/types";
  45610. import { Ray } from "babylonjs/Culling/ray";
  45611. import { Vector3 } from "babylonjs/Maths/math.vector";
  45612. import { Color3 } from "babylonjs/Maths/math.color";
  45613. import { Scene } from "babylonjs/scene";
  45614. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45615. import "babylonjs/Meshes/Builders/linesBuilder";
  45616. /**
  45617. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45618. * in order to better appreciate the issue one might have.
  45619. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45620. */
  45621. export class RayHelper {
  45622. /**
  45623. * Defines the ray we are currently tryin to visualize.
  45624. */
  45625. ray: Nullable<Ray>;
  45626. private _renderPoints;
  45627. private _renderLine;
  45628. private _renderFunction;
  45629. private _scene;
  45630. private _updateToMeshFunction;
  45631. private _attachedToMesh;
  45632. private _meshSpaceDirection;
  45633. private _meshSpaceOrigin;
  45634. /**
  45635. * Helper function to create a colored helper in a scene in one line.
  45636. * @param ray Defines the ray we are currently tryin to visualize
  45637. * @param scene Defines the scene the ray is used in
  45638. * @param color Defines the color we want to see the ray in
  45639. * @returns The newly created ray helper.
  45640. */
  45641. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  45642. /**
  45643. * Instantiate a new ray helper.
  45644. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  45645. * in order to better appreciate the issue one might have.
  45646. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  45647. * @param ray Defines the ray we are currently tryin to visualize
  45648. */
  45649. constructor(ray: Ray);
  45650. /**
  45651. * Shows the ray we are willing to debug.
  45652. * @param scene Defines the scene the ray needs to be rendered in
  45653. * @param color Defines the color the ray needs to be rendered in
  45654. */
  45655. show(scene: Scene, color?: Color3): void;
  45656. /**
  45657. * Hides the ray we are debugging.
  45658. */
  45659. hide(): void;
  45660. private _render;
  45661. /**
  45662. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  45663. * @param mesh Defines the mesh we want the helper attached to
  45664. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  45665. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  45666. * @param length Defines the length of the ray
  45667. */
  45668. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  45669. /**
  45670. * Detach the ray helper from the mesh it has previously been attached to.
  45671. */
  45672. detachFromMesh(): void;
  45673. private _updateToMesh;
  45674. /**
  45675. * Dispose the helper and release its associated resources.
  45676. */
  45677. dispose(): void;
  45678. }
  45679. }
  45680. declare module "babylonjs/Debug/skeletonViewer" {
  45681. import { Color3 } from "babylonjs/Maths/math.color";
  45682. import { Scene } from "babylonjs/scene";
  45683. import { Nullable } from "babylonjs/types";
  45684. import { Skeleton } from "babylonjs/Bones/skeleton";
  45685. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  45686. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  45687. /**
  45688. * Class used to render a debug view of a given skeleton
  45689. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  45690. */
  45691. export class SkeletonViewer {
  45692. /** defines the skeleton to render */
  45693. skeleton: Skeleton;
  45694. /** defines the mesh attached to the skeleton */
  45695. mesh: AbstractMesh;
  45696. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45697. autoUpdateBonesMatrices: boolean;
  45698. /** defines the rendering group id to use with the viewer */
  45699. renderingGroupId: number;
  45700. /** Gets or sets the color used to render the skeleton */
  45701. color: Color3;
  45702. private _scene;
  45703. private _debugLines;
  45704. private _debugMesh;
  45705. private _isEnabled;
  45706. private _renderFunction;
  45707. private _utilityLayer;
  45708. /**
  45709. * Returns the mesh used to render the bones
  45710. */
  45711. readonly debugMesh: Nullable<LinesMesh>;
  45712. /**
  45713. * Creates a new SkeletonViewer
  45714. * @param skeleton defines the skeleton to render
  45715. * @param mesh defines the mesh attached to the skeleton
  45716. * @param scene defines the hosting scene
  45717. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  45718. * @param renderingGroupId defines the rendering group id to use with the viewer
  45719. */
  45720. constructor(
  45721. /** defines the skeleton to render */
  45722. skeleton: Skeleton,
  45723. /** defines the mesh attached to the skeleton */
  45724. mesh: AbstractMesh, scene: Scene,
  45725. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  45726. autoUpdateBonesMatrices?: boolean,
  45727. /** defines the rendering group id to use with the viewer */
  45728. renderingGroupId?: number);
  45729. /** Gets or sets a boolean indicating if the viewer is enabled */
  45730. isEnabled: boolean;
  45731. private _getBonePosition;
  45732. private _getLinesForBonesWithLength;
  45733. private _getLinesForBonesNoLength;
  45734. /** Update the viewer to sync with current skeleton state */
  45735. update(): void;
  45736. /** Release associated resources */
  45737. dispose(): void;
  45738. }
  45739. }
  45740. declare module "babylonjs/Debug/index" {
  45741. export * from "babylonjs/Debug/axesViewer";
  45742. export * from "babylonjs/Debug/boneAxesViewer";
  45743. export * from "babylonjs/Debug/debugLayer";
  45744. export * from "babylonjs/Debug/physicsViewer";
  45745. export * from "babylonjs/Debug/rayHelper";
  45746. export * from "babylonjs/Debug/skeletonViewer";
  45747. }
  45748. declare module "babylonjs/Engines/nullEngine" {
  45749. import { Nullable, FloatArray, IndicesArray } from "babylonjs/types";
  45750. import { Scene } from "babylonjs/scene";
  45751. import { Engine } from "babylonjs/Engines/engine";
  45752. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  45753. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  45754. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  45755. import { Effect } from "babylonjs/Materials/effect";
  45756. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  45757. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  45758. import { IColor4Like, IViewportLike } from "babylonjs/Maths/math.like";
  45759. /**
  45760. * Options to create the null engine
  45761. */
  45762. export class NullEngineOptions {
  45763. /**
  45764. * Render width (Default: 512)
  45765. */
  45766. renderWidth: number;
  45767. /**
  45768. * Render height (Default: 256)
  45769. */
  45770. renderHeight: number;
  45771. /**
  45772. * Texture size (Default: 512)
  45773. */
  45774. textureSize: number;
  45775. /**
  45776. * If delta time between frames should be constant
  45777. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45778. */
  45779. deterministicLockstep: boolean;
  45780. /**
  45781. * Maximum about of steps between frames (Default: 4)
  45782. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45783. */
  45784. lockstepMaxSteps: number;
  45785. }
  45786. /**
  45787. * The null engine class provides support for headless version of babylon.js.
  45788. * This can be used in server side scenario or for testing purposes
  45789. */
  45790. export class NullEngine extends Engine {
  45791. private _options;
  45792. /**
  45793. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  45794. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45795. * @returns true if engine is in deterministic lock step mode
  45796. */
  45797. isDeterministicLockStep(): boolean;
  45798. /**
  45799. * Gets the max steps when engine is running in deterministic lock step
  45800. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  45801. * @returns the max steps
  45802. */
  45803. getLockstepMaxSteps(): number;
  45804. /**
  45805. * Gets the current hardware scaling level.
  45806. * By default the hardware scaling level is computed from the window device ratio.
  45807. * 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.
  45808. * @returns a number indicating the current hardware scaling level
  45809. */
  45810. getHardwareScalingLevel(): number;
  45811. constructor(options?: NullEngineOptions);
  45812. /**
  45813. * Creates a vertex buffer
  45814. * @param vertices the data for the vertex buffer
  45815. * @returns the new WebGL static buffer
  45816. */
  45817. createVertexBuffer(vertices: FloatArray): DataBuffer;
  45818. /**
  45819. * Creates a new index buffer
  45820. * @param indices defines the content of the index buffer
  45821. * @param updatable defines if the index buffer must be updatable
  45822. * @returns a new webGL buffer
  45823. */
  45824. createIndexBuffer(indices: IndicesArray): DataBuffer;
  45825. /**
  45826. * Clear the current render buffer or the current render target (if any is set up)
  45827. * @param color defines the color to use
  45828. * @param backBuffer defines if the back buffer must be cleared
  45829. * @param depth defines if the depth buffer must be cleared
  45830. * @param stencil defines if the stencil buffer must be cleared
  45831. */
  45832. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  45833. /**
  45834. * Gets the current render width
  45835. * @param useScreen defines if screen size must be used (or the current render target if any)
  45836. * @returns a number defining the current render width
  45837. */
  45838. getRenderWidth(useScreen?: boolean): number;
  45839. /**
  45840. * Gets the current render height
  45841. * @param useScreen defines if screen size must be used (or the current render target if any)
  45842. * @returns a number defining the current render height
  45843. */
  45844. getRenderHeight(useScreen?: boolean): number;
  45845. /**
  45846. * Set the WebGL's viewport
  45847. * @param viewport defines the viewport element to be used
  45848. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  45849. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  45850. */
  45851. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  45852. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  45853. /**
  45854. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  45855. * @param pipelineContext defines the pipeline context to use
  45856. * @param uniformsNames defines the list of uniform names
  45857. * @returns an array of webGL uniform locations
  45858. */
  45859. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  45860. /**
  45861. * Gets the lsit of active attributes for a given webGL program
  45862. * @param pipelineContext defines the pipeline context to use
  45863. * @param attributesNames defines the list of attribute names to get
  45864. * @returns an array of indices indicating the offset of each attribute
  45865. */
  45866. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  45867. /**
  45868. * Binds an effect to the webGL context
  45869. * @param effect defines the effect to bind
  45870. */
  45871. bindSamplers(effect: Effect): void;
  45872. /**
  45873. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  45874. * @param effect defines the effect to activate
  45875. */
  45876. enableEffect(effect: Effect): void;
  45877. /**
  45878. * Set various states to the webGL context
  45879. * @param culling defines backface culling state
  45880. * @param zOffset defines the value to apply to zOffset (0 by default)
  45881. * @param force defines if states must be applied even if cache is up to date
  45882. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  45883. */
  45884. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  45885. /**
  45886. * Set the value of an uniform to an array of int32
  45887. * @param uniform defines the webGL uniform location where to store the value
  45888. * @param array defines the array of int32 to store
  45889. */
  45890. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  45891. /**
  45892. * Set the value of an uniform to an array of int32 (stored as vec2)
  45893. * @param uniform defines the webGL uniform location where to store the value
  45894. * @param array defines the array of int32 to store
  45895. */
  45896. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  45897. /**
  45898. * Set the value of an uniform to an array of int32 (stored as vec3)
  45899. * @param uniform defines the webGL uniform location where to store the value
  45900. * @param array defines the array of int32 to store
  45901. */
  45902. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  45903. /**
  45904. * Set the value of an uniform to an array of int32 (stored as vec4)
  45905. * @param uniform defines the webGL uniform location where to store the value
  45906. * @param array defines the array of int32 to store
  45907. */
  45908. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  45909. /**
  45910. * Set the value of an uniform to an array of float32
  45911. * @param uniform defines the webGL uniform location where to store the value
  45912. * @param array defines the array of float32 to store
  45913. */
  45914. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  45915. /**
  45916. * Set the value of an uniform to an array of float32 (stored as vec2)
  45917. * @param uniform defines the webGL uniform location where to store the value
  45918. * @param array defines the array of float32 to store
  45919. */
  45920. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  45921. /**
  45922. * Set the value of an uniform to an array of float32 (stored as vec3)
  45923. * @param uniform defines the webGL uniform location where to store the value
  45924. * @param array defines the array of float32 to store
  45925. */
  45926. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  45927. /**
  45928. * Set the value of an uniform to an array of float32 (stored as vec4)
  45929. * @param uniform defines the webGL uniform location where to store the value
  45930. * @param array defines the array of float32 to store
  45931. */
  45932. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  45933. /**
  45934. * Set the value of an uniform to an array of number
  45935. * @param uniform defines the webGL uniform location where to store the value
  45936. * @param array defines the array of number to store
  45937. */
  45938. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  45939. /**
  45940. * Set the value of an uniform to an array of number (stored as vec2)
  45941. * @param uniform defines the webGL uniform location where to store the value
  45942. * @param array defines the array of number to store
  45943. */
  45944. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  45945. /**
  45946. * Set the value of an uniform to an array of number (stored as vec3)
  45947. * @param uniform defines the webGL uniform location where to store the value
  45948. * @param array defines the array of number to store
  45949. */
  45950. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  45951. /**
  45952. * Set the value of an uniform to an array of number (stored as vec4)
  45953. * @param uniform defines the webGL uniform location where to store the value
  45954. * @param array defines the array of number to store
  45955. */
  45956. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  45957. /**
  45958. * Set the value of an uniform to an array of float32 (stored as matrices)
  45959. * @param uniform defines the webGL uniform location where to store the value
  45960. * @param matrices defines the array of float32 to store
  45961. */
  45962. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  45963. /**
  45964. * Set the value of an uniform to a matrix (3x3)
  45965. * @param uniform defines the webGL uniform location where to store the value
  45966. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  45967. */
  45968. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45969. /**
  45970. * Set the value of an uniform to a matrix (2x2)
  45971. * @param uniform defines the webGL uniform location where to store the value
  45972. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  45973. */
  45974. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  45975. /**
  45976. * Set the value of an uniform to a number (float)
  45977. * @param uniform defines the webGL uniform location where to store the value
  45978. * @param value defines the float number to store
  45979. */
  45980. setFloat(uniform: WebGLUniformLocation, value: number): void;
  45981. /**
  45982. * Set the value of an uniform to a vec2
  45983. * @param uniform defines the webGL uniform location where to store the value
  45984. * @param x defines the 1st component of the value
  45985. * @param y defines the 2nd component of the value
  45986. */
  45987. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  45988. /**
  45989. * Set the value of an uniform to a vec3
  45990. * @param uniform defines the webGL uniform location where to store the value
  45991. * @param x defines the 1st component of the value
  45992. * @param y defines the 2nd component of the value
  45993. * @param z defines the 3rd component of the value
  45994. */
  45995. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  45996. /**
  45997. * Set the value of an uniform to a boolean
  45998. * @param uniform defines the webGL uniform location where to store the value
  45999. * @param bool defines the boolean to store
  46000. */
  46001. setBool(uniform: WebGLUniformLocation, bool: number): void;
  46002. /**
  46003. * Set the value of an uniform to a vec4
  46004. * @param uniform defines the webGL uniform location where to store the value
  46005. * @param x defines the 1st component of the value
  46006. * @param y defines the 2nd component of the value
  46007. * @param z defines the 3rd component of the value
  46008. * @param w defines the 4th component of the value
  46009. */
  46010. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  46011. /**
  46012. * Sets the current alpha mode
  46013. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  46014. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  46015. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  46016. */
  46017. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  46018. /**
  46019. * Bind webGl buffers directly to the webGL context
  46020. * @param vertexBuffers defines the vertex buffer to bind
  46021. * @param indexBuffer defines the index buffer to bind
  46022. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  46023. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  46024. * @param effect defines the effect associated with the vertex buffer
  46025. */
  46026. bindBuffers(vertexBuffers: {
  46027. [key: string]: VertexBuffer;
  46028. }, indexBuffer: DataBuffer, effect: Effect): void;
  46029. /**
  46030. * Force the entire cache to be cleared
  46031. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  46032. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  46033. */
  46034. wipeCaches(bruteForce?: boolean): void;
  46035. /**
  46036. * Send a draw order
  46037. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  46038. * @param indexStart defines the starting index
  46039. * @param indexCount defines the number of index to draw
  46040. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46041. */
  46042. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  46043. /**
  46044. * Draw a list of indexed primitives
  46045. * @param fillMode defines the primitive to use
  46046. * @param indexStart defines the starting index
  46047. * @param indexCount defines the number of index to draw
  46048. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46049. */
  46050. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46051. /**
  46052. * Draw a list of unindexed primitives
  46053. * @param fillMode defines the primitive to use
  46054. * @param verticesStart defines the index of first vertex to draw
  46055. * @param verticesCount defines the count of vertices to draw
  46056. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46057. */
  46058. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46059. /** @hidden */
  46060. _createTexture(): WebGLTexture;
  46061. /** @hidden */
  46062. _releaseTexture(texture: InternalTexture): void;
  46063. /**
  46064. * Usually called from Texture.ts.
  46065. * Passed information to create a WebGLTexture
  46066. * @param urlArg defines a value which contains one of the following:
  46067. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  46068. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  46069. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  46070. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  46071. * @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)
  46072. * @param scene needed for loading to the correct scene
  46073. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  46074. * @param onLoad optional callback to be called upon successful completion
  46075. * @param onError optional callback to be called upon failure
  46076. * @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
  46077. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  46078. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  46079. * @param forcedExtension defines the extension to use to pick the right loader
  46080. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  46081. * @returns a InternalTexture for assignment back into BABYLON.Texture
  46082. */
  46083. 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;
  46084. /**
  46085. * Creates a new render target texture
  46086. * @param size defines the size of the texture
  46087. * @param options defines the options used to create the texture
  46088. * @returns a new render target texture stored in an InternalTexture
  46089. */
  46090. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  46091. /**
  46092. * Update the sampling mode of a given texture
  46093. * @param samplingMode defines the required sampling mode
  46094. * @param texture defines the texture to update
  46095. */
  46096. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  46097. /**
  46098. * Binds the frame buffer to the specified texture.
  46099. * @param texture The texture to render to or null for the default canvas
  46100. * @param faceIndex The face of the texture to render to in case of cube texture
  46101. * @param requiredWidth The width of the target to render to
  46102. * @param requiredHeight The height of the target to render to
  46103. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  46104. * @param depthStencilTexture The depth stencil texture to use to render
  46105. * @param lodLevel defines le lod level to bind to the frame buffer
  46106. */
  46107. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  46108. /**
  46109. * Unbind the current render target texture from the webGL context
  46110. * @param texture defines the render target texture to unbind
  46111. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46112. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46113. */
  46114. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  46115. /**
  46116. * Creates a dynamic vertex buffer
  46117. * @param vertices the data for the dynamic vertex buffer
  46118. * @returns the new WebGL dynamic buffer
  46119. */
  46120. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  46121. /**
  46122. * Update the content of a dynamic texture
  46123. * @param texture defines the texture to update
  46124. * @param canvas defines the canvas containing the source
  46125. * @param invertY defines if data must be stored with Y axis inverted
  46126. * @param premulAlpha defines if alpha is stored as premultiplied
  46127. * @param format defines the format of the data
  46128. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  46129. */
  46130. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  46131. /**
  46132. * Gets a boolean indicating if all created effects are ready
  46133. * @returns true if all effects are ready
  46134. */
  46135. areAllEffectsReady(): boolean;
  46136. /**
  46137. * @hidden
  46138. * Get the current error code of the webGL context
  46139. * @returns the error code
  46140. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  46141. */
  46142. getError(): number;
  46143. /** @hidden */
  46144. _getUnpackAlignement(): number;
  46145. /** @hidden */
  46146. _unpackFlipY(value: boolean): void;
  46147. /**
  46148. * Update a dynamic index buffer
  46149. * @param indexBuffer defines the target index buffer
  46150. * @param indices defines the data to update
  46151. * @param offset defines the offset in the target index buffer where update should start
  46152. */
  46153. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  46154. /**
  46155. * Updates a dynamic vertex buffer.
  46156. * @param vertexBuffer the vertex buffer to update
  46157. * @param vertices the data used to update the vertex buffer
  46158. * @param byteOffset the byte offset of the data (optional)
  46159. * @param byteLength the byte length of the data (optional)
  46160. */
  46161. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  46162. /** @hidden */
  46163. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  46164. /** @hidden */
  46165. _bindTexture(channel: number, texture: InternalTexture): void;
  46166. protected _deleteBuffer(buffer: WebGLBuffer): void;
  46167. /**
  46168. * 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
  46169. */
  46170. releaseEffects(): void;
  46171. displayLoadingUI(): void;
  46172. hideLoadingUI(): void;
  46173. /** @hidden */
  46174. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46175. /** @hidden */
  46176. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46177. /** @hidden */
  46178. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  46179. /** @hidden */
  46180. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  46181. }
  46182. }
  46183. declare module "babylonjs/Engines/Extensions/engine.occlusionQuery" {
  46184. import { Nullable, int } from "babylonjs/types";
  46185. import { _TimeToken } from "babylonjs/Instrumentation/timeToken";
  46186. /** @hidden */
  46187. export class _OcclusionDataStorage {
  46188. /** @hidden */
  46189. occlusionInternalRetryCounter: number;
  46190. /** @hidden */
  46191. isOcclusionQueryInProgress: boolean;
  46192. /** @hidden */
  46193. isOccluded: boolean;
  46194. /** @hidden */
  46195. occlusionRetryCount: number;
  46196. /** @hidden */
  46197. occlusionType: number;
  46198. /** @hidden */
  46199. occlusionQueryAlgorithmType: number;
  46200. }
  46201. module "babylonjs/Engines/engine" {
  46202. interface Engine {
  46203. /**
  46204. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  46205. * @return the new query
  46206. */
  46207. createQuery(): WebGLQuery;
  46208. /**
  46209. * Delete and release a webGL query
  46210. * @param query defines the query to delete
  46211. * @return the current engine
  46212. */
  46213. deleteQuery(query: WebGLQuery): Engine;
  46214. /**
  46215. * Check if a given query has resolved and got its value
  46216. * @param query defines the query to check
  46217. * @returns true if the query got its value
  46218. */
  46219. isQueryResultAvailable(query: WebGLQuery): boolean;
  46220. /**
  46221. * Gets the value of a given query
  46222. * @param query defines the query to check
  46223. * @returns the value of the query
  46224. */
  46225. getQueryResult(query: WebGLQuery): number;
  46226. /**
  46227. * Initiates an occlusion query
  46228. * @param algorithmType defines the algorithm to use
  46229. * @param query defines the query to use
  46230. * @returns the current engine
  46231. * @see http://doc.babylonjs.com/features/occlusionquery
  46232. */
  46233. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  46234. /**
  46235. * Ends an occlusion query
  46236. * @see http://doc.babylonjs.com/features/occlusionquery
  46237. * @param algorithmType defines the algorithm to use
  46238. * @returns the current engine
  46239. */
  46240. endOcclusionQuery(algorithmType: number): Engine;
  46241. /**
  46242. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  46243. * Please note that only one query can be issued at a time
  46244. * @returns a time token used to track the time span
  46245. */
  46246. startTimeQuery(): Nullable<_TimeToken>;
  46247. /**
  46248. * Ends a time query
  46249. * @param token defines the token used to measure the time span
  46250. * @returns the time spent (in ns)
  46251. */
  46252. endTimeQuery(token: _TimeToken): int;
  46253. /** @hidden */
  46254. _currentNonTimestampToken: Nullable<_TimeToken>;
  46255. /** @hidden */
  46256. _createTimeQuery(): WebGLQuery;
  46257. /** @hidden */
  46258. _deleteTimeQuery(query: WebGLQuery): void;
  46259. /** @hidden */
  46260. _getGlAlgorithmType(algorithmType: number): number;
  46261. /** @hidden */
  46262. _getTimeQueryResult(query: WebGLQuery): any;
  46263. /** @hidden */
  46264. _getTimeQueryAvailability(query: WebGLQuery): any;
  46265. }
  46266. }
  46267. module "babylonjs/Meshes/abstractMesh" {
  46268. interface AbstractMesh {
  46269. /**
  46270. * Backing filed
  46271. * @hidden
  46272. */
  46273. __occlusionDataStorage: _OcclusionDataStorage;
  46274. /**
  46275. * Access property
  46276. * @hidden
  46277. */
  46278. _occlusionDataStorage: _OcclusionDataStorage;
  46279. /**
  46280. * 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.
  46281. * The default value is -1 which means don't break the query and wait till the result
  46282. * @see http://doc.babylonjs.com/features/occlusionquery
  46283. */
  46284. occlusionRetryCount: number;
  46285. /**
  46286. * 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:
  46287. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  46288. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  46289. * * 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.
  46290. * @see http://doc.babylonjs.com/features/occlusionquery
  46291. */
  46292. occlusionType: number;
  46293. /**
  46294. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  46295. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  46296. * * 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.
  46297. * @see http://doc.babylonjs.com/features/occlusionquery
  46298. */
  46299. occlusionQueryAlgorithmType: number;
  46300. /**
  46301. * 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
  46302. * @see http://doc.babylonjs.com/features/occlusionquery
  46303. */
  46304. isOccluded: boolean;
  46305. /**
  46306. * Flag to check the progress status of the query
  46307. * @see http://doc.babylonjs.com/features/occlusionquery
  46308. */
  46309. isOcclusionQueryInProgress: boolean;
  46310. }
  46311. }
  46312. }
  46313. declare module "babylonjs/Engines/Extensions/engine.transformFeedback" {
  46314. import { Nullable } from "babylonjs/types";
  46315. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46316. /** @hidden */
  46317. export var _forceTransformFeedbackToBundle: boolean;
  46318. module "babylonjs/Engines/engine" {
  46319. interface Engine {
  46320. /**
  46321. * Creates a webGL transform feedback object
  46322. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  46323. * @returns the webGL transform feedback object
  46324. */
  46325. createTransformFeedback(): WebGLTransformFeedback;
  46326. /**
  46327. * Delete a webGL transform feedback object
  46328. * @param value defines the webGL transform feedback object to delete
  46329. */
  46330. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  46331. /**
  46332. * Bind a webGL transform feedback object to the webgl context
  46333. * @param value defines the webGL transform feedback object to bind
  46334. */
  46335. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  46336. /**
  46337. * Begins a transform feedback operation
  46338. * @param usePoints defines if points or triangles must be used
  46339. */
  46340. beginTransformFeedback(usePoints: boolean): void;
  46341. /**
  46342. * Ends a transform feedback operation
  46343. */
  46344. endTransformFeedback(): void;
  46345. /**
  46346. * Specify the varyings to use with transform feedback
  46347. * @param program defines the associated webGL program
  46348. * @param value defines the list of strings representing the varying names
  46349. */
  46350. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  46351. /**
  46352. * Bind a webGL buffer for a transform feedback operation
  46353. * @param value defines the webGL buffer to bind
  46354. */
  46355. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  46356. }
  46357. }
  46358. }
  46359. declare module "babylonjs/Materials/Textures/multiRenderTarget" {
  46360. import { Scene } from "babylonjs/scene";
  46361. import { Engine } from "babylonjs/Engines/engine";
  46362. import { Texture } from "babylonjs/Materials/Textures/texture";
  46363. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  46364. import "babylonjs/Engines/Extensions/engine.multiRender";
  46365. /**
  46366. * Creation options of the multi render target texture.
  46367. */
  46368. export interface IMultiRenderTargetOptions {
  46369. /**
  46370. * Define if the texture needs to create mip maps after render.
  46371. */
  46372. generateMipMaps?: boolean;
  46373. /**
  46374. * Define the types of all the draw buffers we want to create
  46375. */
  46376. types?: number[];
  46377. /**
  46378. * Define the sampling modes of all the draw buffers we want to create
  46379. */
  46380. samplingModes?: number[];
  46381. /**
  46382. * Define if a depth buffer is required
  46383. */
  46384. generateDepthBuffer?: boolean;
  46385. /**
  46386. * Define if a stencil buffer is required
  46387. */
  46388. generateStencilBuffer?: boolean;
  46389. /**
  46390. * Define if a depth texture is required instead of a depth buffer
  46391. */
  46392. generateDepthTexture?: boolean;
  46393. /**
  46394. * Define the number of desired draw buffers
  46395. */
  46396. textureCount?: number;
  46397. /**
  46398. * Define if aspect ratio should be adapted to the texture or stay the scene one
  46399. */
  46400. doNotChangeAspectRatio?: boolean;
  46401. /**
  46402. * Define the default type of the buffers we are creating
  46403. */
  46404. defaultType?: number;
  46405. }
  46406. /**
  46407. * A multi render target, like a render target provides the ability to render to a texture.
  46408. * Unlike the render target, it can render to several draw buffers in one draw.
  46409. * This is specially interesting in deferred rendering or for any effects requiring more than
  46410. * just one color from a single pass.
  46411. */
  46412. export class MultiRenderTarget extends RenderTargetTexture {
  46413. private _internalTextures;
  46414. private _textures;
  46415. private _multiRenderTargetOptions;
  46416. /**
  46417. * Get if draw buffers are currently supported by the used hardware and browser.
  46418. */
  46419. readonly isSupported: boolean;
  46420. /**
  46421. * Get the list of textures generated by the multi render target.
  46422. */
  46423. readonly textures: Texture[];
  46424. /**
  46425. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  46426. */
  46427. readonly depthTexture: Texture;
  46428. /**
  46429. * Set the wrapping mode on U of all the textures we are rendering to.
  46430. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46431. */
  46432. wrapU: number;
  46433. /**
  46434. * Set the wrapping mode on V of all the textures we are rendering to.
  46435. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  46436. */
  46437. wrapV: number;
  46438. /**
  46439. * Instantiate a new multi render target texture.
  46440. * A multi render target, like a render target provides the ability to render to a texture.
  46441. * Unlike the render target, it can render to several draw buffers in one draw.
  46442. * This is specially interesting in deferred rendering or for any effects requiring more than
  46443. * just one color from a single pass.
  46444. * @param name Define the name of the texture
  46445. * @param size Define the size of the buffers to render to
  46446. * @param count Define the number of target we are rendering into
  46447. * @param scene Define the scene the texture belongs to
  46448. * @param options Define the options used to create the multi render target
  46449. */
  46450. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  46451. /** @hidden */
  46452. _rebuild(): void;
  46453. private _createInternalTextures;
  46454. private _createTextures;
  46455. /**
  46456. * Define the number of samples used if MSAA is enabled.
  46457. */
  46458. samples: number;
  46459. /**
  46460. * Resize all the textures in the multi render target.
  46461. * Be carrefull as it will recreate all the data in the new texture.
  46462. * @param size Define the new size
  46463. */
  46464. resize(size: any): void;
  46465. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  46466. /**
  46467. * Dispose the render targets and their associated resources
  46468. */
  46469. dispose(): void;
  46470. /**
  46471. * Release all the underlying texture used as draw buffers.
  46472. */
  46473. releaseInternalTextures(): void;
  46474. }
  46475. }
  46476. declare module "babylonjs/Engines/Extensions/engine.multiRender" {
  46477. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46478. import { IMultiRenderTargetOptions } from "babylonjs/Materials/Textures/multiRenderTarget";
  46479. import { Nullable } from "babylonjs/types";
  46480. module "babylonjs/Engines/thinEngine" {
  46481. interface ThinEngine {
  46482. /**
  46483. * Unbind a list of render target textures from the webGL context
  46484. * This is used only when drawBuffer extension or webGL2 are active
  46485. * @param textures defines the render target textures to unbind
  46486. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  46487. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  46488. */
  46489. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  46490. /**
  46491. * Create a multi render target texture
  46492. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  46493. * @param size defines the size of the texture
  46494. * @param options defines the creation options
  46495. * @returns the cube texture as an InternalTexture
  46496. */
  46497. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  46498. /**
  46499. * Update the sample count for a given multiple render target texture
  46500. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  46501. * @param textures defines the textures to update
  46502. * @param samples defines the sample count to set
  46503. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  46504. */
  46505. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  46506. }
  46507. }
  46508. }
  46509. declare module "babylonjs/Engines/Extensions/engine.views" {
  46510. import { Camera } from "babylonjs/Cameras/camera";
  46511. import { Nullable } from "babylonjs/types";
  46512. /**
  46513. * Class used to define an additional view for the engine
  46514. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46515. */
  46516. export class EngineView {
  46517. /** Defines the canvas where to render the view */
  46518. target: HTMLCanvasElement;
  46519. /** Defines an optional camera used to render the view (will use active camera else) */
  46520. camera?: Camera;
  46521. }
  46522. module "babylonjs/Engines/engine" {
  46523. interface Engine {
  46524. /**
  46525. * Gets or sets the HTML element to use for attaching events
  46526. */
  46527. inputElement: Nullable<HTMLElement>;
  46528. /**
  46529. * Gets the current engine view
  46530. * @see https://doc.babylonjs.com/how_to/multi_canvases
  46531. */
  46532. activeView: Nullable<EngineView>;
  46533. /** Gets or sets the list of views */
  46534. views: EngineView[];
  46535. /**
  46536. * Register a new child canvas
  46537. * @param canvas defines the canvas to register
  46538. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  46539. * @returns the associated view
  46540. */
  46541. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  46542. /**
  46543. * Remove a registered child canvas
  46544. * @param canvas defines the canvas to remove
  46545. * @returns the current engine
  46546. */
  46547. unRegisterView(canvas: HTMLCanvasElement): Engine;
  46548. }
  46549. }
  46550. }
  46551. declare module "babylonjs/Engines/Extensions/index" {
  46552. export * from "babylonjs/Engines/Extensions/engine.occlusionQuery";
  46553. export * from "babylonjs/Engines/Extensions/engine.transformFeedback";
  46554. export * from "babylonjs/Engines/Extensions/engine.multiview";
  46555. export * from "babylonjs/Engines/Extensions/engine.rawTexture";
  46556. export * from "babylonjs/Engines/Extensions/engine.dynamicTexture";
  46557. export * from "babylonjs/Engines/Extensions/engine.videoTexture";
  46558. export * from "babylonjs/Engines/Extensions/engine.multiRender";
  46559. export * from "babylonjs/Engines/Extensions/engine.cubeTexture";
  46560. export * from "babylonjs/Engines/Extensions/engine.renderTarget";
  46561. export * from "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46562. export * from "babylonjs/Engines/Extensions/engine.webVR";
  46563. export * from "babylonjs/Engines/Extensions/engine.uniformBuffer";
  46564. export * from "babylonjs/Engines/Extensions/engine.views";
  46565. }
  46566. declare module "babylonjs/Misc/HighDynamicRange/panoramaToCubemap" {
  46567. import { Nullable } from "babylonjs/types";
  46568. /**
  46569. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  46570. */
  46571. export interface CubeMapInfo {
  46572. /**
  46573. * The pixel array for the front face.
  46574. * This is stored in format, left to right, up to down format.
  46575. */
  46576. front: Nullable<ArrayBufferView>;
  46577. /**
  46578. * The pixel array for the back face.
  46579. * This is stored in format, left to right, up to down format.
  46580. */
  46581. back: Nullable<ArrayBufferView>;
  46582. /**
  46583. * The pixel array for the left face.
  46584. * This is stored in format, left to right, up to down format.
  46585. */
  46586. left: Nullable<ArrayBufferView>;
  46587. /**
  46588. * The pixel array for the right face.
  46589. * This is stored in format, left to right, up to down format.
  46590. */
  46591. right: Nullable<ArrayBufferView>;
  46592. /**
  46593. * The pixel array for the up face.
  46594. * This is stored in format, left to right, up to down format.
  46595. */
  46596. up: Nullable<ArrayBufferView>;
  46597. /**
  46598. * The pixel array for the down face.
  46599. * This is stored in format, left to right, up to down format.
  46600. */
  46601. down: Nullable<ArrayBufferView>;
  46602. /**
  46603. * The size of the cubemap stored.
  46604. *
  46605. * Each faces will be size * size pixels.
  46606. */
  46607. size: number;
  46608. /**
  46609. * The format of the texture.
  46610. *
  46611. * RGBA, RGB.
  46612. */
  46613. format: number;
  46614. /**
  46615. * The type of the texture data.
  46616. *
  46617. * UNSIGNED_INT, FLOAT.
  46618. */
  46619. type: number;
  46620. /**
  46621. * Specifies whether the texture is in gamma space.
  46622. */
  46623. gammaSpace: boolean;
  46624. }
  46625. /**
  46626. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  46627. */
  46628. export class PanoramaToCubeMapTools {
  46629. private static FACE_FRONT;
  46630. private static FACE_BACK;
  46631. private static FACE_RIGHT;
  46632. private static FACE_LEFT;
  46633. private static FACE_DOWN;
  46634. private static FACE_UP;
  46635. /**
  46636. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  46637. *
  46638. * @param float32Array The source data.
  46639. * @param inputWidth The width of the input panorama.
  46640. * @param inputHeight The height of the input panorama.
  46641. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  46642. * @return The cubemap data
  46643. */
  46644. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  46645. private static CreateCubemapTexture;
  46646. private static CalcProjectionSpherical;
  46647. }
  46648. }
  46649. declare module "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial" {
  46650. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46651. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46652. import { Nullable } from "babylonjs/types";
  46653. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  46654. /**
  46655. * Helper class dealing with the extraction of spherical polynomial dataArray
  46656. * from a cube map.
  46657. */
  46658. export class CubeMapToSphericalPolynomialTools {
  46659. private static FileFaces;
  46660. /**
  46661. * Converts a texture to the according Spherical Polynomial data.
  46662. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46663. *
  46664. * @param texture The texture to extract the information from.
  46665. * @return The Spherical Polynomial data.
  46666. */
  46667. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  46668. /**
  46669. * Converts a cubemap to the according Spherical Polynomial data.
  46670. * This extracts the first 3 orders only as they are the only one used in the lighting.
  46671. *
  46672. * @param cubeInfo The Cube map to extract the information from.
  46673. * @return The Spherical Polynomial data.
  46674. */
  46675. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  46676. }
  46677. }
  46678. declare module "babylonjs/Materials/Textures/baseTexture.polynomial" {
  46679. import { Nullable } from "babylonjs/types";
  46680. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46681. module "babylonjs/Materials/Textures/baseTexture" {
  46682. interface BaseTexture {
  46683. /**
  46684. * Get the polynomial representation of the texture data.
  46685. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  46686. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  46687. */
  46688. sphericalPolynomial: Nullable<SphericalPolynomial>;
  46689. }
  46690. }
  46691. }
  46692. declare module "babylonjs/Shaders/rgbdEncode.fragment" {
  46693. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46694. /** @hidden */
  46695. export var rgbdEncodePixelShader: {
  46696. name: string;
  46697. shader: string;
  46698. };
  46699. }
  46700. declare module "babylonjs/Shaders/rgbdDecode.fragment" {
  46701. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  46702. /** @hidden */
  46703. export var rgbdDecodePixelShader: {
  46704. name: string;
  46705. shader: string;
  46706. };
  46707. }
  46708. declare module "babylonjs/Misc/environmentTextureTools" {
  46709. import { Nullable } from "babylonjs/types";
  46710. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  46711. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46712. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  46713. import "babylonjs/Engines/Extensions/engine.renderTargetCube";
  46714. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  46715. import "babylonjs/Shaders/rgbdEncode.fragment";
  46716. import "babylonjs/Shaders/rgbdDecode.fragment";
  46717. /**
  46718. * Raw texture data and descriptor sufficient for WebGL texture upload
  46719. */
  46720. export interface EnvironmentTextureInfo {
  46721. /**
  46722. * Version of the environment map
  46723. */
  46724. version: number;
  46725. /**
  46726. * Width of image
  46727. */
  46728. width: number;
  46729. /**
  46730. * Irradiance information stored in the file.
  46731. */
  46732. irradiance: any;
  46733. /**
  46734. * Specular information stored in the file.
  46735. */
  46736. specular: any;
  46737. }
  46738. /**
  46739. * Defines One Image in the file. It requires only the position in the file
  46740. * as well as the length.
  46741. */
  46742. interface BufferImageData {
  46743. /**
  46744. * Length of the image data.
  46745. */
  46746. length: number;
  46747. /**
  46748. * Position of the data from the null terminator delimiting the end of the JSON.
  46749. */
  46750. position: number;
  46751. }
  46752. /**
  46753. * Defines the specular data enclosed in the file.
  46754. * This corresponds to the version 1 of the data.
  46755. */
  46756. export interface EnvironmentTextureSpecularInfoV1 {
  46757. /**
  46758. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  46759. */
  46760. specularDataPosition?: number;
  46761. /**
  46762. * This contains all the images data needed to reconstruct the cubemap.
  46763. */
  46764. mipmaps: Array<BufferImageData>;
  46765. /**
  46766. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  46767. */
  46768. lodGenerationScale: number;
  46769. }
  46770. /**
  46771. * Sets of helpers addressing the serialization and deserialization of environment texture
  46772. * stored in a BabylonJS env file.
  46773. * Those files are usually stored as .env files.
  46774. */
  46775. export class EnvironmentTextureTools {
  46776. /**
  46777. * Magic number identifying the env file.
  46778. */
  46779. private static _MagicBytes;
  46780. /**
  46781. * Gets the environment info from an env file.
  46782. * @param data The array buffer containing the .env bytes.
  46783. * @returns the environment file info (the json header) if successfully parsed.
  46784. */
  46785. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  46786. /**
  46787. * Creates an environment texture from a loaded cube texture.
  46788. * @param texture defines the cube texture to convert in env file
  46789. * @return a promise containing the environment data if succesfull.
  46790. */
  46791. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  46792. /**
  46793. * Creates a JSON representation of the spherical data.
  46794. * @param texture defines the texture containing the polynomials
  46795. * @return the JSON representation of the spherical info
  46796. */
  46797. private static _CreateEnvTextureIrradiance;
  46798. /**
  46799. * Creates the ArrayBufferViews used for initializing environment texture image data.
  46800. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  46801. * @param info parameters that determine what views will be created for accessing the underlying buffer
  46802. * @return the views described by info providing access to the underlying buffer
  46803. */
  46804. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  46805. /**
  46806. * Uploads the texture info contained in the env file to the GPU.
  46807. * @param texture defines the internal texture to upload to
  46808. * @param arrayBuffer defines the buffer cotaining the data to load
  46809. * @param info defines the texture info retrieved through the GetEnvInfo method
  46810. * @returns a promise
  46811. */
  46812. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  46813. private static _OnImageReadyAsync;
  46814. /**
  46815. * Uploads the levels of image data to the GPU.
  46816. * @param texture defines the internal texture to upload to
  46817. * @param imageData defines the array buffer views of image data [mipmap][face]
  46818. * @returns a promise
  46819. */
  46820. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  46821. /**
  46822. * Uploads spherical polynomials information to the texture.
  46823. * @param texture defines the texture we are trying to upload the information to
  46824. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  46825. */
  46826. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  46827. /** @hidden */
  46828. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  46829. }
  46830. }
  46831. declare module "babylonjs/Maths/math.vertexFormat" {
  46832. import { Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  46833. /**
  46834. * Contains position and normal vectors for a vertex
  46835. */
  46836. export class PositionNormalVertex {
  46837. /** the position of the vertex (defaut: 0,0,0) */
  46838. position: Vector3;
  46839. /** the normal of the vertex (defaut: 0,1,0) */
  46840. normal: Vector3;
  46841. /**
  46842. * Creates a PositionNormalVertex
  46843. * @param position the position of the vertex (defaut: 0,0,0)
  46844. * @param normal the normal of the vertex (defaut: 0,1,0)
  46845. */
  46846. constructor(
  46847. /** the position of the vertex (defaut: 0,0,0) */
  46848. position?: Vector3,
  46849. /** the normal of the vertex (defaut: 0,1,0) */
  46850. normal?: Vector3);
  46851. /**
  46852. * Clones the PositionNormalVertex
  46853. * @returns the cloned PositionNormalVertex
  46854. */
  46855. clone(): PositionNormalVertex;
  46856. }
  46857. /**
  46858. * Contains position, normal and uv vectors for a vertex
  46859. */
  46860. export class PositionNormalTextureVertex {
  46861. /** the position of the vertex (defaut: 0,0,0) */
  46862. position: Vector3;
  46863. /** the normal of the vertex (defaut: 0,1,0) */
  46864. normal: Vector3;
  46865. /** the uv of the vertex (default: 0,0) */
  46866. uv: Vector2;
  46867. /**
  46868. * Creates a PositionNormalTextureVertex
  46869. * @param position the position of the vertex (defaut: 0,0,0)
  46870. * @param normal the normal of the vertex (defaut: 0,1,0)
  46871. * @param uv the uv of the vertex (default: 0,0)
  46872. */
  46873. constructor(
  46874. /** the position of the vertex (defaut: 0,0,0) */
  46875. position?: Vector3,
  46876. /** the normal of the vertex (defaut: 0,1,0) */
  46877. normal?: Vector3,
  46878. /** the uv of the vertex (default: 0,0) */
  46879. uv?: Vector2);
  46880. /**
  46881. * Clones the PositionNormalTextureVertex
  46882. * @returns the cloned PositionNormalTextureVertex
  46883. */
  46884. clone(): PositionNormalTextureVertex;
  46885. }
  46886. }
  46887. declare module "babylonjs/Maths/math" {
  46888. export * from "babylonjs/Maths/math.axis";
  46889. export * from "babylonjs/Maths/math.color";
  46890. export * from "babylonjs/Maths/math.constants";
  46891. export * from "babylonjs/Maths/math.frustum";
  46892. export * from "babylonjs/Maths/math.path";
  46893. export * from "babylonjs/Maths/math.plane";
  46894. export * from "babylonjs/Maths/math.size";
  46895. export * from "babylonjs/Maths/math.vector";
  46896. export * from "babylonjs/Maths/math.vertexFormat";
  46897. export * from "babylonjs/Maths/math.viewport";
  46898. }
  46899. declare module "babylonjs/Engines/Native/nativeShaderProcessor" {
  46900. import { WebGL2ShaderProcessor } from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  46901. /** @hidden */
  46902. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  46903. private _genericAttributeLocation;
  46904. private _varyingLocationCount;
  46905. private _varyingLocationMap;
  46906. private _replacements;
  46907. private _textureCount;
  46908. private _uniforms;
  46909. lineProcessor(line: string): string;
  46910. attributeProcessor(attribute: string): string;
  46911. varyingProcessor(varying: string, isFragment: boolean): string;
  46912. uniformProcessor(uniform: string): string;
  46913. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  46914. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  46915. }
  46916. }
  46917. declare module "babylonjs/Engines/nativeEngine" {
  46918. import { Nullable, IndicesArray, DataArray } from "babylonjs/types";
  46919. import { Engine } from "babylonjs/Engines/engine";
  46920. import { VertexBuffer } from "babylonjs/Meshes/buffer";
  46921. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  46922. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  46923. import { Effect } from "babylonjs/Materials/effect";
  46924. import { DataBuffer } from "babylonjs/Meshes/dataBuffer";
  46925. import { Color4, Matrix, Viewport, Color3 } from "babylonjs/Maths/math";
  46926. import { Scene } from "babylonjs/scene";
  46927. import { RenderTargetCreationOptions } from "babylonjs/Materials/Textures/renderTargetCreationOptions";
  46928. import { IPipelineContext } from "babylonjs/Engines/IPipelineContext";
  46929. /**
  46930. * Container for accessors for natively-stored mesh data buffers.
  46931. */
  46932. class NativeDataBuffer extends DataBuffer {
  46933. /**
  46934. * Accessor value used to identify/retrieve a natively-stored index buffer.
  46935. */
  46936. nativeIndexBuffer?: any;
  46937. /**
  46938. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  46939. */
  46940. nativeVertexBuffer?: any;
  46941. }
  46942. /** @hidden */
  46943. class NativeTexture extends InternalTexture {
  46944. getInternalTexture(): InternalTexture;
  46945. getViewCount(): number;
  46946. }
  46947. /** @hidden */
  46948. export class NativeEngine extends Engine {
  46949. private readonly _native;
  46950. getHardwareScalingLevel(): number;
  46951. constructor();
  46952. /**
  46953. * Can be used to override the current requestAnimationFrame requester.
  46954. * @hidden
  46955. */
  46956. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  46957. /**
  46958. * Override default engine behavior.
  46959. * @param color
  46960. * @param backBuffer
  46961. * @param depth
  46962. * @param stencil
  46963. */
  46964. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  46965. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  46966. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  46967. createVertexBuffer(data: DataArray): NativeDataBuffer;
  46968. recordVertexArrayObject(vertexBuffers: {
  46969. [key: string]: VertexBuffer;
  46970. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  46971. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46972. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  46973. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  46974. /**
  46975. * Draw a list of indexed primitives
  46976. * @param fillMode defines the primitive to use
  46977. * @param indexStart defines the starting index
  46978. * @param indexCount defines the number of index to draw
  46979. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46980. */
  46981. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  46982. /**
  46983. * Draw a list of unindexed primitives
  46984. * @param fillMode defines the primitive to use
  46985. * @param verticesStart defines the index of first vertex to draw
  46986. * @param verticesCount defines the count of vertices to draw
  46987. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  46988. */
  46989. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  46990. createPipelineContext(): IPipelineContext;
  46991. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  46992. /** @hidden */
  46993. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  46994. /** @hidden */
  46995. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  46996. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46997. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  46998. protected _setProgram(program: WebGLProgram): void;
  46999. _releaseEffect(effect: Effect): void;
  47000. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  47001. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  47002. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  47003. bindSamplers(effect: Effect): void;
  47004. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  47005. getRenderWidth(useScreen?: boolean): number;
  47006. getRenderHeight(useScreen?: boolean): number;
  47007. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  47008. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  47009. /**
  47010. * Set the z offset to apply to current rendering
  47011. * @param value defines the offset to apply
  47012. */
  47013. setZOffset(value: number): void;
  47014. /**
  47015. * Gets the current value of the zOffset
  47016. * @returns the current zOffset state
  47017. */
  47018. getZOffset(): number;
  47019. /**
  47020. * Enable or disable depth buffering
  47021. * @param enable defines the state to set
  47022. */
  47023. setDepthBuffer(enable: boolean): void;
  47024. /**
  47025. * Gets a boolean indicating if depth writing is enabled
  47026. * @returns the current depth writing state
  47027. */
  47028. getDepthWrite(): boolean;
  47029. /**
  47030. * Enable or disable depth writing
  47031. * @param enable defines the state to set
  47032. */
  47033. setDepthWrite(enable: boolean): void;
  47034. /**
  47035. * Enable or disable color writing
  47036. * @param enable defines the state to set
  47037. */
  47038. setColorWrite(enable: boolean): void;
  47039. /**
  47040. * Gets a boolean indicating if color writing is enabled
  47041. * @returns the current color writing state
  47042. */
  47043. getColorWrite(): boolean;
  47044. /**
  47045. * Sets alpha constants used by some alpha blending modes
  47046. * @param r defines the red component
  47047. * @param g defines the green component
  47048. * @param b defines the blue component
  47049. * @param a defines the alpha component
  47050. */
  47051. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  47052. /**
  47053. * Sets the current alpha mode
  47054. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  47055. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  47056. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47057. */
  47058. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  47059. /**
  47060. * Gets the current alpha mode
  47061. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  47062. * @returns the current alpha mode
  47063. */
  47064. getAlphaMode(): number;
  47065. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  47066. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  47067. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  47068. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  47069. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  47070. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  47071. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  47072. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  47073. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  47074. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  47075. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  47076. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  47077. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  47078. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47079. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  47080. setFloat(uniform: WebGLUniformLocation, value: number): void;
  47081. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  47082. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  47083. setBool(uniform: WebGLUniformLocation, bool: number): void;
  47084. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  47085. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  47086. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  47087. wipeCaches(bruteForce?: boolean): void;
  47088. _createTexture(): WebGLTexture;
  47089. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  47090. /**
  47091. * Usually called from BABYLON.Texture.ts.
  47092. * Passed information to create a WebGLTexture
  47093. * @param urlArg defines a value which contains one of the following:
  47094. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  47095. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  47096. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  47097. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  47098. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  47099. * @param scene needed for loading to the correct scene
  47100. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  47101. * @param onLoad optional callback to be called upon successful completion
  47102. * @param onError optional callback to be called upon failure
  47103. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  47104. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  47105. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  47106. * @param forcedExtension defines the extension to use to pick the right loader
  47107. * @returns a InternalTexture for assignment back into BABYLON.Texture
  47108. */
  47109. 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 | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  47110. /**
  47111. * Creates a cube texture
  47112. * @param rootUrl defines the url where the files to load is located
  47113. * @param scene defines the current scene
  47114. * @param files defines the list of files to load (1 per face)
  47115. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  47116. * @param onLoad defines an optional callback raised when the texture is loaded
  47117. * @param onError defines an optional callback raised if there is an issue to load the texture
  47118. * @param format defines the format of the data
  47119. * @param forcedExtension defines the extension to use to pick the right loader
  47120. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  47121. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  47122. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  47123. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  47124. * @returns the cube texture as an InternalTexture
  47125. */
  47126. 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, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  47127. private _getSamplingFilter;
  47128. private static _GetNativeTextureFormat;
  47129. createRenderTargetTexture(size: number | {
  47130. width: number;
  47131. height: number;
  47132. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  47133. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  47134. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  47135. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  47136. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  47137. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  47138. /**
  47139. * Updates a dynamic vertex buffer.
  47140. * @param vertexBuffer the vertex buffer to update
  47141. * @param data the data used to update the vertex buffer
  47142. * @param byteOffset the byte offset of the data (optional)
  47143. * @param byteLength the byte length of the data (optional)
  47144. */
  47145. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  47146. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  47147. private _updateAnisotropicLevel;
  47148. private _getAddressMode;
  47149. /** @hidden */
  47150. _bindTexture(channel: number, texture: InternalTexture): void;
  47151. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  47152. releaseEffects(): void;
  47153. /** @hidden */
  47154. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47155. /** @hidden */
  47156. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47157. /** @hidden */
  47158. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  47159. /** @hidden */
  47160. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  47161. }
  47162. }
  47163. declare module "babylonjs/Engines/index" {
  47164. export * from "babylonjs/Engines/constants";
  47165. export * from "babylonjs/Engines/engineCapabilities";
  47166. export * from "babylonjs/Engines/instancingAttributeInfo";
  47167. export * from "babylonjs/Engines/thinEngine";
  47168. export * from "babylonjs/Engines/engine";
  47169. export * from "babylonjs/Engines/engineStore";
  47170. export * from "babylonjs/Engines/nullEngine";
  47171. export * from "babylonjs/Engines/Extensions/index";
  47172. export * from "babylonjs/Engines/IPipelineContext";
  47173. export * from "babylonjs/Engines/WebGL/webGLPipelineContext";
  47174. export * from "babylonjs/Engines/WebGL/webGL2ShaderProcessors";
  47175. export * from "babylonjs/Engines/nativeEngine";
  47176. }
  47177. declare module "babylonjs/Events/clipboardEvents" {
  47178. /**
  47179. * Gather the list of clipboard event types as constants.
  47180. */
  47181. export class ClipboardEventTypes {
  47182. /**
  47183. * The clipboard event is fired when a copy command is active (pressed).
  47184. */
  47185. static readonly COPY: number;
  47186. /**
  47187. * The clipboard event is fired when a cut command is active (pressed).
  47188. */
  47189. static readonly CUT: number;
  47190. /**
  47191. * The clipboard event is fired when a paste command is active (pressed).
  47192. */
  47193. static readonly PASTE: number;
  47194. }
  47195. /**
  47196. * This class is used to store clipboard related info for the onClipboardObservable event.
  47197. */
  47198. export class ClipboardInfo {
  47199. /**
  47200. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47201. */
  47202. type: number;
  47203. /**
  47204. * Defines the related dom event
  47205. */
  47206. event: ClipboardEvent;
  47207. /**
  47208. *Creates an instance of ClipboardInfo.
  47209. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  47210. * @param event Defines the related dom event
  47211. */
  47212. constructor(
  47213. /**
  47214. * Defines the type of event (BABYLON.ClipboardEventTypes)
  47215. */
  47216. type: number,
  47217. /**
  47218. * Defines the related dom event
  47219. */
  47220. event: ClipboardEvent);
  47221. /**
  47222. * Get the clipboard event's type from the keycode.
  47223. * @param keyCode Defines the keyCode for the current keyboard event.
  47224. * @return {number}
  47225. */
  47226. static GetTypeFromCharacter(keyCode: number): number;
  47227. }
  47228. }
  47229. declare module "babylonjs/Events/index" {
  47230. export * from "babylonjs/Events/keyboardEvents";
  47231. export * from "babylonjs/Events/pointerEvents";
  47232. export * from "babylonjs/Events/clipboardEvents";
  47233. }
  47234. declare module "babylonjs/Gamepads/Controllers/daydreamController" {
  47235. import { Scene } from "babylonjs/scene";
  47236. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47237. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47238. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47239. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47240. /**
  47241. * Google Daydream controller
  47242. */
  47243. export class DaydreamController extends WebVRController {
  47244. /**
  47245. * Base Url for the controller model.
  47246. */
  47247. static MODEL_BASE_URL: string;
  47248. /**
  47249. * File name for the controller model.
  47250. */
  47251. static MODEL_FILENAME: string;
  47252. /**
  47253. * Gamepad Id prefix used to identify Daydream Controller.
  47254. */
  47255. static readonly GAMEPAD_ID_PREFIX: string;
  47256. /**
  47257. * Creates a new DaydreamController from a gamepad
  47258. * @param vrGamepad the gamepad that the controller should be created from
  47259. */
  47260. constructor(vrGamepad: any);
  47261. /**
  47262. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47263. * @param scene scene in which to add meshes
  47264. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47265. */
  47266. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47267. /**
  47268. * Called once for each button that changed state since the last frame
  47269. * @param buttonIdx Which button index changed
  47270. * @param state New state of the button
  47271. * @param changes Which properties on the state changed since last frame
  47272. */
  47273. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47274. }
  47275. }
  47276. declare module "babylonjs/Gamepads/Controllers/gearVRController" {
  47277. import { Scene } from "babylonjs/scene";
  47278. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47279. import { GamepadButtonChanges } from "babylonjs/Gamepads/gamepad";
  47280. import { WebVRController } from "babylonjs/Gamepads/Controllers/webVRController";
  47281. import { ExtendedGamepadButton } from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47282. /**
  47283. * Gear VR Controller
  47284. */
  47285. export class GearVRController extends WebVRController {
  47286. /**
  47287. * Base Url for the controller model.
  47288. */
  47289. static MODEL_BASE_URL: string;
  47290. /**
  47291. * File name for the controller model.
  47292. */
  47293. static MODEL_FILENAME: string;
  47294. /**
  47295. * Gamepad Id prefix used to identify this controller.
  47296. */
  47297. static readonly GAMEPAD_ID_PREFIX: string;
  47298. private readonly _buttonIndexToObservableNameMap;
  47299. /**
  47300. * Creates a new GearVRController from a gamepad
  47301. * @param vrGamepad the gamepad that the controller should be created from
  47302. */
  47303. constructor(vrGamepad: any);
  47304. /**
  47305. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  47306. * @param scene scene in which to add meshes
  47307. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  47308. */
  47309. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  47310. /**
  47311. * Called once for each button that changed state since the last frame
  47312. * @param buttonIdx Which button index changed
  47313. * @param state New state of the button
  47314. * @param changes Which properties on the state changed since last frame
  47315. */
  47316. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  47317. }
  47318. }
  47319. declare module "babylonjs/Gamepads/Controllers/index" {
  47320. export * from "babylonjs/Gamepads/Controllers/daydreamController";
  47321. export * from "babylonjs/Gamepads/Controllers/gearVRController";
  47322. export * from "babylonjs/Gamepads/Controllers/genericController";
  47323. export * from "babylonjs/Gamepads/Controllers/oculusTouchController";
  47324. export * from "babylonjs/Gamepads/Controllers/poseEnabledController";
  47325. export * from "babylonjs/Gamepads/Controllers/viveController";
  47326. export * from "babylonjs/Gamepads/Controllers/webVRController";
  47327. export * from "babylonjs/Gamepads/Controllers/windowsMotionController";
  47328. }
  47329. declare module "babylonjs/Gamepads/index" {
  47330. export * from "babylonjs/Gamepads/Controllers/index";
  47331. export * from "babylonjs/Gamepads/gamepad";
  47332. export * from "babylonjs/Gamepads/gamepadManager";
  47333. export * from "babylonjs/Gamepads/gamepadSceneComponent";
  47334. export * from "babylonjs/Gamepads/xboxGamepad";
  47335. export * from "babylonjs/Gamepads/dualShockGamepad";
  47336. }
  47337. declare module "babylonjs/Meshes/Builders/polyhedronBuilder" {
  47338. import { Scene } from "babylonjs/scene";
  47339. import { Vector4 } from "babylonjs/Maths/math.vector";
  47340. import { Color4 } from "babylonjs/Maths/math.color";
  47341. import { Mesh } from "babylonjs/Meshes/mesh";
  47342. import { Nullable } from "babylonjs/types";
  47343. /**
  47344. * Class containing static functions to help procedurally build meshes
  47345. */
  47346. export class PolyhedronBuilder {
  47347. /**
  47348. * Creates a polyhedron mesh
  47349. * * 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
  47350. * * The parameter `size` (positive float, default 1) sets the polygon size
  47351. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  47352. * * 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`
  47353. * * 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
  47354. * * 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)`)
  47355. * * 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
  47356. * * 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
  47357. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  47358. * * 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
  47359. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  47360. * @param name defines the name of the mesh
  47361. * @param options defines the options used to create the mesh
  47362. * @param scene defines the hosting scene
  47363. * @returns the polyhedron mesh
  47364. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  47365. */
  47366. static CreatePolyhedron(name: string, options: {
  47367. type?: number;
  47368. size?: number;
  47369. sizeX?: number;
  47370. sizeY?: number;
  47371. sizeZ?: number;
  47372. custom?: any;
  47373. faceUV?: Vector4[];
  47374. faceColors?: Color4[];
  47375. flat?: boolean;
  47376. updatable?: boolean;
  47377. sideOrientation?: number;
  47378. frontUVs?: Vector4;
  47379. backUVs?: Vector4;
  47380. }, scene?: Nullable<Scene>): Mesh;
  47381. }
  47382. }
  47383. declare module "babylonjs/Gizmos/scaleGizmo" {
  47384. import { Observable } from "babylonjs/Misc/observable";
  47385. import { Nullable } from "babylonjs/types";
  47386. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47387. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47388. import { AxisScaleGizmo } from "babylonjs/Gizmos/axisScaleGizmo";
  47389. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47390. /**
  47391. * Gizmo that enables scaling a mesh along 3 axis
  47392. */
  47393. export class ScaleGizmo extends Gizmo {
  47394. /**
  47395. * Internal gizmo used for interactions on the x axis
  47396. */
  47397. xGizmo: AxisScaleGizmo;
  47398. /**
  47399. * Internal gizmo used for interactions on the y axis
  47400. */
  47401. yGizmo: AxisScaleGizmo;
  47402. /**
  47403. * Internal gizmo used for interactions on the z axis
  47404. */
  47405. zGizmo: AxisScaleGizmo;
  47406. /**
  47407. * Internal gizmo used to scale all axis equally
  47408. */
  47409. uniformScaleGizmo: AxisScaleGizmo;
  47410. private _meshAttached;
  47411. private _updateGizmoRotationToMatchAttachedMesh;
  47412. private _snapDistance;
  47413. private _scaleRatio;
  47414. private _uniformScalingMesh;
  47415. private _octahedron;
  47416. /** Fires an event when any of it's sub gizmos are dragged */
  47417. onDragStartObservable: Observable<unknown>;
  47418. /** Fires an event when any of it's sub gizmos are released from dragging */
  47419. onDragEndObservable: Observable<unknown>;
  47420. attachedMesh: Nullable<AbstractMesh>;
  47421. /**
  47422. * Creates a ScaleGizmo
  47423. * @param gizmoLayer The utility layer the gizmo will be added to
  47424. */
  47425. constructor(gizmoLayer?: UtilityLayerRenderer);
  47426. updateGizmoRotationToMatchAttachedMesh: boolean;
  47427. /**
  47428. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47429. */
  47430. snapDistance: number;
  47431. /**
  47432. * Ratio for the scale of the gizmo (Default: 1)
  47433. */
  47434. scaleRatio: number;
  47435. /**
  47436. * Disposes of the gizmo
  47437. */
  47438. dispose(): void;
  47439. }
  47440. }
  47441. declare module "babylonjs/Gizmos/axisScaleGizmo" {
  47442. import { Observable } from "babylonjs/Misc/observable";
  47443. import { Nullable } from "babylonjs/types";
  47444. import { Vector3 } from "babylonjs/Maths/math.vector";
  47445. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47446. import { Mesh } from "babylonjs/Meshes/mesh";
  47447. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47448. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47449. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47450. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47451. import { Color3 } from "babylonjs/Maths/math.color";
  47452. /**
  47453. * Single axis scale gizmo
  47454. */
  47455. export class AxisScaleGizmo extends Gizmo {
  47456. /**
  47457. * Drag behavior responsible for the gizmos dragging interactions
  47458. */
  47459. dragBehavior: PointerDragBehavior;
  47460. private _pointerObserver;
  47461. /**
  47462. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47463. */
  47464. snapDistance: number;
  47465. /**
  47466. * Event that fires each time the gizmo snaps to a new location.
  47467. * * snapDistance is the the change in distance
  47468. */
  47469. onSnapObservable: Observable<{
  47470. snapDistance: number;
  47471. }>;
  47472. /**
  47473. * If the scaling operation should be done on all axis (default: false)
  47474. */
  47475. uniformScaling: boolean;
  47476. private _isEnabled;
  47477. private _parent;
  47478. private _arrow;
  47479. private _coloredMaterial;
  47480. private _hoverMaterial;
  47481. /**
  47482. * Creates an AxisScaleGizmo
  47483. * @param gizmoLayer The utility layer the gizmo will be added to
  47484. * @param dragAxis The axis which the gizmo will be able to scale on
  47485. * @param color The color of the gizmo
  47486. */
  47487. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  47488. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47489. /**
  47490. * If the gizmo is enabled
  47491. */
  47492. isEnabled: boolean;
  47493. /**
  47494. * Disposes of the gizmo
  47495. */
  47496. dispose(): void;
  47497. /**
  47498. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  47499. * @param mesh The mesh to replace the default mesh of the gizmo
  47500. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  47501. */
  47502. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  47503. }
  47504. }
  47505. declare module "babylonjs/Gizmos/boundingBoxGizmo" {
  47506. import { Observable } from "babylonjs/Misc/observable";
  47507. import { Nullable } from "babylonjs/types";
  47508. import { Vector3 } from "babylonjs/Maths/math.vector";
  47509. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47510. import { Mesh } from "babylonjs/Meshes/mesh";
  47511. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47512. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47513. import { Color3 } from "babylonjs/Maths/math.color";
  47514. import "babylonjs/Meshes/Builders/boxBuilder";
  47515. /**
  47516. * Bounding box gizmo
  47517. */
  47518. export class BoundingBoxGizmo extends Gizmo {
  47519. private _lineBoundingBox;
  47520. private _rotateSpheresParent;
  47521. private _scaleBoxesParent;
  47522. private _boundingDimensions;
  47523. private _renderObserver;
  47524. private _pointerObserver;
  47525. private _scaleDragSpeed;
  47526. private _tmpQuaternion;
  47527. private _tmpVector;
  47528. private _tmpRotationMatrix;
  47529. /**
  47530. * 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)
  47531. */
  47532. ignoreChildren: boolean;
  47533. /**
  47534. * 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)
  47535. */
  47536. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  47537. /**
  47538. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  47539. */
  47540. rotationSphereSize: number;
  47541. /**
  47542. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  47543. */
  47544. scaleBoxSize: number;
  47545. /**
  47546. * 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)
  47547. */
  47548. fixedDragMeshScreenSize: boolean;
  47549. /**
  47550. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  47551. */
  47552. fixedDragMeshScreenSizeDistanceFactor: number;
  47553. /**
  47554. * Fired when a rotation sphere or scale box is dragged
  47555. */
  47556. onDragStartObservable: Observable<{}>;
  47557. /**
  47558. * Fired when a scale box is dragged
  47559. */
  47560. onScaleBoxDragObservable: Observable<{}>;
  47561. /**
  47562. * Fired when a scale box drag is ended
  47563. */
  47564. onScaleBoxDragEndObservable: Observable<{}>;
  47565. /**
  47566. * Fired when a rotation sphere is dragged
  47567. */
  47568. onRotationSphereDragObservable: Observable<{}>;
  47569. /**
  47570. * Fired when a rotation sphere drag is ended
  47571. */
  47572. onRotationSphereDragEndObservable: Observable<{}>;
  47573. /**
  47574. * 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)
  47575. */
  47576. scalePivot: Nullable<Vector3>;
  47577. /**
  47578. * Mesh used as a pivot to rotate the attached mesh
  47579. */
  47580. private _anchorMesh;
  47581. private _existingMeshScale;
  47582. private _dragMesh;
  47583. private pointerDragBehavior;
  47584. private coloredMaterial;
  47585. private hoverColoredMaterial;
  47586. /**
  47587. * Sets the color of the bounding box gizmo
  47588. * @param color the color to set
  47589. */
  47590. setColor(color: Color3): void;
  47591. /**
  47592. * Creates an BoundingBoxGizmo
  47593. * @param gizmoLayer The utility layer the gizmo will be added to
  47594. * @param color The color of the gizmo
  47595. */
  47596. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  47597. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47598. private _selectNode;
  47599. /**
  47600. * Updates the bounding box information for the Gizmo
  47601. */
  47602. updateBoundingBox(): void;
  47603. private _updateRotationSpheres;
  47604. private _updateScaleBoxes;
  47605. /**
  47606. * Enables rotation on the specified axis and disables rotation on the others
  47607. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  47608. */
  47609. setEnabledRotationAxis(axis: string): void;
  47610. /**
  47611. * Enables/disables scaling
  47612. * @param enable if scaling should be enabled
  47613. */
  47614. setEnabledScaling(enable: boolean): void;
  47615. private _updateDummy;
  47616. /**
  47617. * Enables a pointer drag behavior on the bounding box of the gizmo
  47618. */
  47619. enableDragBehavior(): void;
  47620. /**
  47621. * Disposes of the gizmo
  47622. */
  47623. dispose(): void;
  47624. /**
  47625. * 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)
  47626. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  47627. * @returns the bounding box mesh with the passed in mesh as a child
  47628. */
  47629. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  47630. /**
  47631. * CustomMeshes are not supported by this gizmo
  47632. * @param mesh The mesh to replace the default mesh of the gizmo
  47633. */
  47634. setCustomMesh(mesh: Mesh): void;
  47635. }
  47636. }
  47637. declare module "babylonjs/Gizmos/planeRotationGizmo" {
  47638. import { Observable } from "babylonjs/Misc/observable";
  47639. import { Nullable } from "babylonjs/types";
  47640. import { Vector3 } from "babylonjs/Maths/math.vector";
  47641. import { Color3 } from "babylonjs/Maths/math.color";
  47642. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47643. import { PointerDragBehavior } from "babylonjs/Behaviors/Meshes/pointerDragBehavior";
  47644. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47645. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47646. import "babylonjs/Meshes/Builders/linesBuilder";
  47647. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47648. /**
  47649. * Single plane rotation gizmo
  47650. */
  47651. export class PlaneRotationGizmo extends Gizmo {
  47652. /**
  47653. * Drag behavior responsible for the gizmos dragging interactions
  47654. */
  47655. dragBehavior: PointerDragBehavior;
  47656. private _pointerObserver;
  47657. /**
  47658. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  47659. */
  47660. snapDistance: number;
  47661. /**
  47662. * Event that fires each time the gizmo snaps to a new location.
  47663. * * snapDistance is the the change in distance
  47664. */
  47665. onSnapObservable: Observable<{
  47666. snapDistance: number;
  47667. }>;
  47668. private _isEnabled;
  47669. private _parent;
  47670. /**
  47671. * Creates a PlaneRotationGizmo
  47672. * @param gizmoLayer The utility layer the gizmo will be added to
  47673. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  47674. * @param color The color of the gizmo
  47675. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47676. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47677. */
  47678. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  47679. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  47680. /**
  47681. * If the gizmo is enabled
  47682. */
  47683. isEnabled: boolean;
  47684. /**
  47685. * Disposes of the gizmo
  47686. */
  47687. dispose(): void;
  47688. }
  47689. }
  47690. declare module "babylonjs/Gizmos/rotationGizmo" {
  47691. import { Observable } from "babylonjs/Misc/observable";
  47692. import { Nullable } from "babylonjs/types";
  47693. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47694. import { Mesh } from "babylonjs/Meshes/mesh";
  47695. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  47696. import { PlaneRotationGizmo } from "babylonjs/Gizmos/planeRotationGizmo";
  47697. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47698. /**
  47699. * Gizmo that enables rotating a mesh along 3 axis
  47700. */
  47701. export class RotationGizmo extends Gizmo {
  47702. /**
  47703. * Internal gizmo used for interactions on the x axis
  47704. */
  47705. xGizmo: PlaneRotationGizmo;
  47706. /**
  47707. * Internal gizmo used for interactions on the y axis
  47708. */
  47709. yGizmo: PlaneRotationGizmo;
  47710. /**
  47711. * Internal gizmo used for interactions on the z axis
  47712. */
  47713. zGizmo: PlaneRotationGizmo;
  47714. /** Fires an event when any of it's sub gizmos are dragged */
  47715. onDragStartObservable: Observable<unknown>;
  47716. /** Fires an event when any of it's sub gizmos are released from dragging */
  47717. onDragEndObservable: Observable<unknown>;
  47718. private _meshAttached;
  47719. attachedMesh: Nullable<AbstractMesh>;
  47720. /**
  47721. * Creates a RotationGizmo
  47722. * @param gizmoLayer The utility layer the gizmo will be added to
  47723. * @param tessellation Amount of tessellation to be used when creating rotation circles
  47724. * @param useEulerRotation Use and update Euler angle instead of quaternion
  47725. */
  47726. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  47727. updateGizmoRotationToMatchAttachedMesh: boolean;
  47728. /**
  47729. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  47730. */
  47731. snapDistance: number;
  47732. /**
  47733. * Ratio for the scale of the gizmo (Default: 1)
  47734. */
  47735. scaleRatio: number;
  47736. /**
  47737. * Disposes of the gizmo
  47738. */
  47739. dispose(): void;
  47740. /**
  47741. * CustomMeshes are not supported by this gizmo
  47742. * @param mesh The mesh to replace the default mesh of the gizmo
  47743. */
  47744. setCustomMesh(mesh: Mesh): void;
  47745. }
  47746. }
  47747. declare module "babylonjs/Gizmos/gizmoManager" {
  47748. import { Observable } from "babylonjs/Misc/observable";
  47749. import { Nullable } from "babylonjs/types";
  47750. import { Scene, IDisposable } from "babylonjs/scene";
  47751. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47752. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  47753. import { SixDofDragBehavior } from "babylonjs/Behaviors/Meshes/sixDofDragBehavior";
  47754. import { RotationGizmo } from "babylonjs/Gizmos/rotationGizmo";
  47755. import { PositionGizmo } from "babylonjs/Gizmos/positionGizmo";
  47756. import { ScaleGizmo } from "babylonjs/Gizmos/scaleGizmo";
  47757. import { BoundingBoxGizmo } from "babylonjs/Gizmos/boundingBoxGizmo";
  47758. /**
  47759. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  47760. */
  47761. export class GizmoManager implements IDisposable {
  47762. private scene;
  47763. /**
  47764. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  47765. */
  47766. gizmos: {
  47767. positionGizmo: Nullable<PositionGizmo>;
  47768. rotationGizmo: Nullable<RotationGizmo>;
  47769. scaleGizmo: Nullable<ScaleGizmo>;
  47770. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  47771. };
  47772. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  47773. clearGizmoOnEmptyPointerEvent: boolean;
  47774. /** Fires an event when the manager is attached to a mesh */
  47775. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  47776. private _gizmosEnabled;
  47777. private _pointerObserver;
  47778. private _attachedMesh;
  47779. private _boundingBoxColor;
  47780. private _defaultUtilityLayer;
  47781. private _defaultKeepDepthUtilityLayer;
  47782. /**
  47783. * When bounding box gizmo is enabled, this can be used to track drag/end events
  47784. */
  47785. boundingBoxDragBehavior: SixDofDragBehavior;
  47786. /**
  47787. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  47788. */
  47789. attachableMeshes: Nullable<Array<AbstractMesh>>;
  47790. /**
  47791. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  47792. */
  47793. usePointerToAttachGizmos: boolean;
  47794. /**
  47795. * Utility layer that the bounding box gizmo belongs to
  47796. */
  47797. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  47798. /**
  47799. * Utility layer that all gizmos besides bounding box belong to
  47800. */
  47801. readonly utilityLayer: UtilityLayerRenderer;
  47802. /**
  47803. * Instatiates a gizmo manager
  47804. * @param scene the scene to overlay the gizmos on top of
  47805. */
  47806. constructor(scene: Scene);
  47807. /**
  47808. * Attaches a set of gizmos to the specified mesh
  47809. * @param mesh The mesh the gizmo's should be attached to
  47810. */
  47811. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  47812. /**
  47813. * If the position gizmo is enabled
  47814. */
  47815. positionGizmoEnabled: boolean;
  47816. /**
  47817. * If the rotation gizmo is enabled
  47818. */
  47819. rotationGizmoEnabled: boolean;
  47820. /**
  47821. * If the scale gizmo is enabled
  47822. */
  47823. scaleGizmoEnabled: boolean;
  47824. /**
  47825. * If the boundingBox gizmo is enabled
  47826. */
  47827. boundingBoxGizmoEnabled: boolean;
  47828. /**
  47829. * Disposes of the gizmo manager
  47830. */
  47831. dispose(): void;
  47832. }
  47833. }
  47834. declare module "babylonjs/Lights/directionalLight" {
  47835. import { Camera } from "babylonjs/Cameras/camera";
  47836. import { Scene } from "babylonjs/scene";
  47837. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47838. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47839. import { Light } from "babylonjs/Lights/light";
  47840. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47841. import { Effect } from "babylonjs/Materials/effect";
  47842. /**
  47843. * A directional light is defined by a direction (what a surprise!).
  47844. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  47845. * 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.
  47846. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47847. */
  47848. export class DirectionalLight extends ShadowLight {
  47849. private _shadowFrustumSize;
  47850. /**
  47851. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  47852. */
  47853. /**
  47854. * Specifies a fix frustum size for the shadow generation.
  47855. */
  47856. shadowFrustumSize: number;
  47857. private _shadowOrthoScale;
  47858. /**
  47859. * Gets the shadow projection scale against the optimal computed one.
  47860. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47861. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47862. */
  47863. /**
  47864. * Sets the shadow projection scale against the optimal computed one.
  47865. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  47866. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  47867. */
  47868. shadowOrthoScale: number;
  47869. /**
  47870. * Automatically compute the projection matrix to best fit (including all the casters)
  47871. * on each frame.
  47872. */
  47873. autoUpdateExtends: boolean;
  47874. private _orthoLeft;
  47875. private _orthoRight;
  47876. private _orthoTop;
  47877. private _orthoBottom;
  47878. /**
  47879. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  47880. * The directional light is emitted from everywhere in the given direction.
  47881. * It can cast shadows.
  47882. * Documentation : https://doc.babylonjs.com/babylon101/lights
  47883. * @param name The friendly name of the light
  47884. * @param direction The direction of the light
  47885. * @param scene The scene the light belongs to
  47886. */
  47887. constructor(name: string, direction: Vector3, scene: Scene);
  47888. /**
  47889. * Returns the string "DirectionalLight".
  47890. * @return The class name
  47891. */
  47892. getClassName(): string;
  47893. /**
  47894. * Returns the integer 1.
  47895. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  47896. */
  47897. getTypeID(): number;
  47898. /**
  47899. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  47900. * Returns the DirectionalLight Shadow projection matrix.
  47901. */
  47902. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47903. /**
  47904. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  47905. * Returns the DirectionalLight Shadow projection matrix.
  47906. */
  47907. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  47908. /**
  47909. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  47910. * Returns the DirectionalLight Shadow projection matrix.
  47911. */
  47912. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  47913. protected _buildUniformLayout(): void;
  47914. /**
  47915. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  47916. * @param effect The effect to update
  47917. * @param lightIndex The index of the light in the effect to update
  47918. * @returns The directional light
  47919. */
  47920. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  47921. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  47922. /**
  47923. * Gets the minZ used for shadow according to both the scene and the light.
  47924. *
  47925. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47926. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47927. * @param activeCamera The camera we are returning the min for
  47928. * @returns the depth min z
  47929. */
  47930. getDepthMinZ(activeCamera: Camera): number;
  47931. /**
  47932. * Gets the maxZ used for shadow according to both the scene and the light.
  47933. *
  47934. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  47935. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  47936. * @param activeCamera The camera we are returning the max for
  47937. * @returns the depth max z
  47938. */
  47939. getDepthMaxZ(activeCamera: Camera): number;
  47940. /**
  47941. * Prepares the list of defines specific to the light type.
  47942. * @param defines the list of defines
  47943. * @param lightIndex defines the index of the light for the effect
  47944. */
  47945. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  47946. }
  47947. }
  47948. declare module "babylonjs/Meshes/Builders/hemisphereBuilder" {
  47949. import { Mesh } from "babylonjs/Meshes/mesh";
  47950. /**
  47951. * Class containing static functions to help procedurally build meshes
  47952. */
  47953. export class HemisphereBuilder {
  47954. /**
  47955. * Creates a hemisphere mesh
  47956. * @param name defines the name of the mesh
  47957. * @param options defines the options used to create the mesh
  47958. * @param scene defines the hosting scene
  47959. * @returns the hemisphere mesh
  47960. */
  47961. static CreateHemisphere(name: string, options: {
  47962. segments?: number;
  47963. diameter?: number;
  47964. sideOrientation?: number;
  47965. }, scene: any): Mesh;
  47966. }
  47967. }
  47968. declare module "babylonjs/Lights/spotLight" {
  47969. import { Nullable } from "babylonjs/types";
  47970. import { Scene } from "babylonjs/scene";
  47971. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  47972. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  47973. import { Effect } from "babylonjs/Materials/effect";
  47974. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  47975. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  47976. /**
  47977. * A spot light is defined by a position, a direction, an angle, and an exponent.
  47978. * These values define a cone of light starting from the position, emitting toward the direction.
  47979. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  47980. * and the exponent defines the speed of the decay of the light with distance (reach).
  47981. * Documentation: https://doc.babylonjs.com/babylon101/lights
  47982. */
  47983. export class SpotLight extends ShadowLight {
  47984. private _angle;
  47985. private _innerAngle;
  47986. private _cosHalfAngle;
  47987. private _lightAngleScale;
  47988. private _lightAngleOffset;
  47989. /**
  47990. * Gets the cone angle of the spot light in Radians.
  47991. */
  47992. /**
  47993. * Sets the cone angle of the spot light in Radians.
  47994. */
  47995. angle: number;
  47996. /**
  47997. * Only used in gltf falloff mode, this defines the angle where
  47998. * the directional falloff will start before cutting at angle which could be seen
  47999. * as outer angle.
  48000. */
  48001. /**
  48002. * Only used in gltf falloff mode, this defines the angle where
  48003. * the directional falloff will start before cutting at angle which could be seen
  48004. * as outer angle.
  48005. */
  48006. innerAngle: number;
  48007. private _shadowAngleScale;
  48008. /**
  48009. * Allows scaling the angle of the light for shadow generation only.
  48010. */
  48011. /**
  48012. * Allows scaling the angle of the light for shadow generation only.
  48013. */
  48014. shadowAngleScale: number;
  48015. /**
  48016. * The light decay speed with the distance from the emission spot.
  48017. */
  48018. exponent: number;
  48019. private _projectionTextureMatrix;
  48020. /**
  48021. * Allows reading the projecton texture
  48022. */
  48023. readonly projectionTextureMatrix: Matrix;
  48024. protected _projectionTextureLightNear: number;
  48025. /**
  48026. * Gets the near clip of the Spotlight for texture projection.
  48027. */
  48028. /**
  48029. * Sets the near clip of the Spotlight for texture projection.
  48030. */
  48031. projectionTextureLightNear: number;
  48032. protected _projectionTextureLightFar: number;
  48033. /**
  48034. * Gets the far clip of the Spotlight for texture projection.
  48035. */
  48036. /**
  48037. * Sets the far clip of the Spotlight for texture projection.
  48038. */
  48039. projectionTextureLightFar: number;
  48040. protected _projectionTextureUpDirection: Vector3;
  48041. /**
  48042. * Gets the Up vector of the Spotlight for texture projection.
  48043. */
  48044. /**
  48045. * Sets the Up vector of the Spotlight for texture projection.
  48046. */
  48047. projectionTextureUpDirection: Vector3;
  48048. private _projectionTexture;
  48049. /**
  48050. * Gets the projection texture of the light.
  48051. */
  48052. /**
  48053. * Sets the projection texture of the light.
  48054. */
  48055. projectionTexture: Nullable<BaseTexture>;
  48056. private _projectionTextureViewLightDirty;
  48057. private _projectionTextureProjectionLightDirty;
  48058. private _projectionTextureDirty;
  48059. private _projectionTextureViewTargetVector;
  48060. private _projectionTextureViewLightMatrix;
  48061. private _projectionTextureProjectionLightMatrix;
  48062. private _projectionTextureScalingMatrix;
  48063. /**
  48064. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  48065. * It can cast shadows.
  48066. * Documentation : https://doc.babylonjs.com/babylon101/lights
  48067. * @param name The light friendly name
  48068. * @param position The position of the spot light in the scene
  48069. * @param direction The direction of the light in the scene
  48070. * @param angle The cone angle of the light in Radians
  48071. * @param exponent The light decay speed with the distance from the emission spot
  48072. * @param scene The scene the lights belongs to
  48073. */
  48074. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  48075. /**
  48076. * Returns the string "SpotLight".
  48077. * @returns the class name
  48078. */
  48079. getClassName(): string;
  48080. /**
  48081. * Returns the integer 2.
  48082. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  48083. */
  48084. getTypeID(): number;
  48085. /**
  48086. * Overrides the direction setter to recompute the projection texture view light Matrix.
  48087. */
  48088. protected _setDirection(value: Vector3): void;
  48089. /**
  48090. * Overrides the position setter to recompute the projection texture view light Matrix.
  48091. */
  48092. protected _setPosition(value: Vector3): void;
  48093. /**
  48094. * 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.
  48095. * Returns the SpotLight.
  48096. */
  48097. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  48098. protected _computeProjectionTextureViewLightMatrix(): void;
  48099. protected _computeProjectionTextureProjectionLightMatrix(): void;
  48100. /**
  48101. * Main function for light texture projection matrix computing.
  48102. */
  48103. protected _computeProjectionTextureMatrix(): void;
  48104. protected _buildUniformLayout(): void;
  48105. private _computeAngleValues;
  48106. /**
  48107. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  48108. * @param effect The effect to update
  48109. * @param lightIndex The index of the light in the effect to update
  48110. * @returns The spot light
  48111. */
  48112. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  48113. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  48114. /**
  48115. * Disposes the light and the associated resources.
  48116. */
  48117. dispose(): void;
  48118. /**
  48119. * Prepares the list of defines specific to the light type.
  48120. * @param defines the list of defines
  48121. * @param lightIndex defines the index of the light for the effect
  48122. */
  48123. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  48124. }
  48125. }
  48126. declare module "babylonjs/Gizmos/lightGizmo" {
  48127. import { Nullable } from "babylonjs/types";
  48128. import { Gizmo } from "babylonjs/Gizmos/gizmo";
  48129. import { UtilityLayerRenderer } from "babylonjs/Rendering/utilityLayerRenderer";
  48130. import { StandardMaterial } from "babylonjs/Materials/standardMaterial";
  48131. import { Light } from "babylonjs/Lights/light";
  48132. /**
  48133. * Gizmo that enables viewing a light
  48134. */
  48135. export class LightGizmo extends Gizmo {
  48136. private _lightMesh;
  48137. private _material;
  48138. private cachedPosition;
  48139. private cachedForward;
  48140. /**
  48141. * Creates a LightGizmo
  48142. * @param gizmoLayer The utility layer the gizmo will be added to
  48143. */
  48144. constructor(gizmoLayer?: UtilityLayerRenderer);
  48145. private _light;
  48146. /**
  48147. * The light that the gizmo is attached to
  48148. */
  48149. light: Nullable<Light>;
  48150. /**
  48151. * Gets the material used to render the light gizmo
  48152. */
  48153. readonly material: StandardMaterial;
  48154. /**
  48155. * @hidden
  48156. * Updates the gizmo to match the attached mesh's position/rotation
  48157. */
  48158. protected _update(): void;
  48159. private static _Scale;
  48160. /**
  48161. * Creates the lines for a light mesh
  48162. */
  48163. private static _createLightLines;
  48164. /**
  48165. * Disposes of the light gizmo
  48166. */
  48167. dispose(): void;
  48168. private static _CreateHemisphericLightMesh;
  48169. private static _CreatePointLightMesh;
  48170. private static _CreateSpotLightMesh;
  48171. private static _CreateDirectionalLightMesh;
  48172. }
  48173. }
  48174. declare module "babylonjs/Gizmos/index" {
  48175. export * from "babylonjs/Gizmos/axisDragGizmo";
  48176. export * from "babylonjs/Gizmos/axisScaleGizmo";
  48177. export * from "babylonjs/Gizmos/boundingBoxGizmo";
  48178. export * from "babylonjs/Gizmos/gizmo";
  48179. export * from "babylonjs/Gizmos/gizmoManager";
  48180. export * from "babylonjs/Gizmos/planeRotationGizmo";
  48181. export * from "babylonjs/Gizmos/positionGizmo";
  48182. export * from "babylonjs/Gizmos/rotationGizmo";
  48183. export * from "babylonjs/Gizmos/scaleGizmo";
  48184. export * from "babylonjs/Gizmos/lightGizmo";
  48185. export * from "babylonjs/Gizmos/planeDragGizmo";
  48186. }
  48187. declare module "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration" {
  48188. /** @hidden */
  48189. export var backgroundFragmentDeclaration: {
  48190. name: string;
  48191. shader: string;
  48192. };
  48193. }
  48194. declare module "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration" {
  48195. /** @hidden */
  48196. export var backgroundUboDeclaration: {
  48197. name: string;
  48198. shader: string;
  48199. };
  48200. }
  48201. declare module "babylonjs/Shaders/background.fragment" {
  48202. import "babylonjs/Shaders/ShadersInclude/backgroundFragmentDeclaration";
  48203. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48204. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  48205. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  48206. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48207. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48208. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48209. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  48210. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  48211. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  48212. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  48213. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  48214. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  48215. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  48216. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  48217. /** @hidden */
  48218. export var backgroundPixelShader: {
  48219. name: string;
  48220. shader: string;
  48221. };
  48222. }
  48223. declare module "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration" {
  48224. /** @hidden */
  48225. export var backgroundVertexDeclaration: {
  48226. name: string;
  48227. shader: string;
  48228. };
  48229. }
  48230. declare module "babylonjs/Shaders/background.vertex" {
  48231. import "babylonjs/Shaders/ShadersInclude/backgroundVertexDeclaration";
  48232. import "babylonjs/Shaders/ShadersInclude/backgroundUboDeclaration";
  48233. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  48234. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  48235. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  48236. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  48237. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  48238. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  48239. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  48240. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  48241. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  48242. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  48243. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  48244. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  48245. /** @hidden */
  48246. export var backgroundVertexShader: {
  48247. name: string;
  48248. shader: string;
  48249. };
  48250. }
  48251. declare module "babylonjs/Materials/Background/backgroundMaterial" {
  48252. import { Nullable, int, float } from "babylonjs/types";
  48253. import { Scene } from "babylonjs/scene";
  48254. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  48255. import { SubMesh } from "babylonjs/Meshes/subMesh";
  48256. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48257. import { Mesh } from "babylonjs/Meshes/mesh";
  48258. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  48259. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  48260. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  48261. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48262. import { IShadowLight } from "babylonjs/Lights/shadowLight";
  48263. import { Color3 } from "babylonjs/Maths/math.color";
  48264. import "babylonjs/Shaders/background.fragment";
  48265. import "babylonjs/Shaders/background.vertex";
  48266. /**
  48267. * Background material used to create an efficient environement around your scene.
  48268. */
  48269. export class BackgroundMaterial extends PushMaterial {
  48270. /**
  48271. * Standard reflectance value at parallel view angle.
  48272. */
  48273. static StandardReflectance0: number;
  48274. /**
  48275. * Standard reflectance value at grazing angle.
  48276. */
  48277. static StandardReflectance90: number;
  48278. protected _primaryColor: Color3;
  48279. /**
  48280. * Key light Color (multiply against the environement texture)
  48281. */
  48282. primaryColor: Color3;
  48283. protected __perceptualColor: Nullable<Color3>;
  48284. /**
  48285. * Experimental Internal Use Only.
  48286. *
  48287. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  48288. * This acts as a helper to set the primary color to a more "human friendly" value.
  48289. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  48290. * output color as close as possible from the chosen value.
  48291. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  48292. * part of lighting setup.)
  48293. */
  48294. _perceptualColor: Nullable<Color3>;
  48295. protected _primaryColorShadowLevel: float;
  48296. /**
  48297. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  48298. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  48299. */
  48300. primaryColorShadowLevel: float;
  48301. protected _primaryColorHighlightLevel: float;
  48302. /**
  48303. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  48304. * The primary color is used at the level chosen to define what the white area would look.
  48305. */
  48306. primaryColorHighlightLevel: float;
  48307. protected _reflectionTexture: Nullable<BaseTexture>;
  48308. /**
  48309. * Reflection Texture used in the material.
  48310. * Should be author in a specific way for the best result (refer to the documentation).
  48311. */
  48312. reflectionTexture: Nullable<BaseTexture>;
  48313. protected _reflectionBlur: float;
  48314. /**
  48315. * Reflection Texture level of blur.
  48316. *
  48317. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  48318. * texture twice.
  48319. */
  48320. reflectionBlur: float;
  48321. protected _diffuseTexture: Nullable<BaseTexture>;
  48322. /**
  48323. * Diffuse Texture used in the material.
  48324. * Should be author in a specific way for the best result (refer to the documentation).
  48325. */
  48326. diffuseTexture: Nullable<BaseTexture>;
  48327. protected _shadowLights: Nullable<IShadowLight[]>;
  48328. /**
  48329. * Specify the list of lights casting shadow on the material.
  48330. * All scene shadow lights will be included if null.
  48331. */
  48332. shadowLights: Nullable<IShadowLight[]>;
  48333. protected _shadowLevel: float;
  48334. /**
  48335. * Helps adjusting the shadow to a softer level if required.
  48336. * 0 means black shadows and 1 means no shadows.
  48337. */
  48338. shadowLevel: float;
  48339. protected _sceneCenter: Vector3;
  48340. /**
  48341. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  48342. * It is usually zero but might be interesting to modify according to your setup.
  48343. */
  48344. sceneCenter: Vector3;
  48345. protected _opacityFresnel: boolean;
  48346. /**
  48347. * This helps specifying that the material is falling off to the sky box at grazing angle.
  48348. * This helps ensuring a nice transition when the camera goes under the ground.
  48349. */
  48350. opacityFresnel: boolean;
  48351. protected _reflectionFresnel: boolean;
  48352. /**
  48353. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  48354. * This helps adding a mirror texture on the ground.
  48355. */
  48356. reflectionFresnel: boolean;
  48357. protected _reflectionFalloffDistance: number;
  48358. /**
  48359. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  48360. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  48361. */
  48362. reflectionFalloffDistance: number;
  48363. protected _reflectionAmount: number;
  48364. /**
  48365. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  48366. */
  48367. reflectionAmount: number;
  48368. protected _reflectionReflectance0: number;
  48369. /**
  48370. * This specifies the weight of the reflection at grazing angle.
  48371. */
  48372. reflectionReflectance0: number;
  48373. protected _reflectionReflectance90: number;
  48374. /**
  48375. * This specifies the weight of the reflection at a perpendicular point of view.
  48376. */
  48377. reflectionReflectance90: number;
  48378. /**
  48379. * Sets the reflection reflectance fresnel values according to the default standard
  48380. * empirically know to work well :-)
  48381. */
  48382. reflectionStandardFresnelWeight: number;
  48383. protected _useRGBColor: boolean;
  48384. /**
  48385. * Helps to directly use the maps channels instead of their level.
  48386. */
  48387. useRGBColor: boolean;
  48388. protected _enableNoise: boolean;
  48389. /**
  48390. * This helps reducing the banding effect that could occur on the background.
  48391. */
  48392. enableNoise: boolean;
  48393. /**
  48394. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48395. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  48396. * Recommended to be keep at 1.0 except for special cases.
  48397. */
  48398. fovMultiplier: number;
  48399. private _fovMultiplier;
  48400. /**
  48401. * Enable the FOV adjustment feature controlled by fovMultiplier.
  48402. */
  48403. useEquirectangularFOV: boolean;
  48404. private _maxSimultaneousLights;
  48405. /**
  48406. * Number of Simultaneous lights allowed on the material.
  48407. */
  48408. maxSimultaneousLights: int;
  48409. /**
  48410. * Default configuration related to image processing available in the Background Material.
  48411. */
  48412. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  48413. /**
  48414. * Keep track of the image processing observer to allow dispose and replace.
  48415. */
  48416. private _imageProcessingObserver;
  48417. /**
  48418. * Attaches a new image processing configuration to the PBR Material.
  48419. * @param configuration (if null the scene configuration will be use)
  48420. */
  48421. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  48422. /**
  48423. * Gets the image processing configuration used either in this material.
  48424. */
  48425. /**
  48426. * Sets the Default image processing configuration used either in the this material.
  48427. *
  48428. * If sets to null, the scene one is in use.
  48429. */
  48430. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  48431. /**
  48432. * Gets wether the color curves effect is enabled.
  48433. */
  48434. /**
  48435. * Sets wether the color curves effect is enabled.
  48436. */
  48437. cameraColorCurvesEnabled: boolean;
  48438. /**
  48439. * Gets wether the color grading effect is enabled.
  48440. */
  48441. /**
  48442. * Gets wether the color grading effect is enabled.
  48443. */
  48444. cameraColorGradingEnabled: boolean;
  48445. /**
  48446. * Gets wether tonemapping is enabled or not.
  48447. */
  48448. /**
  48449. * Sets wether tonemapping is enabled or not
  48450. */
  48451. cameraToneMappingEnabled: boolean;
  48452. /**
  48453. * The camera exposure used on this material.
  48454. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48455. * This corresponds to a photographic exposure.
  48456. */
  48457. /**
  48458. * The camera exposure used on this material.
  48459. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  48460. * This corresponds to a photographic exposure.
  48461. */
  48462. cameraExposure: float;
  48463. /**
  48464. * Gets The camera contrast used on this material.
  48465. */
  48466. /**
  48467. * Sets The camera contrast used on this material.
  48468. */
  48469. cameraContrast: float;
  48470. /**
  48471. * Gets the Color Grading 2D Lookup Texture.
  48472. */
  48473. /**
  48474. * Sets the Color Grading 2D Lookup Texture.
  48475. */
  48476. cameraColorGradingTexture: Nullable<BaseTexture>;
  48477. /**
  48478. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48479. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48480. * 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;
  48481. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48482. */
  48483. /**
  48484. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  48485. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  48486. * 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;
  48487. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  48488. */
  48489. cameraColorCurves: Nullable<ColorCurves>;
  48490. /**
  48491. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  48492. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  48493. */
  48494. switchToBGR: boolean;
  48495. private _renderTargets;
  48496. private _reflectionControls;
  48497. private _white;
  48498. private _primaryShadowColor;
  48499. private _primaryHighlightColor;
  48500. /**
  48501. * Instantiates a Background Material in the given scene
  48502. * @param name The friendly name of the material
  48503. * @param scene The scene to add the material to
  48504. */
  48505. constructor(name: string, scene: Scene);
  48506. /**
  48507. * Gets a boolean indicating that current material needs to register RTT
  48508. */
  48509. readonly hasRenderTargetTextures: boolean;
  48510. /**
  48511. * The entire material has been created in order to prevent overdraw.
  48512. * @returns false
  48513. */
  48514. needAlphaTesting(): boolean;
  48515. /**
  48516. * The entire material has been created in order to prevent overdraw.
  48517. * @returns true if blending is enable
  48518. */
  48519. needAlphaBlending(): boolean;
  48520. /**
  48521. * Checks wether the material is ready to be rendered for a given mesh.
  48522. * @param mesh The mesh to render
  48523. * @param subMesh The submesh to check against
  48524. * @param useInstances Specify wether or not the material is used with instances
  48525. * @returns true if all the dependencies are ready (Textures, Effects...)
  48526. */
  48527. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  48528. /**
  48529. * Compute the primary color according to the chosen perceptual color.
  48530. */
  48531. private _computePrimaryColorFromPerceptualColor;
  48532. /**
  48533. * Compute the highlights and shadow colors according to their chosen levels.
  48534. */
  48535. private _computePrimaryColors;
  48536. /**
  48537. * Build the uniform buffer used in the material.
  48538. */
  48539. buildUniformLayout(): void;
  48540. /**
  48541. * Unbind the material.
  48542. */
  48543. unbind(): void;
  48544. /**
  48545. * Bind only the world matrix to the material.
  48546. * @param world The world matrix to bind.
  48547. */
  48548. bindOnlyWorldMatrix(world: Matrix): void;
  48549. /**
  48550. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  48551. * @param world The world matrix to bind.
  48552. * @param subMesh The submesh to bind for.
  48553. */
  48554. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  48555. /**
  48556. * Checks to see if a texture is used in the material.
  48557. * @param texture - Base texture to use.
  48558. * @returns - Boolean specifying if a texture is used in the material.
  48559. */
  48560. hasTexture(texture: BaseTexture): boolean;
  48561. /**
  48562. * Dispose the material.
  48563. * @param forceDisposeEffect Force disposal of the associated effect.
  48564. * @param forceDisposeTextures Force disposal of the associated textures.
  48565. */
  48566. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  48567. /**
  48568. * Clones the material.
  48569. * @param name The cloned name.
  48570. * @returns The cloned material.
  48571. */
  48572. clone(name: string): BackgroundMaterial;
  48573. /**
  48574. * Serializes the current material to its JSON representation.
  48575. * @returns The JSON representation.
  48576. */
  48577. serialize(): any;
  48578. /**
  48579. * Gets the class name of the material
  48580. * @returns "BackgroundMaterial"
  48581. */
  48582. getClassName(): string;
  48583. /**
  48584. * Parse a JSON input to create back a background material.
  48585. * @param source The JSON data to parse
  48586. * @param scene The scene to create the parsed material in
  48587. * @param rootUrl The root url of the assets the material depends upon
  48588. * @returns the instantiated BackgroundMaterial.
  48589. */
  48590. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  48591. }
  48592. }
  48593. declare module "babylonjs/Helpers/environmentHelper" {
  48594. import { Observable } from "babylonjs/Misc/observable";
  48595. import { Nullable } from "babylonjs/types";
  48596. import { Scene } from "babylonjs/scene";
  48597. import { Vector3 } from "babylonjs/Maths/math.vector";
  48598. import { Color3 } from "babylonjs/Maths/math.color";
  48599. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  48600. import { Mesh } from "babylonjs/Meshes/mesh";
  48601. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  48602. import { MirrorTexture } from "babylonjs/Materials/Textures/mirrorTexture";
  48603. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48604. import "babylonjs/Meshes/Builders/planeBuilder";
  48605. import "babylonjs/Meshes/Builders/boxBuilder";
  48606. /**
  48607. * Represents the different options available during the creation of
  48608. * a Environment helper.
  48609. *
  48610. * This can control the default ground, skybox and image processing setup of your scene.
  48611. */
  48612. export interface IEnvironmentHelperOptions {
  48613. /**
  48614. * Specifies wether or not to create a ground.
  48615. * True by default.
  48616. */
  48617. createGround: boolean;
  48618. /**
  48619. * Specifies the ground size.
  48620. * 15 by default.
  48621. */
  48622. groundSize: number;
  48623. /**
  48624. * The texture used on the ground for the main color.
  48625. * Comes from the BabylonJS CDN by default.
  48626. *
  48627. * Remarks: Can be either a texture or a url.
  48628. */
  48629. groundTexture: string | BaseTexture;
  48630. /**
  48631. * The color mixed in the ground texture by default.
  48632. * BabylonJS clearColor by default.
  48633. */
  48634. groundColor: Color3;
  48635. /**
  48636. * Specifies the ground opacity.
  48637. * 1 by default.
  48638. */
  48639. groundOpacity: number;
  48640. /**
  48641. * Enables the ground to receive shadows.
  48642. * True by default.
  48643. */
  48644. enableGroundShadow: boolean;
  48645. /**
  48646. * Helps preventing the shadow to be fully black on the ground.
  48647. * 0.5 by default.
  48648. */
  48649. groundShadowLevel: number;
  48650. /**
  48651. * Creates a mirror texture attach to the ground.
  48652. * false by default.
  48653. */
  48654. enableGroundMirror: boolean;
  48655. /**
  48656. * Specifies the ground mirror size ratio.
  48657. * 0.3 by default as the default kernel is 64.
  48658. */
  48659. groundMirrorSizeRatio: number;
  48660. /**
  48661. * Specifies the ground mirror blur kernel size.
  48662. * 64 by default.
  48663. */
  48664. groundMirrorBlurKernel: number;
  48665. /**
  48666. * Specifies the ground mirror visibility amount.
  48667. * 1 by default
  48668. */
  48669. groundMirrorAmount: number;
  48670. /**
  48671. * Specifies the ground mirror reflectance weight.
  48672. * This uses the standard weight of the background material to setup the fresnel effect
  48673. * of the mirror.
  48674. * 1 by default.
  48675. */
  48676. groundMirrorFresnelWeight: number;
  48677. /**
  48678. * Specifies the ground mirror Falloff distance.
  48679. * This can helps reducing the size of the reflection.
  48680. * 0 by Default.
  48681. */
  48682. groundMirrorFallOffDistance: number;
  48683. /**
  48684. * Specifies the ground mirror texture type.
  48685. * Unsigned Int by Default.
  48686. */
  48687. groundMirrorTextureType: number;
  48688. /**
  48689. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  48690. * the shown objects.
  48691. */
  48692. groundYBias: number;
  48693. /**
  48694. * Specifies wether or not to create a skybox.
  48695. * True by default.
  48696. */
  48697. createSkybox: boolean;
  48698. /**
  48699. * Specifies the skybox size.
  48700. * 20 by default.
  48701. */
  48702. skyboxSize: number;
  48703. /**
  48704. * The texture used on the skybox for the main color.
  48705. * Comes from the BabylonJS CDN by default.
  48706. *
  48707. * Remarks: Can be either a texture or a url.
  48708. */
  48709. skyboxTexture: string | BaseTexture;
  48710. /**
  48711. * The color mixed in the skybox texture by default.
  48712. * BabylonJS clearColor by default.
  48713. */
  48714. skyboxColor: Color3;
  48715. /**
  48716. * The background rotation around the Y axis of the scene.
  48717. * This helps aligning the key lights of your scene with the background.
  48718. * 0 by default.
  48719. */
  48720. backgroundYRotation: number;
  48721. /**
  48722. * Compute automatically the size of the elements to best fit with the scene.
  48723. */
  48724. sizeAuto: boolean;
  48725. /**
  48726. * Default position of the rootMesh if autoSize is not true.
  48727. */
  48728. rootPosition: Vector3;
  48729. /**
  48730. * Sets up the image processing in the scene.
  48731. * true by default.
  48732. */
  48733. setupImageProcessing: boolean;
  48734. /**
  48735. * The texture used as your environment texture in the scene.
  48736. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  48737. *
  48738. * Remarks: Can be either a texture or a url.
  48739. */
  48740. environmentTexture: string | BaseTexture;
  48741. /**
  48742. * The value of the exposure to apply to the scene.
  48743. * 0.6 by default if setupImageProcessing is true.
  48744. */
  48745. cameraExposure: number;
  48746. /**
  48747. * The value of the contrast to apply to the scene.
  48748. * 1.6 by default if setupImageProcessing is true.
  48749. */
  48750. cameraContrast: number;
  48751. /**
  48752. * Specifies wether or not tonemapping should be enabled in the scene.
  48753. * true by default if setupImageProcessing is true.
  48754. */
  48755. toneMappingEnabled: boolean;
  48756. }
  48757. /**
  48758. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  48759. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  48760. * It also helps with the default setup of your imageProcessing configuration.
  48761. */
  48762. export class EnvironmentHelper {
  48763. /**
  48764. * Default ground texture URL.
  48765. */
  48766. private static _groundTextureCDNUrl;
  48767. /**
  48768. * Default skybox texture URL.
  48769. */
  48770. private static _skyboxTextureCDNUrl;
  48771. /**
  48772. * Default environment texture URL.
  48773. */
  48774. private static _environmentTextureCDNUrl;
  48775. /**
  48776. * Creates the default options for the helper.
  48777. */
  48778. private static _getDefaultOptions;
  48779. private _rootMesh;
  48780. /**
  48781. * Gets the root mesh created by the helper.
  48782. */
  48783. readonly rootMesh: Mesh;
  48784. private _skybox;
  48785. /**
  48786. * Gets the skybox created by the helper.
  48787. */
  48788. readonly skybox: Nullable<Mesh>;
  48789. private _skyboxTexture;
  48790. /**
  48791. * Gets the skybox texture created by the helper.
  48792. */
  48793. readonly skyboxTexture: Nullable<BaseTexture>;
  48794. private _skyboxMaterial;
  48795. /**
  48796. * Gets the skybox material created by the helper.
  48797. */
  48798. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  48799. private _ground;
  48800. /**
  48801. * Gets the ground mesh created by the helper.
  48802. */
  48803. readonly ground: Nullable<Mesh>;
  48804. private _groundTexture;
  48805. /**
  48806. * Gets the ground texture created by the helper.
  48807. */
  48808. readonly groundTexture: Nullable<BaseTexture>;
  48809. private _groundMirror;
  48810. /**
  48811. * Gets the ground mirror created by the helper.
  48812. */
  48813. readonly groundMirror: Nullable<MirrorTexture>;
  48814. /**
  48815. * Gets the ground mirror render list to helps pushing the meshes
  48816. * you wish in the ground reflection.
  48817. */
  48818. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  48819. private _groundMaterial;
  48820. /**
  48821. * Gets the ground material created by the helper.
  48822. */
  48823. readonly groundMaterial: Nullable<BackgroundMaterial>;
  48824. /**
  48825. * Stores the creation options.
  48826. */
  48827. private readonly _scene;
  48828. private _options;
  48829. /**
  48830. * This observable will be notified with any error during the creation of the environment,
  48831. * mainly texture creation errors.
  48832. */
  48833. onErrorObservable: Observable<{
  48834. message?: string;
  48835. exception?: any;
  48836. }>;
  48837. /**
  48838. * constructor
  48839. * @param options Defines the options we want to customize the helper
  48840. * @param scene The scene to add the material to
  48841. */
  48842. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  48843. /**
  48844. * Updates the background according to the new options
  48845. * @param options
  48846. */
  48847. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  48848. /**
  48849. * Sets the primary color of all the available elements.
  48850. * @param color the main color to affect to the ground and the background
  48851. */
  48852. setMainColor(color: Color3): void;
  48853. /**
  48854. * Setup the image processing according to the specified options.
  48855. */
  48856. private _setupImageProcessing;
  48857. /**
  48858. * Setup the environment texture according to the specified options.
  48859. */
  48860. private _setupEnvironmentTexture;
  48861. /**
  48862. * Setup the background according to the specified options.
  48863. */
  48864. private _setupBackground;
  48865. /**
  48866. * Get the scene sizes according to the setup.
  48867. */
  48868. private _getSceneSize;
  48869. /**
  48870. * Setup the ground according to the specified options.
  48871. */
  48872. private _setupGround;
  48873. /**
  48874. * Setup the ground material according to the specified options.
  48875. */
  48876. private _setupGroundMaterial;
  48877. /**
  48878. * Setup the ground diffuse texture according to the specified options.
  48879. */
  48880. private _setupGroundDiffuseTexture;
  48881. /**
  48882. * Setup the ground mirror texture according to the specified options.
  48883. */
  48884. private _setupGroundMirrorTexture;
  48885. /**
  48886. * Setup the ground to receive the mirror texture.
  48887. */
  48888. private _setupMirrorInGroundMaterial;
  48889. /**
  48890. * Setup the skybox according to the specified options.
  48891. */
  48892. private _setupSkybox;
  48893. /**
  48894. * Setup the skybox material according to the specified options.
  48895. */
  48896. private _setupSkyboxMaterial;
  48897. /**
  48898. * Setup the skybox reflection texture according to the specified options.
  48899. */
  48900. private _setupSkyboxReflectionTexture;
  48901. private _errorHandler;
  48902. /**
  48903. * Dispose all the elements created by the Helper.
  48904. */
  48905. dispose(): void;
  48906. }
  48907. }
  48908. declare module "babylonjs/Helpers/photoDome" {
  48909. import { Observable } from "babylonjs/Misc/observable";
  48910. import { Nullable } from "babylonjs/types";
  48911. import { Scene } from "babylonjs/scene";
  48912. import { TransformNode } from "babylonjs/Meshes/transformNode";
  48913. import { Mesh } from "babylonjs/Meshes/mesh";
  48914. import { Texture } from "babylonjs/Materials/Textures/texture";
  48915. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  48916. import "babylonjs/Meshes/Builders/sphereBuilder";
  48917. /**
  48918. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  48919. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  48920. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  48921. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  48922. */
  48923. export class PhotoDome extends TransformNode {
  48924. /**
  48925. * Define the image as a Monoscopic panoramic 360 image.
  48926. */
  48927. static readonly MODE_MONOSCOPIC: number;
  48928. /**
  48929. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48930. */
  48931. static readonly MODE_TOPBOTTOM: number;
  48932. /**
  48933. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48934. */
  48935. static readonly MODE_SIDEBYSIDE: number;
  48936. private _useDirectMapping;
  48937. /**
  48938. * The texture being displayed on the sphere
  48939. */
  48940. protected _photoTexture: Texture;
  48941. /**
  48942. * Gets or sets the texture being displayed on the sphere
  48943. */
  48944. photoTexture: Texture;
  48945. /**
  48946. * Observable raised when an error occured while loading the 360 image
  48947. */
  48948. onLoadErrorObservable: Observable<string>;
  48949. /**
  48950. * The skybox material
  48951. */
  48952. protected _material: BackgroundMaterial;
  48953. /**
  48954. * The surface used for the skybox
  48955. */
  48956. protected _mesh: Mesh;
  48957. /**
  48958. * Gets the mesh used for the skybox.
  48959. */
  48960. readonly mesh: Mesh;
  48961. /**
  48962. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  48963. * Also see the options.resolution property.
  48964. */
  48965. fovMultiplier: number;
  48966. private _imageMode;
  48967. /**
  48968. * Gets or set the current video mode for the video. It can be:
  48969. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  48970. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  48971. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  48972. */
  48973. imageMode: number;
  48974. /**
  48975. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  48976. * @param name Element's name, child elements will append suffixes for their own names.
  48977. * @param urlsOfPhoto defines the url of the photo to display
  48978. * @param options defines an object containing optional or exposed sub element properties
  48979. * @param onError defines a callback called when an error occured while loading the texture
  48980. */
  48981. constructor(name: string, urlOfPhoto: string, options: {
  48982. resolution?: number;
  48983. size?: number;
  48984. useDirectMapping?: boolean;
  48985. faceForward?: boolean;
  48986. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  48987. private _onBeforeCameraRenderObserver;
  48988. private _changeImageMode;
  48989. /**
  48990. * Releases resources associated with this node.
  48991. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  48992. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  48993. */
  48994. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  48995. }
  48996. }
  48997. declare module "babylonjs/Misc/rgbdTextureTools" {
  48998. import "babylonjs/Shaders/rgbdDecode.fragment";
  48999. import "babylonjs/Engines/Extensions/engine.renderTarget";
  49000. import { Texture } from "babylonjs/Materials/Textures/texture";
  49001. /**
  49002. * Class used to host RGBD texture specific utilities
  49003. */
  49004. export class RGBDTextureTools {
  49005. /**
  49006. * Expand the RGBD Texture from RGBD to Half Float if possible.
  49007. * @param texture the texture to expand.
  49008. */
  49009. static ExpandRGBDTexture(texture: Texture): void;
  49010. }
  49011. }
  49012. declare module "babylonjs/Misc/brdfTextureTools" {
  49013. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49014. import { Scene } from "babylonjs/scene";
  49015. /**
  49016. * Class used to host texture specific utilities
  49017. */
  49018. export class BRDFTextureTools {
  49019. /**
  49020. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  49021. * @param scene defines the hosting scene
  49022. * @returns the environment BRDF texture
  49023. */
  49024. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  49025. private static _environmentBRDFBase64Texture;
  49026. }
  49027. }
  49028. declare module "babylonjs/Materials/PBR/pbrClearCoatConfiguration" {
  49029. import { Nullable } from "babylonjs/types";
  49030. import { Color3 } from "babylonjs/Maths/math.color";
  49031. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49032. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49033. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49034. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49035. import { Engine } from "babylonjs/Engines/engine";
  49036. import { Scene } from "babylonjs/scene";
  49037. /**
  49038. * @hidden
  49039. */
  49040. export interface IMaterialClearCoatDefines {
  49041. CLEARCOAT: boolean;
  49042. CLEARCOAT_DEFAULTIOR: boolean;
  49043. CLEARCOAT_TEXTURE: boolean;
  49044. CLEARCOAT_TEXTUREDIRECTUV: number;
  49045. CLEARCOAT_BUMP: boolean;
  49046. CLEARCOAT_BUMPDIRECTUV: number;
  49047. CLEARCOAT_TINT: boolean;
  49048. CLEARCOAT_TINT_TEXTURE: boolean;
  49049. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  49050. /** @hidden */
  49051. _areTexturesDirty: boolean;
  49052. }
  49053. /**
  49054. * Define the code related to the clear coat parameters of the pbr material.
  49055. */
  49056. export class PBRClearCoatConfiguration {
  49057. /**
  49058. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49059. * The default fits with a polyurethane material.
  49060. */
  49061. private static readonly _DefaultIndexOfRefraction;
  49062. private _isEnabled;
  49063. /**
  49064. * Defines if the clear coat is enabled in the material.
  49065. */
  49066. isEnabled: boolean;
  49067. /**
  49068. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  49069. */
  49070. intensity: number;
  49071. /**
  49072. * Defines the clear coat layer roughness.
  49073. */
  49074. roughness: number;
  49075. private _indexOfRefraction;
  49076. /**
  49077. * Defines the index of refraction of the clear coat.
  49078. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  49079. * The default fits with a polyurethane material.
  49080. * Changing the default value is more performance intensive.
  49081. */
  49082. indexOfRefraction: number;
  49083. private _texture;
  49084. /**
  49085. * Stores the clear coat values in a texture.
  49086. */
  49087. texture: Nullable<BaseTexture>;
  49088. private _bumpTexture;
  49089. /**
  49090. * Define the clear coat specific bump texture.
  49091. */
  49092. bumpTexture: Nullable<BaseTexture>;
  49093. private _isTintEnabled;
  49094. /**
  49095. * Defines if the clear coat tint is enabled in the material.
  49096. */
  49097. isTintEnabled: boolean;
  49098. /**
  49099. * Defines the clear coat tint of the material.
  49100. * This is only use if tint is enabled
  49101. */
  49102. tintColor: Color3;
  49103. /**
  49104. * Defines the distance at which the tint color should be found in the
  49105. * clear coat media.
  49106. * This is only use if tint is enabled
  49107. */
  49108. tintColorAtDistance: number;
  49109. /**
  49110. * Defines the clear coat layer thickness.
  49111. * This is only use if tint is enabled
  49112. */
  49113. tintThickness: number;
  49114. private _tintTexture;
  49115. /**
  49116. * Stores the clear tint values in a texture.
  49117. * rgb is tint
  49118. * a is a thickness factor
  49119. */
  49120. tintTexture: Nullable<BaseTexture>;
  49121. /** @hidden */
  49122. private _internalMarkAllSubMeshesAsTexturesDirty;
  49123. /** @hidden */
  49124. _markAllSubMeshesAsTexturesDirty(): void;
  49125. /**
  49126. * Instantiate a new istance of clear coat configuration.
  49127. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49128. */
  49129. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49130. /**
  49131. * Gets wehter the submesh is ready to be used or not.
  49132. * @param defines the list of "defines" to update.
  49133. * @param scene defines the scene the material belongs to.
  49134. * @param engine defines the engine the material belongs to.
  49135. * @param disableBumpMap defines wether the material disables bump or not.
  49136. * @returns - boolean indicating that the submesh is ready or not.
  49137. */
  49138. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  49139. /**
  49140. * Checks to see if a texture is used in the material.
  49141. * @param defines the list of "defines" to update.
  49142. * @param scene defines the scene to the material belongs to.
  49143. */
  49144. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  49145. /**
  49146. * Binds the material data.
  49147. * @param uniformBuffer defines the Uniform buffer to fill in.
  49148. * @param scene defines the scene the material belongs to.
  49149. * @param engine defines the engine the material belongs to.
  49150. * @param disableBumpMap defines wether the material disables bump or not.
  49151. * @param isFrozen defines wether the material is frozen or not.
  49152. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  49153. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  49154. */
  49155. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  49156. /**
  49157. * Checks to see if a texture is used in the material.
  49158. * @param texture - Base texture to use.
  49159. * @returns - Boolean specifying if a texture is used in the material.
  49160. */
  49161. hasTexture(texture: BaseTexture): boolean;
  49162. /**
  49163. * Returns an array of the actively used textures.
  49164. * @param activeTextures Array of BaseTextures
  49165. */
  49166. getActiveTextures(activeTextures: BaseTexture[]): void;
  49167. /**
  49168. * Returns the animatable textures.
  49169. * @param animatables Array of animatable textures.
  49170. */
  49171. getAnimatables(animatables: IAnimatable[]): void;
  49172. /**
  49173. * Disposes the resources of the material.
  49174. * @param forceDisposeTextures - Forces the disposal of all textures.
  49175. */
  49176. dispose(forceDisposeTextures?: boolean): void;
  49177. /**
  49178. * Get the current class name of the texture useful for serialization or dynamic coding.
  49179. * @returns "PBRClearCoatConfiguration"
  49180. */
  49181. getClassName(): string;
  49182. /**
  49183. * Add fallbacks to the effect fallbacks list.
  49184. * @param defines defines the Base texture to use.
  49185. * @param fallbacks defines the current fallback list.
  49186. * @param currentRank defines the current fallback rank.
  49187. * @returns the new fallback rank.
  49188. */
  49189. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49190. /**
  49191. * Add the required uniforms to the current list.
  49192. * @param uniforms defines the current uniform list.
  49193. */
  49194. static AddUniforms(uniforms: string[]): void;
  49195. /**
  49196. * Add the required samplers to the current list.
  49197. * @param samplers defines the current sampler list.
  49198. */
  49199. static AddSamplers(samplers: string[]): void;
  49200. /**
  49201. * Add the required uniforms to the current buffer.
  49202. * @param uniformBuffer defines the current uniform buffer.
  49203. */
  49204. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49205. /**
  49206. * Makes a duplicate of the current configuration into another one.
  49207. * @param clearCoatConfiguration define the config where to copy the info
  49208. */
  49209. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  49210. /**
  49211. * Serializes this clear coat configuration.
  49212. * @returns - An object with the serialized config.
  49213. */
  49214. serialize(): any;
  49215. /**
  49216. * Parses a anisotropy Configuration from a serialized object.
  49217. * @param source - Serialized object.
  49218. * @param scene Defines the scene we are parsing for
  49219. * @param rootUrl Defines the rootUrl to load from
  49220. */
  49221. parse(source: any, scene: Scene, rootUrl: string): void;
  49222. }
  49223. }
  49224. declare module "babylonjs/Materials/PBR/pbrAnisotropicConfiguration" {
  49225. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49226. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  49227. import { Vector2 } from "babylonjs/Maths/math.vector";
  49228. import { Scene } from "babylonjs/scene";
  49229. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49230. import { Nullable } from "babylonjs/types";
  49231. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49232. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49233. /**
  49234. * @hidden
  49235. */
  49236. export interface IMaterialAnisotropicDefines {
  49237. ANISOTROPIC: boolean;
  49238. ANISOTROPIC_TEXTURE: boolean;
  49239. ANISOTROPIC_TEXTUREDIRECTUV: number;
  49240. MAINUV1: boolean;
  49241. _areTexturesDirty: boolean;
  49242. _needUVs: boolean;
  49243. }
  49244. /**
  49245. * Define the code related to the anisotropic parameters of the pbr material.
  49246. */
  49247. export class PBRAnisotropicConfiguration {
  49248. private _isEnabled;
  49249. /**
  49250. * Defines if the anisotropy is enabled in the material.
  49251. */
  49252. isEnabled: boolean;
  49253. /**
  49254. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  49255. */
  49256. intensity: number;
  49257. /**
  49258. * Defines if the effect is along the tangents, bitangents or in between.
  49259. * By default, the effect is "strectching" the highlights along the tangents.
  49260. */
  49261. direction: Vector2;
  49262. private _texture;
  49263. /**
  49264. * Stores the anisotropy values in a texture.
  49265. * rg is direction (like normal from -1 to 1)
  49266. * b is a intensity
  49267. */
  49268. texture: Nullable<BaseTexture>;
  49269. /** @hidden */
  49270. private _internalMarkAllSubMeshesAsTexturesDirty;
  49271. /** @hidden */
  49272. _markAllSubMeshesAsTexturesDirty(): void;
  49273. /**
  49274. * Instantiate a new istance of anisotropy configuration.
  49275. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49276. */
  49277. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49278. /**
  49279. * Specifies that the submesh is ready to be used.
  49280. * @param defines the list of "defines" to update.
  49281. * @param scene defines the scene the material belongs to.
  49282. * @returns - boolean indicating that the submesh is ready or not.
  49283. */
  49284. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  49285. /**
  49286. * Checks to see if a texture is used in the material.
  49287. * @param defines the list of "defines" to update.
  49288. * @param mesh the mesh we are preparing the defines for.
  49289. * @param scene defines the scene the material belongs to.
  49290. */
  49291. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  49292. /**
  49293. * Binds the material data.
  49294. * @param uniformBuffer defines the Uniform buffer to fill in.
  49295. * @param scene defines the scene the material belongs to.
  49296. * @param isFrozen defines wether the material is frozen or not.
  49297. */
  49298. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49299. /**
  49300. * Checks to see if a texture is used in the material.
  49301. * @param texture - Base texture to use.
  49302. * @returns - Boolean specifying if a texture is used in the material.
  49303. */
  49304. hasTexture(texture: BaseTexture): boolean;
  49305. /**
  49306. * Returns an array of the actively used textures.
  49307. * @param activeTextures Array of BaseTextures
  49308. */
  49309. getActiveTextures(activeTextures: BaseTexture[]): void;
  49310. /**
  49311. * Returns the animatable textures.
  49312. * @param animatables Array of animatable textures.
  49313. */
  49314. getAnimatables(animatables: IAnimatable[]): void;
  49315. /**
  49316. * Disposes the resources of the material.
  49317. * @param forceDisposeTextures - Forces the disposal of all textures.
  49318. */
  49319. dispose(forceDisposeTextures?: boolean): void;
  49320. /**
  49321. * Get the current class name of the texture useful for serialization or dynamic coding.
  49322. * @returns "PBRAnisotropicConfiguration"
  49323. */
  49324. getClassName(): string;
  49325. /**
  49326. * Add fallbacks to the effect fallbacks list.
  49327. * @param defines defines the Base texture to use.
  49328. * @param fallbacks defines the current fallback list.
  49329. * @param currentRank defines the current fallback rank.
  49330. * @returns the new fallback rank.
  49331. */
  49332. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49333. /**
  49334. * Add the required uniforms to the current list.
  49335. * @param uniforms defines the current uniform list.
  49336. */
  49337. static AddUniforms(uniforms: string[]): void;
  49338. /**
  49339. * Add the required uniforms to the current buffer.
  49340. * @param uniformBuffer defines the current uniform buffer.
  49341. */
  49342. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49343. /**
  49344. * Add the required samplers to the current list.
  49345. * @param samplers defines the current sampler list.
  49346. */
  49347. static AddSamplers(samplers: string[]): void;
  49348. /**
  49349. * Makes a duplicate of the current configuration into another one.
  49350. * @param anisotropicConfiguration define the config where to copy the info
  49351. */
  49352. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  49353. /**
  49354. * Serializes this anisotropy configuration.
  49355. * @returns - An object with the serialized config.
  49356. */
  49357. serialize(): any;
  49358. /**
  49359. * Parses a anisotropy Configuration from a serialized object.
  49360. * @param source - Serialized object.
  49361. * @param scene Defines the scene we are parsing for
  49362. * @param rootUrl Defines the rootUrl to load from
  49363. */
  49364. parse(source: any, scene: Scene, rootUrl: string): void;
  49365. }
  49366. }
  49367. declare module "babylonjs/Materials/PBR/pbrBRDFConfiguration" {
  49368. import { Scene } from "babylonjs/scene";
  49369. /**
  49370. * @hidden
  49371. */
  49372. export interface IMaterialBRDFDefines {
  49373. BRDF_V_HEIGHT_CORRELATED: boolean;
  49374. MS_BRDF_ENERGY_CONSERVATION: boolean;
  49375. SPHERICAL_HARMONICS: boolean;
  49376. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  49377. /** @hidden */
  49378. _areMiscDirty: boolean;
  49379. }
  49380. /**
  49381. * Define the code related to the BRDF parameters of the pbr material.
  49382. */
  49383. export class PBRBRDFConfiguration {
  49384. /**
  49385. * Default value used for the energy conservation.
  49386. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49387. */
  49388. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  49389. /**
  49390. * Default value used for the Smith Visibility Height Correlated mode.
  49391. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  49392. */
  49393. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  49394. /**
  49395. * Default value used for the IBL diffuse part.
  49396. * This can help switching back to the polynomials mode globally which is a tiny bit
  49397. * less GPU intensive at the drawback of a lower quality.
  49398. */
  49399. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  49400. /**
  49401. * Default value used for activating energy conservation for the specular workflow.
  49402. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49403. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49404. */
  49405. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  49406. private _useEnergyConservation;
  49407. /**
  49408. * Defines if the material uses energy conservation.
  49409. */
  49410. useEnergyConservation: boolean;
  49411. private _useSmithVisibilityHeightCorrelated;
  49412. /**
  49413. * LEGACY Mode set to false
  49414. * Defines if the material uses height smith correlated visibility term.
  49415. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  49416. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  49417. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  49418. * Not relying on height correlated will also disable energy conservation.
  49419. */
  49420. useSmithVisibilityHeightCorrelated: boolean;
  49421. private _useSphericalHarmonics;
  49422. /**
  49423. * LEGACY Mode set to false
  49424. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  49425. * diffuse part of the IBL.
  49426. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  49427. * to the ground truth.
  49428. */
  49429. useSphericalHarmonics: boolean;
  49430. private _useSpecularGlossinessInputEnergyConservation;
  49431. /**
  49432. * Defines if the material uses energy conservation, when the specular workflow is active.
  49433. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  49434. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  49435. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  49436. */
  49437. useSpecularGlossinessInputEnergyConservation: boolean;
  49438. /** @hidden */
  49439. private _internalMarkAllSubMeshesAsMiscDirty;
  49440. /** @hidden */
  49441. _markAllSubMeshesAsMiscDirty(): void;
  49442. /**
  49443. * Instantiate a new istance of clear coat configuration.
  49444. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  49445. */
  49446. constructor(markAllSubMeshesAsMiscDirty: () => void);
  49447. /**
  49448. * Checks to see if a texture is used in the material.
  49449. * @param defines the list of "defines" to update.
  49450. */
  49451. prepareDefines(defines: IMaterialBRDFDefines): void;
  49452. /**
  49453. * Get the current class name of the texture useful for serialization or dynamic coding.
  49454. * @returns "PBRClearCoatConfiguration"
  49455. */
  49456. getClassName(): string;
  49457. /**
  49458. * Makes a duplicate of the current configuration into another one.
  49459. * @param brdfConfiguration define the config where to copy the info
  49460. */
  49461. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  49462. /**
  49463. * Serializes this BRDF configuration.
  49464. * @returns - An object with the serialized config.
  49465. */
  49466. serialize(): any;
  49467. /**
  49468. * Parses a anisotropy Configuration from a serialized object.
  49469. * @param source - Serialized object.
  49470. * @param scene Defines the scene we are parsing for
  49471. * @param rootUrl Defines the rootUrl to load from
  49472. */
  49473. parse(source: any, scene: Scene, rootUrl: string): void;
  49474. }
  49475. }
  49476. declare module "babylonjs/Materials/PBR/pbrSheenConfiguration" {
  49477. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49478. import { Color3 } from "babylonjs/Maths/math.color";
  49479. import { Scene } from "babylonjs/scene";
  49480. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49481. import { Nullable } from "babylonjs/types";
  49482. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49483. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49484. /**
  49485. * @hidden
  49486. */
  49487. export interface IMaterialSheenDefines {
  49488. SHEEN: boolean;
  49489. SHEEN_TEXTURE: boolean;
  49490. SHEEN_TEXTUREDIRECTUV: number;
  49491. SHEEN_LINKWITHALBEDO: boolean;
  49492. /** @hidden */
  49493. _areTexturesDirty: boolean;
  49494. }
  49495. /**
  49496. * Define the code related to the Sheen parameters of the pbr material.
  49497. */
  49498. export class PBRSheenConfiguration {
  49499. private _isEnabled;
  49500. /**
  49501. * Defines if the material uses sheen.
  49502. */
  49503. isEnabled: boolean;
  49504. private _linkSheenWithAlbedo;
  49505. /**
  49506. * Defines if the sheen is linked to the sheen color.
  49507. */
  49508. linkSheenWithAlbedo: boolean;
  49509. /**
  49510. * Defines the sheen intensity.
  49511. */
  49512. intensity: number;
  49513. /**
  49514. * Defines the sheen color.
  49515. */
  49516. color: Color3;
  49517. private _texture;
  49518. /**
  49519. * Stores the sheen tint values in a texture.
  49520. * rgb is tint
  49521. * a is a intensity
  49522. */
  49523. texture: Nullable<BaseTexture>;
  49524. /** @hidden */
  49525. private _internalMarkAllSubMeshesAsTexturesDirty;
  49526. /** @hidden */
  49527. _markAllSubMeshesAsTexturesDirty(): void;
  49528. /**
  49529. * Instantiate a new istance of clear coat configuration.
  49530. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49531. */
  49532. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49533. /**
  49534. * Specifies that the submesh is ready to be used.
  49535. * @param defines the list of "defines" to update.
  49536. * @param scene defines the scene the material belongs to.
  49537. * @returns - boolean indicating that the submesh is ready or not.
  49538. */
  49539. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  49540. /**
  49541. * Checks to see if a texture is used in the material.
  49542. * @param defines the list of "defines" to update.
  49543. * @param scene defines the scene the material belongs to.
  49544. */
  49545. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  49546. /**
  49547. * Binds the material data.
  49548. * @param uniformBuffer defines the Uniform buffer to fill in.
  49549. * @param scene defines the scene the material belongs to.
  49550. * @param isFrozen defines wether the material is frozen or not.
  49551. */
  49552. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  49553. /**
  49554. * Checks to see if a texture is used in the material.
  49555. * @param texture - Base texture to use.
  49556. * @returns - Boolean specifying if a texture is used in the material.
  49557. */
  49558. hasTexture(texture: BaseTexture): boolean;
  49559. /**
  49560. * Returns an array of the actively used textures.
  49561. * @param activeTextures Array of BaseTextures
  49562. */
  49563. getActiveTextures(activeTextures: BaseTexture[]): void;
  49564. /**
  49565. * Returns the animatable textures.
  49566. * @param animatables Array of animatable textures.
  49567. */
  49568. getAnimatables(animatables: IAnimatable[]): void;
  49569. /**
  49570. * Disposes the resources of the material.
  49571. * @param forceDisposeTextures - Forces the disposal of all textures.
  49572. */
  49573. dispose(forceDisposeTextures?: boolean): void;
  49574. /**
  49575. * Get the current class name of the texture useful for serialization or dynamic coding.
  49576. * @returns "PBRSheenConfiguration"
  49577. */
  49578. getClassName(): string;
  49579. /**
  49580. * Add fallbacks to the effect fallbacks list.
  49581. * @param defines defines the Base texture to use.
  49582. * @param fallbacks defines the current fallback list.
  49583. * @param currentRank defines the current fallback rank.
  49584. * @returns the new fallback rank.
  49585. */
  49586. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49587. /**
  49588. * Add the required uniforms to the current list.
  49589. * @param uniforms defines the current uniform list.
  49590. */
  49591. static AddUniforms(uniforms: string[]): void;
  49592. /**
  49593. * Add the required uniforms to the current buffer.
  49594. * @param uniformBuffer defines the current uniform buffer.
  49595. */
  49596. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49597. /**
  49598. * Add the required samplers to the current list.
  49599. * @param samplers defines the current sampler list.
  49600. */
  49601. static AddSamplers(samplers: string[]): void;
  49602. /**
  49603. * Makes a duplicate of the current configuration into another one.
  49604. * @param sheenConfiguration define the config where to copy the info
  49605. */
  49606. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  49607. /**
  49608. * Serializes this BRDF configuration.
  49609. * @returns - An object with the serialized config.
  49610. */
  49611. serialize(): any;
  49612. /**
  49613. * Parses a anisotropy Configuration from a serialized object.
  49614. * @param source - Serialized object.
  49615. * @param scene Defines the scene we are parsing for
  49616. * @param rootUrl Defines the rootUrl to load from
  49617. */
  49618. parse(source: any, scene: Scene, rootUrl: string): void;
  49619. }
  49620. }
  49621. declare module "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration" {
  49622. import { Nullable } from "babylonjs/types";
  49623. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  49624. import { Color3 } from "babylonjs/Maths/math.color";
  49625. import { SmartArray } from "babylonjs/Misc/smartArray";
  49626. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  49627. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  49628. import { Effect } from "babylonjs/Materials/effect";
  49629. import { UniformBuffer } from "babylonjs/Materials/uniformBuffer";
  49630. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  49631. import { Engine } from "babylonjs/Engines/engine";
  49632. import { Scene } from "babylonjs/scene";
  49633. /**
  49634. * @hidden
  49635. */
  49636. export interface IMaterialSubSurfaceDefines {
  49637. SUBSURFACE: boolean;
  49638. SS_REFRACTION: boolean;
  49639. SS_TRANSLUCENCY: boolean;
  49640. SS_SCATERRING: boolean;
  49641. SS_THICKNESSANDMASK_TEXTURE: boolean;
  49642. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  49643. SS_REFRACTIONMAP_3D: boolean;
  49644. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  49645. SS_LODINREFRACTIONALPHA: boolean;
  49646. SS_GAMMAREFRACTION: boolean;
  49647. SS_RGBDREFRACTION: boolean;
  49648. SS_LINEARSPECULARREFRACTION: boolean;
  49649. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  49650. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  49651. /** @hidden */
  49652. _areTexturesDirty: boolean;
  49653. }
  49654. /**
  49655. * Define the code related to the sub surface parameters of the pbr material.
  49656. */
  49657. export class PBRSubSurfaceConfiguration {
  49658. private _isRefractionEnabled;
  49659. /**
  49660. * Defines if the refraction is enabled in the material.
  49661. */
  49662. isRefractionEnabled: boolean;
  49663. private _isTranslucencyEnabled;
  49664. /**
  49665. * Defines if the translucency is enabled in the material.
  49666. */
  49667. isTranslucencyEnabled: boolean;
  49668. private _isScatteringEnabled;
  49669. /**
  49670. * Defines the refraction intensity of the material.
  49671. * The refraction when enabled replaces the Diffuse part of the material.
  49672. * The intensity helps transitionning between diffuse and refraction.
  49673. */
  49674. refractionIntensity: number;
  49675. /**
  49676. * Defines the translucency intensity of the material.
  49677. * When translucency has been enabled, this defines how much of the "translucency"
  49678. * is addded to the diffuse part of the material.
  49679. */
  49680. translucencyIntensity: number;
  49681. /**
  49682. * Defines the scattering intensity of the material.
  49683. * When scattering has been enabled, this defines how much of the "scattered light"
  49684. * is addded to the diffuse part of the material.
  49685. */
  49686. scatteringIntensity: number;
  49687. private _thicknessTexture;
  49688. /**
  49689. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  49690. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  49691. * 0 would mean minimumThickness
  49692. * 1 would mean maximumThickness
  49693. * The other channels might be use as a mask to vary the different effects intensity.
  49694. */
  49695. thicknessTexture: Nullable<BaseTexture>;
  49696. private _refractionTexture;
  49697. /**
  49698. * Defines the texture to use for refraction.
  49699. */
  49700. refractionTexture: Nullable<BaseTexture>;
  49701. private _indexOfRefraction;
  49702. /**
  49703. * Defines the index of refraction used in the material.
  49704. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  49705. */
  49706. indexOfRefraction: number;
  49707. private _invertRefractionY;
  49708. /**
  49709. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  49710. */
  49711. invertRefractionY: boolean;
  49712. private _linkRefractionWithTransparency;
  49713. /**
  49714. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  49715. * Materials half opaque for instance using refraction could benefit from this control.
  49716. */
  49717. linkRefractionWithTransparency: boolean;
  49718. /**
  49719. * Defines the minimum thickness stored in the thickness map.
  49720. * If no thickness map is defined, this value will be used to simulate thickness.
  49721. */
  49722. minimumThickness: number;
  49723. /**
  49724. * Defines the maximum thickness stored in the thickness map.
  49725. */
  49726. maximumThickness: number;
  49727. /**
  49728. * Defines the volume tint of the material.
  49729. * This is used for both translucency and scattering.
  49730. */
  49731. tintColor: Color3;
  49732. /**
  49733. * Defines the distance at which the tint color should be found in the media.
  49734. * This is used for refraction only.
  49735. */
  49736. tintColorAtDistance: number;
  49737. /**
  49738. * Defines how far each channel transmit through the media.
  49739. * It is defined as a color to simplify it selection.
  49740. */
  49741. diffusionDistance: Color3;
  49742. private _useMaskFromThicknessTexture;
  49743. /**
  49744. * Stores the intensity of the different subsurface effects in the thickness texture.
  49745. * * the green channel is the translucency intensity.
  49746. * * the blue channel is the scattering intensity.
  49747. * * the alpha channel is the refraction intensity.
  49748. */
  49749. useMaskFromThicknessTexture: boolean;
  49750. /** @hidden */
  49751. private _internalMarkAllSubMeshesAsTexturesDirty;
  49752. /** @hidden */
  49753. _markAllSubMeshesAsTexturesDirty(): void;
  49754. /**
  49755. * Instantiate a new istance of sub surface configuration.
  49756. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  49757. */
  49758. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  49759. /**
  49760. * Gets wehter the submesh is ready to be used or not.
  49761. * @param defines the list of "defines" to update.
  49762. * @param scene defines the scene the material belongs to.
  49763. * @returns - boolean indicating that the submesh is ready or not.
  49764. */
  49765. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  49766. /**
  49767. * Checks to see if a texture is used in the material.
  49768. * @param defines the list of "defines" to update.
  49769. * @param scene defines the scene to the material belongs to.
  49770. */
  49771. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  49772. /**
  49773. * Binds the material data.
  49774. * @param uniformBuffer defines the Uniform buffer to fill in.
  49775. * @param scene defines the scene the material belongs to.
  49776. * @param engine defines the engine the material belongs to.
  49777. * @param isFrozen defines wether the material is frozen or not.
  49778. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  49779. */
  49780. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  49781. /**
  49782. * Unbinds the material from the mesh.
  49783. * @param activeEffect defines the effect that should be unbound from.
  49784. * @returns true if unbound, otherwise false
  49785. */
  49786. unbind(activeEffect: Effect): boolean;
  49787. /**
  49788. * Returns the texture used for refraction or null if none is used.
  49789. * @param scene defines the scene the material belongs to.
  49790. * @returns - Refraction texture if present. If no refraction texture and refraction
  49791. * is linked with transparency, returns environment texture. Otherwise, returns null.
  49792. */
  49793. private _getRefractionTexture;
  49794. /**
  49795. * Returns true if alpha blending should be disabled.
  49796. */
  49797. readonly disableAlphaBlending: boolean;
  49798. /**
  49799. * Fills the list of render target textures.
  49800. * @param renderTargets the list of render targets to update
  49801. */
  49802. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  49803. /**
  49804. * Checks to see if a texture is used in the material.
  49805. * @param texture - Base texture to use.
  49806. * @returns - Boolean specifying if a texture is used in the material.
  49807. */
  49808. hasTexture(texture: BaseTexture): boolean;
  49809. /**
  49810. * Gets a boolean indicating that current material needs to register RTT
  49811. * @returns true if this uses a render target otherwise false.
  49812. */
  49813. hasRenderTargetTextures(): boolean;
  49814. /**
  49815. * Returns an array of the actively used textures.
  49816. * @param activeTextures Array of BaseTextures
  49817. */
  49818. getActiveTextures(activeTextures: BaseTexture[]): void;
  49819. /**
  49820. * Returns the animatable textures.
  49821. * @param animatables Array of animatable textures.
  49822. */
  49823. getAnimatables(animatables: IAnimatable[]): void;
  49824. /**
  49825. * Disposes the resources of the material.
  49826. * @param forceDisposeTextures - Forces the disposal of all textures.
  49827. */
  49828. dispose(forceDisposeTextures?: boolean): void;
  49829. /**
  49830. * Get the current class name of the texture useful for serialization or dynamic coding.
  49831. * @returns "PBRSubSurfaceConfiguration"
  49832. */
  49833. getClassName(): string;
  49834. /**
  49835. * Add fallbacks to the effect fallbacks list.
  49836. * @param defines defines the Base texture to use.
  49837. * @param fallbacks defines the current fallback list.
  49838. * @param currentRank defines the current fallback rank.
  49839. * @returns the new fallback rank.
  49840. */
  49841. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  49842. /**
  49843. * Add the required uniforms to the current list.
  49844. * @param uniforms defines the current uniform list.
  49845. */
  49846. static AddUniforms(uniforms: string[]): void;
  49847. /**
  49848. * Add the required samplers to the current list.
  49849. * @param samplers defines the current sampler list.
  49850. */
  49851. static AddSamplers(samplers: string[]): void;
  49852. /**
  49853. * Add the required uniforms to the current buffer.
  49854. * @param uniformBuffer defines the current uniform buffer.
  49855. */
  49856. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  49857. /**
  49858. * Makes a duplicate of the current configuration into another one.
  49859. * @param configuration define the config where to copy the info
  49860. */
  49861. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  49862. /**
  49863. * Serializes this Sub Surface configuration.
  49864. * @returns - An object with the serialized config.
  49865. */
  49866. serialize(): any;
  49867. /**
  49868. * Parses a anisotropy Configuration from a serialized object.
  49869. * @param source - Serialized object.
  49870. * @param scene Defines the scene we are parsing for
  49871. * @param rootUrl Defines the rootUrl to load from
  49872. */
  49873. parse(source: any, scene: Scene, rootUrl: string): void;
  49874. }
  49875. }
  49876. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration" {
  49877. /** @hidden */
  49878. export var pbrFragmentDeclaration: {
  49879. name: string;
  49880. shader: string;
  49881. };
  49882. }
  49883. declare module "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration" {
  49884. /** @hidden */
  49885. export var pbrUboDeclaration: {
  49886. name: string;
  49887. shader: string;
  49888. };
  49889. }
  49890. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration" {
  49891. /** @hidden */
  49892. export var pbrFragmentExtraDeclaration: {
  49893. name: string;
  49894. shader: string;
  49895. };
  49896. }
  49897. declare module "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration" {
  49898. /** @hidden */
  49899. export var pbrFragmentSamplersDeclaration: {
  49900. name: string;
  49901. shader: string;
  49902. };
  49903. }
  49904. declare module "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions" {
  49905. /** @hidden */
  49906. export var pbrHelperFunctions: {
  49907. name: string;
  49908. shader: string;
  49909. };
  49910. }
  49911. declare module "babylonjs/Shaders/ShadersInclude/harmonicsFunctions" {
  49912. /** @hidden */
  49913. export var harmonicsFunctions: {
  49914. name: string;
  49915. shader: string;
  49916. };
  49917. }
  49918. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions" {
  49919. /** @hidden */
  49920. export var pbrDirectLightingSetupFunctions: {
  49921. name: string;
  49922. shader: string;
  49923. };
  49924. }
  49925. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions" {
  49926. /** @hidden */
  49927. export var pbrDirectLightingFalloffFunctions: {
  49928. name: string;
  49929. shader: string;
  49930. };
  49931. }
  49932. declare module "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions" {
  49933. /** @hidden */
  49934. export var pbrBRDFFunctions: {
  49935. name: string;
  49936. shader: string;
  49937. };
  49938. }
  49939. declare module "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions" {
  49940. /** @hidden */
  49941. export var pbrDirectLightingFunctions: {
  49942. name: string;
  49943. shader: string;
  49944. };
  49945. }
  49946. declare module "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions" {
  49947. /** @hidden */
  49948. export var pbrIBLFunctions: {
  49949. name: string;
  49950. shader: string;
  49951. };
  49952. }
  49953. declare module "babylonjs/Shaders/ShadersInclude/pbrDebug" {
  49954. /** @hidden */
  49955. export var pbrDebug: {
  49956. name: string;
  49957. shader: string;
  49958. };
  49959. }
  49960. declare module "babylonjs/Shaders/pbr.fragment" {
  49961. import "babylonjs/Shaders/ShadersInclude/pbrFragmentDeclaration";
  49962. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  49963. import "babylonjs/Shaders/ShadersInclude/pbrFragmentExtraDeclaration";
  49964. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  49965. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  49966. import "babylonjs/Shaders/ShadersInclude/pbrFragmentSamplersDeclaration";
  49967. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  49968. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration";
  49969. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  49970. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  49971. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  49972. import "babylonjs/Shaders/ShadersInclude/pbrHelperFunctions";
  49973. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  49974. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  49975. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  49976. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingSetupFunctions";
  49977. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFalloffFunctions";
  49978. import "babylonjs/Shaders/ShadersInclude/pbrBRDFFunctions";
  49979. import "babylonjs/Shaders/ShadersInclude/pbrDirectLightingFunctions";
  49980. import "babylonjs/Shaders/ShadersInclude/pbrIBLFunctions";
  49981. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  49982. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  49983. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  49984. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  49985. import "babylonjs/Shaders/ShadersInclude/depthPrePass";
  49986. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  49987. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  49988. import "babylonjs/Shaders/ShadersInclude/fogFragment";
  49989. import "babylonjs/Shaders/ShadersInclude/pbrDebug";
  49990. /** @hidden */
  49991. export var pbrPixelShader: {
  49992. name: string;
  49993. shader: string;
  49994. };
  49995. }
  49996. declare module "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration" {
  49997. /** @hidden */
  49998. export var pbrVertexDeclaration: {
  49999. name: string;
  50000. shader: string;
  50001. };
  50002. }
  50003. declare module "babylonjs/Shaders/pbr.vertex" {
  50004. import "babylonjs/Shaders/ShadersInclude/pbrVertexDeclaration";
  50005. import "babylonjs/Shaders/ShadersInclude/pbrUboDeclaration";
  50006. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  50007. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  50008. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  50009. import "babylonjs/Shaders/ShadersInclude/harmonicsFunctions";
  50010. import "babylonjs/Shaders/ShadersInclude/bumpVertexDeclaration";
  50011. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration";
  50012. import "babylonjs/Shaders/ShadersInclude/fogVertexDeclaration";
  50013. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  50014. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  50015. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  50016. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  50017. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  50018. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  50019. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  50020. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  50021. import "babylonjs/Shaders/ShadersInclude/bumpVertex";
  50022. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  50023. import "babylonjs/Shaders/ShadersInclude/fogVertex";
  50024. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  50025. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  50026. /** @hidden */
  50027. export var pbrVertexShader: {
  50028. name: string;
  50029. shader: string;
  50030. };
  50031. }
  50032. declare module "babylonjs/Materials/PBR/pbrBaseMaterial" {
  50033. import { Nullable } from "babylonjs/types";
  50034. import { Scene } from "babylonjs/scene";
  50035. import { Matrix } from "babylonjs/Maths/math.vector";
  50036. import { SubMesh } from "babylonjs/Meshes/subMesh";
  50037. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  50038. import { Mesh } from "babylonjs/Meshes/mesh";
  50039. import { IMaterialClearCoatDefines, PBRClearCoatConfiguration } from "babylonjs/Materials/PBR/pbrClearCoatConfiguration";
  50040. import { IMaterialAnisotropicDefines, PBRAnisotropicConfiguration } from "babylonjs/Materials/PBR/pbrAnisotropicConfiguration";
  50041. import { IMaterialBRDFDefines, PBRBRDFConfiguration } from "babylonjs/Materials/PBR/pbrBRDFConfiguration";
  50042. import { IMaterialSheenDefines, PBRSheenConfiguration } from "babylonjs/Materials/PBR/pbrSheenConfiguration";
  50043. import { IMaterialSubSurfaceDefines, PBRSubSurfaceConfiguration } from "babylonjs/Materials/PBR/pbrSubSurfaceConfiguration";
  50044. import { Color3 } from "babylonjs/Maths/math.color";
  50045. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  50046. import { Material, IMaterialCompilationOptions } from "babylonjs/Materials/material";
  50047. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  50048. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  50049. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50050. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  50051. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  50052. import "babylonjs/Shaders/pbr.fragment";
  50053. import "babylonjs/Shaders/pbr.vertex";
  50054. /**
  50055. * Manages the defines for the PBR Material.
  50056. * @hidden
  50057. */
  50058. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  50059. PBR: boolean;
  50060. MAINUV1: boolean;
  50061. MAINUV2: boolean;
  50062. UV1: boolean;
  50063. UV2: boolean;
  50064. ALBEDO: boolean;
  50065. ALBEDODIRECTUV: number;
  50066. VERTEXCOLOR: boolean;
  50067. AMBIENT: boolean;
  50068. AMBIENTDIRECTUV: number;
  50069. AMBIENTINGRAYSCALE: boolean;
  50070. OPACITY: boolean;
  50071. VERTEXALPHA: boolean;
  50072. OPACITYDIRECTUV: number;
  50073. OPACITYRGB: boolean;
  50074. ALPHATEST: boolean;
  50075. DEPTHPREPASS: boolean;
  50076. ALPHABLEND: boolean;
  50077. ALPHAFROMALBEDO: boolean;
  50078. ALPHATESTVALUE: string;
  50079. SPECULAROVERALPHA: boolean;
  50080. RADIANCEOVERALPHA: boolean;
  50081. ALPHAFRESNEL: boolean;
  50082. LINEARALPHAFRESNEL: boolean;
  50083. PREMULTIPLYALPHA: boolean;
  50084. EMISSIVE: boolean;
  50085. EMISSIVEDIRECTUV: number;
  50086. REFLECTIVITY: boolean;
  50087. REFLECTIVITYDIRECTUV: number;
  50088. SPECULARTERM: boolean;
  50089. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  50090. MICROSURFACEAUTOMATIC: boolean;
  50091. LODBASEDMICROSFURACE: boolean;
  50092. MICROSURFACEMAP: boolean;
  50093. MICROSURFACEMAPDIRECTUV: number;
  50094. METALLICWORKFLOW: boolean;
  50095. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  50096. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  50097. METALLNESSSTOREINMETALMAPBLUE: boolean;
  50098. AOSTOREINMETALMAPRED: boolean;
  50099. METALLICF0FACTORFROMMETALLICMAP: boolean;
  50100. ENVIRONMENTBRDF: boolean;
  50101. ENVIRONMENTBRDF_RGBD: boolean;
  50102. NORMAL: boolean;
  50103. TANGENT: boolean;
  50104. BUMP: boolean;
  50105. BUMPDIRECTUV: number;
  50106. OBJECTSPACE_NORMALMAP: boolean;
  50107. PARALLAX: boolean;
  50108. PARALLAXOCCLUSION: boolean;
  50109. NORMALXYSCALE: boolean;
  50110. LIGHTMAP: boolean;
  50111. LIGHTMAPDIRECTUV: number;
  50112. USELIGHTMAPASSHADOWMAP: boolean;
  50113. GAMMALIGHTMAP: boolean;
  50114. RGBDLIGHTMAP: boolean;
  50115. REFLECTION: boolean;
  50116. REFLECTIONMAP_3D: boolean;
  50117. REFLECTIONMAP_SPHERICAL: boolean;
  50118. REFLECTIONMAP_PLANAR: boolean;
  50119. REFLECTIONMAP_CUBIC: boolean;
  50120. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  50121. REFLECTIONMAP_PROJECTION: boolean;
  50122. REFLECTIONMAP_SKYBOX: boolean;
  50123. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  50124. REFLECTIONMAP_EXPLICIT: boolean;
  50125. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  50126. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  50127. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  50128. INVERTCUBICMAP: boolean;
  50129. USESPHERICALFROMREFLECTIONMAP: boolean;
  50130. USEIRRADIANCEMAP: boolean;
  50131. SPHERICAL_HARMONICS: boolean;
  50132. USESPHERICALINVERTEX: boolean;
  50133. REFLECTIONMAP_OPPOSITEZ: boolean;
  50134. LODINREFLECTIONALPHA: boolean;
  50135. GAMMAREFLECTION: boolean;
  50136. RGBDREFLECTION: boolean;
  50137. LINEARSPECULARREFLECTION: boolean;
  50138. RADIANCEOCCLUSION: boolean;
  50139. HORIZONOCCLUSION: boolean;
  50140. INSTANCES: boolean;
  50141. NUM_BONE_INFLUENCERS: number;
  50142. BonesPerMesh: number;
  50143. BONETEXTURE: boolean;
  50144. NONUNIFORMSCALING: boolean;
  50145. MORPHTARGETS: boolean;
  50146. MORPHTARGETS_NORMAL: boolean;
  50147. MORPHTARGETS_TANGENT: boolean;
  50148. MORPHTARGETS_UV: boolean;
  50149. NUM_MORPH_INFLUENCERS: number;
  50150. IMAGEPROCESSING: boolean;
  50151. VIGNETTE: boolean;
  50152. VIGNETTEBLENDMODEMULTIPLY: boolean;
  50153. VIGNETTEBLENDMODEOPAQUE: boolean;
  50154. TONEMAPPING: boolean;
  50155. TONEMAPPING_ACES: boolean;
  50156. CONTRAST: boolean;
  50157. COLORCURVES: boolean;
  50158. COLORGRADING: boolean;
  50159. COLORGRADING3D: boolean;
  50160. SAMPLER3DGREENDEPTH: boolean;
  50161. SAMPLER3DBGRMAP: boolean;
  50162. IMAGEPROCESSINGPOSTPROCESS: boolean;
  50163. EXPOSURE: boolean;
  50164. MULTIVIEW: boolean;
  50165. USEPHYSICALLIGHTFALLOFF: boolean;
  50166. USEGLTFLIGHTFALLOFF: boolean;
  50167. TWOSIDEDLIGHTING: boolean;
  50168. SHADOWFLOAT: boolean;
  50169. CLIPPLANE: boolean;
  50170. CLIPPLANE2: boolean;
  50171. CLIPPLANE3: boolean;
  50172. CLIPPLANE4: boolean;
  50173. POINTSIZE: boolean;
  50174. FOG: boolean;
  50175. LOGARITHMICDEPTH: boolean;
  50176. FORCENORMALFORWARD: boolean;
  50177. SPECULARAA: boolean;
  50178. CLEARCOAT: boolean;
  50179. CLEARCOAT_DEFAULTIOR: boolean;
  50180. CLEARCOAT_TEXTURE: boolean;
  50181. CLEARCOAT_TEXTUREDIRECTUV: number;
  50182. CLEARCOAT_BUMP: boolean;
  50183. CLEARCOAT_BUMPDIRECTUV: number;
  50184. CLEARCOAT_TINT: boolean;
  50185. CLEARCOAT_TINT_TEXTURE: boolean;
  50186. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  50187. ANISOTROPIC: boolean;
  50188. ANISOTROPIC_TEXTURE: boolean;
  50189. ANISOTROPIC_TEXTUREDIRECTUV: number;
  50190. BRDF_V_HEIGHT_CORRELATED: boolean;
  50191. MS_BRDF_ENERGY_CONSERVATION: boolean;
  50192. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  50193. SHEEN: boolean;
  50194. SHEEN_TEXTURE: boolean;
  50195. SHEEN_TEXTUREDIRECTUV: number;
  50196. SHEEN_LINKWITHALBEDO: boolean;
  50197. SUBSURFACE: boolean;
  50198. SS_REFRACTION: boolean;
  50199. SS_TRANSLUCENCY: boolean;
  50200. SS_SCATERRING: boolean;
  50201. SS_THICKNESSANDMASK_TEXTURE: boolean;
  50202. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  50203. SS_REFRACTIONMAP_3D: boolean;
  50204. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  50205. SS_LODINREFRACTIONALPHA: boolean;
  50206. SS_GAMMAREFRACTION: boolean;
  50207. SS_RGBDREFRACTION: boolean;
  50208. SS_LINEARSPECULARREFRACTION: boolean;
  50209. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  50210. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  50211. UNLIT: boolean;
  50212. DEBUGMODE: number;
  50213. /**
  50214. * Initializes the PBR Material defines.
  50215. */
  50216. constructor();
  50217. /**
  50218. * Resets the PBR Material defines.
  50219. */
  50220. reset(): void;
  50221. }
  50222. /**
  50223. * The Physically based material base class of BJS.
  50224. *
  50225. * This offers the main features of a standard PBR material.
  50226. * For more information, please refer to the documentation :
  50227. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50228. */
  50229. export abstract class PBRBaseMaterial extends PushMaterial {
  50230. /**
  50231. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50232. */
  50233. static readonly PBRMATERIAL_OPAQUE: number;
  50234. /**
  50235. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50236. */
  50237. static readonly PBRMATERIAL_ALPHATEST: number;
  50238. /**
  50239. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50240. */
  50241. static readonly PBRMATERIAL_ALPHABLEND: number;
  50242. /**
  50243. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50244. * They are also discarded below the alpha cutoff threshold to improve performances.
  50245. */
  50246. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50247. /**
  50248. * Defines the default value of how much AO map is occluding the analytical lights
  50249. * (point spot...).
  50250. */
  50251. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50252. /**
  50253. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  50254. */
  50255. static readonly LIGHTFALLOFF_PHYSICAL: number;
  50256. /**
  50257. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  50258. * to enhance interoperability with other engines.
  50259. */
  50260. static readonly LIGHTFALLOFF_GLTF: number;
  50261. /**
  50262. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  50263. * to enhance interoperability with other materials.
  50264. */
  50265. static readonly LIGHTFALLOFF_STANDARD: number;
  50266. /**
  50267. * Intensity of the direct lights e.g. the four lights available in your scene.
  50268. * This impacts both the direct diffuse and specular highlights.
  50269. */
  50270. protected _directIntensity: number;
  50271. /**
  50272. * Intensity of the emissive part of the material.
  50273. * This helps controlling the emissive effect without modifying the emissive color.
  50274. */
  50275. protected _emissiveIntensity: number;
  50276. /**
  50277. * Intensity of the environment e.g. how much the environment will light the object
  50278. * either through harmonics for rough material or through the refelction for shiny ones.
  50279. */
  50280. protected _environmentIntensity: number;
  50281. /**
  50282. * This is a special control allowing the reduction of the specular highlights coming from the
  50283. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50284. */
  50285. protected _specularIntensity: number;
  50286. /**
  50287. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  50288. */
  50289. private _lightingInfos;
  50290. /**
  50291. * Debug Control allowing disabling the bump map on this material.
  50292. */
  50293. protected _disableBumpMap: boolean;
  50294. /**
  50295. * AKA Diffuse Texture in standard nomenclature.
  50296. */
  50297. protected _albedoTexture: Nullable<BaseTexture>;
  50298. /**
  50299. * AKA Occlusion Texture in other nomenclature.
  50300. */
  50301. protected _ambientTexture: Nullable<BaseTexture>;
  50302. /**
  50303. * AKA Occlusion Texture Intensity in other nomenclature.
  50304. */
  50305. protected _ambientTextureStrength: number;
  50306. /**
  50307. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50308. * 1 means it completely occludes it
  50309. * 0 mean it has no impact
  50310. */
  50311. protected _ambientTextureImpactOnAnalyticalLights: number;
  50312. /**
  50313. * Stores the alpha values in a texture.
  50314. */
  50315. protected _opacityTexture: Nullable<BaseTexture>;
  50316. /**
  50317. * Stores the reflection values in a texture.
  50318. */
  50319. protected _reflectionTexture: Nullable<BaseTexture>;
  50320. /**
  50321. * Stores the emissive values in a texture.
  50322. */
  50323. protected _emissiveTexture: Nullable<BaseTexture>;
  50324. /**
  50325. * AKA Specular texture in other nomenclature.
  50326. */
  50327. protected _reflectivityTexture: Nullable<BaseTexture>;
  50328. /**
  50329. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50330. */
  50331. protected _metallicTexture: Nullable<BaseTexture>;
  50332. /**
  50333. * Specifies the metallic scalar of the metallic/roughness workflow.
  50334. * Can also be used to scale the metalness values of the metallic texture.
  50335. */
  50336. protected _metallic: Nullable<number>;
  50337. /**
  50338. * Specifies the roughness scalar of the metallic/roughness workflow.
  50339. * Can also be used to scale the roughness values of the metallic texture.
  50340. */
  50341. protected _roughness: Nullable<number>;
  50342. /**
  50343. * Specifies the an F0 factor to help configuring the material F0.
  50344. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50345. * to 0.5 the previously hard coded value stays the same.
  50346. * Can also be used to scale the F0 values of the metallic texture.
  50347. */
  50348. protected _metallicF0Factor: number;
  50349. /**
  50350. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50351. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50352. * your expectation as it multiplies with the texture data.
  50353. */
  50354. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  50355. /**
  50356. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50357. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50358. */
  50359. protected _microSurfaceTexture: Nullable<BaseTexture>;
  50360. /**
  50361. * Stores surface normal data used to displace a mesh in a texture.
  50362. */
  50363. protected _bumpTexture: Nullable<BaseTexture>;
  50364. /**
  50365. * Stores the pre-calculated light information of a mesh in a texture.
  50366. */
  50367. protected _lightmapTexture: Nullable<BaseTexture>;
  50368. /**
  50369. * The color of a material in ambient lighting.
  50370. */
  50371. protected _ambientColor: Color3;
  50372. /**
  50373. * AKA Diffuse Color in other nomenclature.
  50374. */
  50375. protected _albedoColor: Color3;
  50376. /**
  50377. * AKA Specular Color in other nomenclature.
  50378. */
  50379. protected _reflectivityColor: Color3;
  50380. /**
  50381. * The color applied when light is reflected from a material.
  50382. */
  50383. protected _reflectionColor: Color3;
  50384. /**
  50385. * The color applied when light is emitted from a material.
  50386. */
  50387. protected _emissiveColor: Color3;
  50388. /**
  50389. * AKA Glossiness in other nomenclature.
  50390. */
  50391. protected _microSurface: number;
  50392. /**
  50393. * Specifies that the material will use the light map as a show map.
  50394. */
  50395. protected _useLightmapAsShadowmap: boolean;
  50396. /**
  50397. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  50398. * makes the reflect vector face the model (under horizon).
  50399. */
  50400. protected _useHorizonOcclusion: boolean;
  50401. /**
  50402. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  50403. * too much the area relying on ambient texture to define their ambient occlusion.
  50404. */
  50405. protected _useRadianceOcclusion: boolean;
  50406. /**
  50407. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50408. */
  50409. protected _useAlphaFromAlbedoTexture: boolean;
  50410. /**
  50411. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  50412. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50413. */
  50414. protected _useSpecularOverAlpha: boolean;
  50415. /**
  50416. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50417. */
  50418. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50419. /**
  50420. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50421. */
  50422. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  50423. /**
  50424. * Specifies if the metallic texture contains the roughness information in its green channel.
  50425. */
  50426. protected _useRoughnessFromMetallicTextureGreen: boolean;
  50427. /**
  50428. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50429. */
  50430. protected _useMetallnessFromMetallicTextureBlue: boolean;
  50431. /**
  50432. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50433. */
  50434. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  50435. /**
  50436. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50437. */
  50438. protected _useAmbientInGrayScale: boolean;
  50439. /**
  50440. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50441. * The material will try to infer what glossiness each pixel should be.
  50442. */
  50443. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  50444. /**
  50445. * Defines the falloff type used in this material.
  50446. * It by default is Physical.
  50447. */
  50448. protected _lightFalloff: number;
  50449. /**
  50450. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50451. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50452. */
  50453. protected _useRadianceOverAlpha: boolean;
  50454. /**
  50455. * Allows using an object space normal map (instead of tangent space).
  50456. */
  50457. protected _useObjectSpaceNormalMap: boolean;
  50458. /**
  50459. * Allows using the bump map in parallax mode.
  50460. */
  50461. protected _useParallax: boolean;
  50462. /**
  50463. * Allows using the bump map in parallax occlusion mode.
  50464. */
  50465. protected _useParallaxOcclusion: boolean;
  50466. /**
  50467. * Controls the scale bias of the parallax mode.
  50468. */
  50469. protected _parallaxScaleBias: number;
  50470. /**
  50471. * If sets to true, disables all the lights affecting the material.
  50472. */
  50473. protected _disableLighting: boolean;
  50474. /**
  50475. * Number of Simultaneous lights allowed on the material.
  50476. */
  50477. protected _maxSimultaneousLights: number;
  50478. /**
  50479. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  50480. */
  50481. protected _invertNormalMapX: boolean;
  50482. /**
  50483. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  50484. */
  50485. protected _invertNormalMapY: boolean;
  50486. /**
  50487. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  50488. */
  50489. protected _twoSidedLighting: boolean;
  50490. /**
  50491. * Defines the alpha limits in alpha test mode.
  50492. */
  50493. protected _alphaCutOff: number;
  50494. /**
  50495. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50496. */
  50497. protected _forceAlphaTest: boolean;
  50498. /**
  50499. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50500. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  50501. */
  50502. protected _useAlphaFresnel: boolean;
  50503. /**
  50504. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  50505. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  50506. */
  50507. protected _useLinearAlphaFresnel: boolean;
  50508. /**
  50509. * The transparency mode of the material.
  50510. */
  50511. protected _transparencyMode: Nullable<number>;
  50512. /**
  50513. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  50514. * from cos thetav and roughness:
  50515. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  50516. */
  50517. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  50518. /**
  50519. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  50520. */
  50521. protected _forceIrradianceInFragment: boolean;
  50522. /**
  50523. * Force normal to face away from face.
  50524. */
  50525. protected _forceNormalForward: boolean;
  50526. /**
  50527. * Enables specular anti aliasing in the PBR shader.
  50528. * It will both interacts on the Geometry for analytical and IBL lighting.
  50529. * It also prefilter the roughness map based on the bump values.
  50530. */
  50531. protected _enableSpecularAntiAliasing: boolean;
  50532. /**
  50533. * Default configuration related to image processing available in the PBR Material.
  50534. */
  50535. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  50536. /**
  50537. * Keep track of the image processing observer to allow dispose and replace.
  50538. */
  50539. private _imageProcessingObserver;
  50540. /**
  50541. * Attaches a new image processing configuration to the PBR Material.
  50542. * @param configuration
  50543. */
  50544. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  50545. /**
  50546. * Stores the available render targets.
  50547. */
  50548. private _renderTargets;
  50549. /**
  50550. * Sets the global ambient color for the material used in lighting calculations.
  50551. */
  50552. private _globalAmbientColor;
  50553. /**
  50554. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  50555. */
  50556. private _useLogarithmicDepth;
  50557. /**
  50558. * If set to true, no lighting calculations will be applied.
  50559. */
  50560. private _unlit;
  50561. private _debugMode;
  50562. /**
  50563. * @hidden
  50564. * This is reserved for the inspector.
  50565. * Defines the material debug mode.
  50566. * It helps seeing only some components of the material while troubleshooting.
  50567. */
  50568. debugMode: number;
  50569. /**
  50570. * @hidden
  50571. * This is reserved for the inspector.
  50572. * Specify from where on screen the debug mode should start.
  50573. * The value goes from -1 (full screen) to 1 (not visible)
  50574. * It helps with side by side comparison against the final render
  50575. * This defaults to -1
  50576. */
  50577. private debugLimit;
  50578. /**
  50579. * @hidden
  50580. * This is reserved for the inspector.
  50581. * As the default viewing range might not be enough (if the ambient is really small for instance)
  50582. * You can use the factor to better multiply the final value.
  50583. */
  50584. private debugFactor;
  50585. /**
  50586. * Defines the clear coat layer parameters for the material.
  50587. */
  50588. readonly clearCoat: PBRClearCoatConfiguration;
  50589. /**
  50590. * Defines the anisotropic parameters for the material.
  50591. */
  50592. readonly anisotropy: PBRAnisotropicConfiguration;
  50593. /**
  50594. * Defines the BRDF parameters for the material.
  50595. */
  50596. readonly brdf: PBRBRDFConfiguration;
  50597. /**
  50598. * Defines the Sheen parameters for the material.
  50599. */
  50600. readonly sheen: PBRSheenConfiguration;
  50601. /**
  50602. * Defines the SubSurface parameters for the material.
  50603. */
  50604. readonly subSurface: PBRSubSurfaceConfiguration;
  50605. /**
  50606. * Custom callback helping to override the default shader used in the material.
  50607. */
  50608. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  50609. protected _rebuildInParallel: boolean;
  50610. /**
  50611. * Instantiates a new PBRMaterial instance.
  50612. *
  50613. * @param name The material name
  50614. * @param scene The scene the material will be use in.
  50615. */
  50616. constructor(name: string, scene: Scene);
  50617. /**
  50618. * Gets a boolean indicating that current material needs to register RTT
  50619. */
  50620. readonly hasRenderTargetTextures: boolean;
  50621. /**
  50622. * Gets the name of the material class.
  50623. */
  50624. getClassName(): string;
  50625. /**
  50626. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50627. */
  50628. /**
  50629. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  50630. */
  50631. useLogarithmicDepth: boolean;
  50632. /**
  50633. * Gets the current transparency mode.
  50634. */
  50635. /**
  50636. * Sets the transparency mode of the material.
  50637. *
  50638. * | Value | Type | Description |
  50639. * | ----- | ----------------------------------- | ----------- |
  50640. * | 0 | OPAQUE | |
  50641. * | 1 | ALPHATEST | |
  50642. * | 2 | ALPHABLEND | |
  50643. * | 3 | ALPHATESTANDBLEND | |
  50644. *
  50645. */
  50646. transparencyMode: Nullable<number>;
  50647. /**
  50648. * Returns true if alpha blending should be disabled.
  50649. */
  50650. private readonly _disableAlphaBlending;
  50651. /**
  50652. * Specifies whether or not this material should be rendered in alpha blend mode.
  50653. */
  50654. needAlphaBlending(): boolean;
  50655. /**
  50656. * Specifies if the mesh will require alpha blending.
  50657. * @param mesh - BJS mesh.
  50658. */
  50659. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  50660. /**
  50661. * Specifies whether or not this material should be rendered in alpha test mode.
  50662. */
  50663. needAlphaTesting(): boolean;
  50664. /**
  50665. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  50666. */
  50667. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  50668. /**
  50669. * Gets the texture used for the alpha test.
  50670. */
  50671. getAlphaTestTexture(): Nullable<BaseTexture>;
  50672. /**
  50673. * Specifies that the submesh is ready to be used.
  50674. * @param mesh - BJS mesh.
  50675. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  50676. * @param useInstances - Specifies that instances should be used.
  50677. * @returns - boolean indicating that the submesh is ready or not.
  50678. */
  50679. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  50680. /**
  50681. * Specifies if the material uses metallic roughness workflow.
  50682. * @returns boolean specifiying if the material uses metallic roughness workflow.
  50683. */
  50684. isMetallicWorkflow(): boolean;
  50685. private _prepareEffect;
  50686. private _prepareDefines;
  50687. /**
  50688. * Force shader compilation
  50689. */
  50690. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  50691. /**
  50692. * Initializes the uniform buffer layout for the shader.
  50693. */
  50694. buildUniformLayout(): void;
  50695. /**
  50696. * Unbinds the material from the mesh
  50697. */
  50698. unbind(): void;
  50699. /**
  50700. * Binds the submesh data.
  50701. * @param world - The world matrix.
  50702. * @param mesh - The BJS mesh.
  50703. * @param subMesh - A submesh of the BJS mesh.
  50704. */
  50705. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  50706. /**
  50707. * Returns the animatable textures.
  50708. * @returns - Array of animatable textures.
  50709. */
  50710. getAnimatables(): IAnimatable[];
  50711. /**
  50712. * Returns the texture used for reflections.
  50713. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  50714. */
  50715. private _getReflectionTexture;
  50716. /**
  50717. * Returns an array of the actively used textures.
  50718. * @returns - Array of BaseTextures
  50719. */
  50720. getActiveTextures(): BaseTexture[];
  50721. /**
  50722. * Checks to see if a texture is used in the material.
  50723. * @param texture - Base texture to use.
  50724. * @returns - Boolean specifying if a texture is used in the material.
  50725. */
  50726. hasTexture(texture: BaseTexture): boolean;
  50727. /**
  50728. * Disposes the resources of the material.
  50729. * @param forceDisposeEffect - Forces the disposal of effects.
  50730. * @param forceDisposeTextures - Forces the disposal of all textures.
  50731. */
  50732. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  50733. }
  50734. }
  50735. declare module "babylonjs/Materials/PBR/pbrMaterial" {
  50736. import { Nullable } from "babylonjs/types";
  50737. import { Scene } from "babylonjs/scene";
  50738. import { Color3 } from "babylonjs/Maths/math.color";
  50739. import { ImageProcessingConfiguration } from "babylonjs/Materials/imageProcessingConfiguration";
  50740. import { ColorCurves } from "babylonjs/Materials/colorCurves";
  50741. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  50742. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  50743. /**
  50744. * The Physically based material of BJS.
  50745. *
  50746. * This offers the main features of a standard PBR material.
  50747. * For more information, please refer to the documentation :
  50748. * https://doc.babylonjs.com/how_to/physically_based_rendering
  50749. */
  50750. export class PBRMaterial extends PBRBaseMaterial {
  50751. /**
  50752. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  50753. */
  50754. static readonly PBRMATERIAL_OPAQUE: number;
  50755. /**
  50756. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  50757. */
  50758. static readonly PBRMATERIAL_ALPHATEST: number;
  50759. /**
  50760. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50761. */
  50762. static readonly PBRMATERIAL_ALPHABLEND: number;
  50763. /**
  50764. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  50765. * They are also discarded below the alpha cutoff threshold to improve performances.
  50766. */
  50767. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  50768. /**
  50769. * Defines the default value of how much AO map is occluding the analytical lights
  50770. * (point spot...).
  50771. */
  50772. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  50773. /**
  50774. * Intensity of the direct lights e.g. the four lights available in your scene.
  50775. * This impacts both the direct diffuse and specular highlights.
  50776. */
  50777. directIntensity: number;
  50778. /**
  50779. * Intensity of the emissive part of the material.
  50780. * This helps controlling the emissive effect without modifying the emissive color.
  50781. */
  50782. emissiveIntensity: number;
  50783. /**
  50784. * Intensity of the environment e.g. how much the environment will light the object
  50785. * either through harmonics for rough material or through the refelction for shiny ones.
  50786. */
  50787. environmentIntensity: number;
  50788. /**
  50789. * This is a special control allowing the reduction of the specular highlights coming from the
  50790. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  50791. */
  50792. specularIntensity: number;
  50793. /**
  50794. * Debug Control allowing disabling the bump map on this material.
  50795. */
  50796. disableBumpMap: boolean;
  50797. /**
  50798. * AKA Diffuse Texture in standard nomenclature.
  50799. */
  50800. albedoTexture: BaseTexture;
  50801. /**
  50802. * AKA Occlusion Texture in other nomenclature.
  50803. */
  50804. ambientTexture: BaseTexture;
  50805. /**
  50806. * AKA Occlusion Texture Intensity in other nomenclature.
  50807. */
  50808. ambientTextureStrength: number;
  50809. /**
  50810. * Defines how much the AO map is occluding the analytical lights (point spot...).
  50811. * 1 means it completely occludes it
  50812. * 0 mean it has no impact
  50813. */
  50814. ambientTextureImpactOnAnalyticalLights: number;
  50815. /**
  50816. * Stores the alpha values in a texture.
  50817. */
  50818. opacityTexture: BaseTexture;
  50819. /**
  50820. * Stores the reflection values in a texture.
  50821. */
  50822. reflectionTexture: Nullable<BaseTexture>;
  50823. /**
  50824. * Stores the emissive values in a texture.
  50825. */
  50826. emissiveTexture: BaseTexture;
  50827. /**
  50828. * AKA Specular texture in other nomenclature.
  50829. */
  50830. reflectivityTexture: BaseTexture;
  50831. /**
  50832. * Used to switch from specular/glossiness to metallic/roughness workflow.
  50833. */
  50834. metallicTexture: BaseTexture;
  50835. /**
  50836. * Specifies the metallic scalar of the metallic/roughness workflow.
  50837. * Can also be used to scale the metalness values of the metallic texture.
  50838. */
  50839. metallic: Nullable<number>;
  50840. /**
  50841. * Specifies the roughness scalar of the metallic/roughness workflow.
  50842. * Can also be used to scale the roughness values of the metallic texture.
  50843. */
  50844. roughness: Nullable<number>;
  50845. /**
  50846. * Specifies the an F0 factor to help configuring the material F0.
  50847. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  50848. * to 0.5 the previously hard coded value stays the same.
  50849. * Can also be used to scale the F0 values of the metallic texture.
  50850. */
  50851. metallicF0Factor: number;
  50852. /**
  50853. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  50854. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  50855. * your expectation as it multiplies with the texture data.
  50856. */
  50857. useMetallicF0FactorFromMetallicTexture: boolean;
  50858. /**
  50859. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  50860. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  50861. */
  50862. microSurfaceTexture: BaseTexture;
  50863. /**
  50864. * Stores surface normal data used to displace a mesh in a texture.
  50865. */
  50866. bumpTexture: BaseTexture;
  50867. /**
  50868. * Stores the pre-calculated light information of a mesh in a texture.
  50869. */
  50870. lightmapTexture: BaseTexture;
  50871. /**
  50872. * Stores the refracted light information in a texture.
  50873. */
  50874. refractionTexture: Nullable<BaseTexture>;
  50875. /**
  50876. * The color of a material in ambient lighting.
  50877. */
  50878. ambientColor: Color3;
  50879. /**
  50880. * AKA Diffuse Color in other nomenclature.
  50881. */
  50882. albedoColor: Color3;
  50883. /**
  50884. * AKA Specular Color in other nomenclature.
  50885. */
  50886. reflectivityColor: Color3;
  50887. /**
  50888. * The color reflected from the material.
  50889. */
  50890. reflectionColor: Color3;
  50891. /**
  50892. * The color emitted from the material.
  50893. */
  50894. emissiveColor: Color3;
  50895. /**
  50896. * AKA Glossiness in other nomenclature.
  50897. */
  50898. microSurface: number;
  50899. /**
  50900. * source material index of refraction (IOR)' / 'destination material IOR.
  50901. */
  50902. indexOfRefraction: number;
  50903. /**
  50904. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  50905. */
  50906. invertRefractionY: boolean;
  50907. /**
  50908. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  50909. * Materials half opaque for instance using refraction could benefit from this control.
  50910. */
  50911. linkRefractionWithTransparency: boolean;
  50912. /**
  50913. * If true, the light map contains occlusion information instead of lighting info.
  50914. */
  50915. useLightmapAsShadowmap: boolean;
  50916. /**
  50917. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  50918. */
  50919. useAlphaFromAlbedoTexture: boolean;
  50920. /**
  50921. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  50922. */
  50923. forceAlphaTest: boolean;
  50924. /**
  50925. * Defines the alpha limits in alpha test mode.
  50926. */
  50927. alphaCutOff: number;
  50928. /**
  50929. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  50930. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  50931. */
  50932. useSpecularOverAlpha: boolean;
  50933. /**
  50934. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  50935. */
  50936. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  50937. /**
  50938. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  50939. */
  50940. useRoughnessFromMetallicTextureAlpha: boolean;
  50941. /**
  50942. * Specifies if the metallic texture contains the roughness information in its green channel.
  50943. */
  50944. useRoughnessFromMetallicTextureGreen: boolean;
  50945. /**
  50946. * Specifies if the metallic texture contains the metallness information in its blue channel.
  50947. */
  50948. useMetallnessFromMetallicTextureBlue: boolean;
  50949. /**
  50950. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  50951. */
  50952. useAmbientOcclusionFromMetallicTextureRed: boolean;
  50953. /**
  50954. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  50955. */
  50956. useAmbientInGrayScale: boolean;
  50957. /**
  50958. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  50959. * The material will try to infer what glossiness each pixel should be.
  50960. */
  50961. useAutoMicroSurfaceFromReflectivityMap: boolean;
  50962. /**
  50963. * BJS is using an harcoded light falloff based on a manually sets up range.
  50964. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50965. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50966. */
  50967. /**
  50968. * BJS is using an harcoded light falloff based on a manually sets up range.
  50969. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  50970. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  50971. */
  50972. usePhysicalLightFalloff: boolean;
  50973. /**
  50974. * In order to support the falloff compatibility with gltf, a special mode has been added
  50975. * to reproduce the gltf light falloff.
  50976. */
  50977. /**
  50978. * In order to support the falloff compatibility with gltf, a special mode has been added
  50979. * to reproduce the gltf light falloff.
  50980. */
  50981. useGLTFLightFalloff: boolean;
  50982. /**
  50983. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  50984. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  50985. */
  50986. useRadianceOverAlpha: boolean;
  50987. /**
  50988. * Allows using an object space normal map (instead of tangent space).
  50989. */
  50990. useObjectSpaceNormalMap: boolean;
  50991. /**
  50992. * Allows using the bump map in parallax mode.
  50993. */
  50994. useParallax: boolean;
  50995. /**
  50996. * Allows using the bump map in parallax occlusion mode.
  50997. */
  50998. useParallaxOcclusion: boolean;
  50999. /**
  51000. * Controls the scale bias of the parallax mode.
  51001. */
  51002. parallaxScaleBias: number;
  51003. /**
  51004. * If sets to true, disables all the lights affecting the material.
  51005. */
  51006. disableLighting: boolean;
  51007. /**
  51008. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  51009. */
  51010. forceIrradianceInFragment: boolean;
  51011. /**
  51012. * Number of Simultaneous lights allowed on the material.
  51013. */
  51014. maxSimultaneousLights: number;
  51015. /**
  51016. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  51017. */
  51018. invertNormalMapX: boolean;
  51019. /**
  51020. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  51021. */
  51022. invertNormalMapY: boolean;
  51023. /**
  51024. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  51025. */
  51026. twoSidedLighting: boolean;
  51027. /**
  51028. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51029. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  51030. */
  51031. useAlphaFresnel: boolean;
  51032. /**
  51033. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  51034. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  51035. */
  51036. useLinearAlphaFresnel: boolean;
  51037. /**
  51038. * Let user defines the brdf lookup texture used for IBL.
  51039. * A default 8bit version is embedded but you could point at :
  51040. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  51041. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  51042. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  51043. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  51044. */
  51045. environmentBRDFTexture: Nullable<BaseTexture>;
  51046. /**
  51047. * Force normal to face away from face.
  51048. */
  51049. forceNormalForward: boolean;
  51050. /**
  51051. * Enables specular anti aliasing in the PBR shader.
  51052. * It will both interacts on the Geometry for analytical and IBL lighting.
  51053. * It also prefilter the roughness map based on the bump values.
  51054. */
  51055. enableSpecularAntiAliasing: boolean;
  51056. /**
  51057. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  51058. * makes the reflect vector face the model (under horizon).
  51059. */
  51060. useHorizonOcclusion: boolean;
  51061. /**
  51062. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  51063. * too much the area relying on ambient texture to define their ambient occlusion.
  51064. */
  51065. useRadianceOcclusion: boolean;
  51066. /**
  51067. * If set to true, no lighting calculations will be applied.
  51068. */
  51069. unlit: boolean;
  51070. /**
  51071. * Gets the image processing configuration used either in this material.
  51072. */
  51073. /**
  51074. * Sets the Default image processing configuration used either in the this material.
  51075. *
  51076. * If sets to null, the scene one is in use.
  51077. */
  51078. imageProcessingConfiguration: ImageProcessingConfiguration;
  51079. /**
  51080. * Gets wether the color curves effect is enabled.
  51081. */
  51082. /**
  51083. * Sets wether the color curves effect is enabled.
  51084. */
  51085. cameraColorCurvesEnabled: boolean;
  51086. /**
  51087. * Gets wether the color grading effect is enabled.
  51088. */
  51089. /**
  51090. * Gets wether the color grading effect is enabled.
  51091. */
  51092. cameraColorGradingEnabled: boolean;
  51093. /**
  51094. * Gets wether tonemapping is enabled or not.
  51095. */
  51096. /**
  51097. * Sets wether tonemapping is enabled or not
  51098. */
  51099. cameraToneMappingEnabled: boolean;
  51100. /**
  51101. * The camera exposure used on this material.
  51102. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51103. * This corresponds to a photographic exposure.
  51104. */
  51105. /**
  51106. * The camera exposure used on this material.
  51107. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  51108. * This corresponds to a photographic exposure.
  51109. */
  51110. cameraExposure: number;
  51111. /**
  51112. * Gets The camera contrast used on this material.
  51113. */
  51114. /**
  51115. * Sets The camera contrast used on this material.
  51116. */
  51117. cameraContrast: number;
  51118. /**
  51119. * Gets the Color Grading 2D Lookup Texture.
  51120. */
  51121. /**
  51122. * Sets the Color Grading 2D Lookup Texture.
  51123. */
  51124. cameraColorGradingTexture: Nullable<BaseTexture>;
  51125. /**
  51126. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51127. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51128. * 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;
  51129. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51130. */
  51131. /**
  51132. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  51133. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  51134. * 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;
  51135. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  51136. */
  51137. cameraColorCurves: Nullable<ColorCurves>;
  51138. /**
  51139. * Instantiates a new PBRMaterial instance.
  51140. *
  51141. * @param name The material name
  51142. * @param scene The scene the material will be use in.
  51143. */
  51144. constructor(name: string, scene: Scene);
  51145. /**
  51146. * Returns the name of this material class.
  51147. */
  51148. getClassName(): string;
  51149. /**
  51150. * Makes a duplicate of the current material.
  51151. * @param name - name to use for the new material.
  51152. */
  51153. clone(name: string): PBRMaterial;
  51154. /**
  51155. * Serializes this PBR Material.
  51156. * @returns - An object with the serialized material.
  51157. */
  51158. serialize(): any;
  51159. /**
  51160. * Parses a PBR Material from a serialized object.
  51161. * @param source - Serialized object.
  51162. * @param scene - BJS scene instance.
  51163. * @param rootUrl - url for the scene object
  51164. * @returns - PBRMaterial
  51165. */
  51166. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  51167. }
  51168. }
  51169. declare module "babylonjs/Misc/dds" {
  51170. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  51171. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51172. import { Nullable } from "babylonjs/types";
  51173. import { Scene } from "babylonjs/scene";
  51174. import "babylonjs/Engines/Extensions/engine.cubeTexture";
  51175. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  51176. /**
  51177. * Direct draw surface info
  51178. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  51179. */
  51180. export interface DDSInfo {
  51181. /**
  51182. * Width of the texture
  51183. */
  51184. width: number;
  51185. /**
  51186. * Width of the texture
  51187. */
  51188. height: number;
  51189. /**
  51190. * Number of Mipmaps for the texture
  51191. * @see https://en.wikipedia.org/wiki/Mipmap
  51192. */
  51193. mipmapCount: number;
  51194. /**
  51195. * If the textures format is a known fourCC format
  51196. * @see https://www.fourcc.org/
  51197. */
  51198. isFourCC: boolean;
  51199. /**
  51200. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  51201. */
  51202. isRGB: boolean;
  51203. /**
  51204. * If the texture is a lumincance format
  51205. */
  51206. isLuminance: boolean;
  51207. /**
  51208. * If this is a cube texture
  51209. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  51210. */
  51211. isCube: boolean;
  51212. /**
  51213. * If the texture is a compressed format eg. FOURCC_DXT1
  51214. */
  51215. isCompressed: boolean;
  51216. /**
  51217. * The dxgiFormat of the texture
  51218. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  51219. */
  51220. dxgiFormat: number;
  51221. /**
  51222. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  51223. */
  51224. textureType: number;
  51225. /**
  51226. * Sphericle polynomial created for the dds texture
  51227. */
  51228. sphericalPolynomial?: SphericalPolynomial;
  51229. }
  51230. /**
  51231. * Class used to provide DDS decompression tools
  51232. */
  51233. export class DDSTools {
  51234. /**
  51235. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  51236. */
  51237. static StoreLODInAlphaChannel: boolean;
  51238. /**
  51239. * Gets DDS information from an array buffer
  51240. * @param arrayBuffer defines the array buffer to read data from
  51241. * @returns the DDS information
  51242. */
  51243. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  51244. private static _FloatView;
  51245. private static _Int32View;
  51246. private static _ToHalfFloat;
  51247. private static _FromHalfFloat;
  51248. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  51249. private static _GetHalfFloatRGBAArrayBuffer;
  51250. private static _GetFloatRGBAArrayBuffer;
  51251. private static _GetFloatAsUIntRGBAArrayBuffer;
  51252. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  51253. private static _GetRGBAArrayBuffer;
  51254. private static _ExtractLongWordOrder;
  51255. private static _GetRGBArrayBuffer;
  51256. private static _GetLuminanceArrayBuffer;
  51257. /**
  51258. * Uploads DDS Levels to a Babylon Texture
  51259. * @hidden
  51260. */
  51261. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  51262. }
  51263. module "babylonjs/Engines/thinEngine" {
  51264. interface ThinEngine {
  51265. /**
  51266. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  51267. * @param rootUrl defines the url where the file to load is located
  51268. * @param scene defines the current scene
  51269. * @param lodScale defines scale to apply to the mip map selection
  51270. * @param lodOffset defines offset to apply to the mip map selection
  51271. * @param onLoad defines an optional callback raised when the texture is loaded
  51272. * @param onError defines an optional callback raised if there is an issue to load the texture
  51273. * @param format defines the format of the data
  51274. * @param forcedExtension defines the extension to use to pick the right loader
  51275. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  51276. * @returns the cube texture as an InternalTexture
  51277. */
  51278. 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;
  51279. }
  51280. }
  51281. }
  51282. declare module "babylonjs/Materials/Textures/Loaders/ddsTextureLoader" {
  51283. import { Nullable } from "babylonjs/types";
  51284. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51285. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51286. /**
  51287. * Implementation of the DDS Texture Loader.
  51288. * @hidden
  51289. */
  51290. export class _DDSTextureLoader implements IInternalTextureLoader {
  51291. /**
  51292. * Defines wether the loader supports cascade loading the different faces.
  51293. */
  51294. readonly supportCascades: boolean;
  51295. /**
  51296. * This returns if the loader support the current file information.
  51297. * @param extension defines the file extension of the file being loaded
  51298. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51299. * @param fallback defines the fallback internal texture if any
  51300. * @param isBase64 defines whether the texture is encoded as a base64
  51301. * @param isBuffer defines whether the texture data are stored as a buffer
  51302. * @returns true if the loader can load the specified file
  51303. */
  51304. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51305. /**
  51306. * Transform the url before loading if required.
  51307. * @param rootUrl the url of the texture
  51308. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51309. * @returns the transformed texture
  51310. */
  51311. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51312. /**
  51313. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51314. * @param rootUrl the url of the texture
  51315. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51316. * @returns the fallback texture
  51317. */
  51318. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51319. /**
  51320. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51321. * @param data contains the texture data
  51322. * @param texture defines the BabylonJS internal texture
  51323. * @param createPolynomials will be true if polynomials have been requested
  51324. * @param onLoad defines the callback to trigger once the texture is ready
  51325. * @param onError defines the callback to trigger in case of error
  51326. */
  51327. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51328. /**
  51329. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51330. * @param data contains the texture data
  51331. * @param texture defines the BabylonJS internal texture
  51332. * @param callback defines the method to call once ready to upload
  51333. */
  51334. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51335. }
  51336. }
  51337. declare module "babylonjs/Materials/Textures/Loaders/envTextureLoader" {
  51338. import { Nullable } from "babylonjs/types";
  51339. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51340. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51341. /**
  51342. * Implementation of the ENV Texture Loader.
  51343. * @hidden
  51344. */
  51345. export class _ENVTextureLoader implements IInternalTextureLoader {
  51346. /**
  51347. * Defines wether the loader supports cascade loading the different faces.
  51348. */
  51349. readonly supportCascades: boolean;
  51350. /**
  51351. * This returns if the loader support the current file information.
  51352. * @param extension defines the file extension of the file being loaded
  51353. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51354. * @param fallback defines the fallback internal texture if any
  51355. * @param isBase64 defines whether the texture is encoded as a base64
  51356. * @param isBuffer defines whether the texture data are stored as a buffer
  51357. * @returns true if the loader can load the specified file
  51358. */
  51359. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51360. /**
  51361. * Transform the url before loading if required.
  51362. * @param rootUrl the url of the texture
  51363. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51364. * @returns the transformed texture
  51365. */
  51366. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51367. /**
  51368. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51369. * @param rootUrl the url of the texture
  51370. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51371. * @returns the fallback texture
  51372. */
  51373. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51374. /**
  51375. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51376. * @param data contains the texture data
  51377. * @param texture defines the BabylonJS internal texture
  51378. * @param createPolynomials will be true if polynomials have been requested
  51379. * @param onLoad defines the callback to trigger once the texture is ready
  51380. * @param onError defines the callback to trigger in case of error
  51381. */
  51382. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51383. /**
  51384. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51385. * @param data contains the texture data
  51386. * @param texture defines the BabylonJS internal texture
  51387. * @param callback defines the method to call once ready to upload
  51388. */
  51389. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  51390. }
  51391. }
  51392. declare module "babylonjs/Misc/khronosTextureContainer" {
  51393. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51394. /**
  51395. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  51396. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  51397. */
  51398. export class KhronosTextureContainer {
  51399. /** contents of the KTX container file */
  51400. arrayBuffer: any;
  51401. private static HEADER_LEN;
  51402. private static COMPRESSED_2D;
  51403. private static COMPRESSED_3D;
  51404. private static TEX_2D;
  51405. private static TEX_3D;
  51406. /**
  51407. * Gets the openGL type
  51408. */
  51409. glType: number;
  51410. /**
  51411. * Gets the openGL type size
  51412. */
  51413. glTypeSize: number;
  51414. /**
  51415. * Gets the openGL format
  51416. */
  51417. glFormat: number;
  51418. /**
  51419. * Gets the openGL internal format
  51420. */
  51421. glInternalFormat: number;
  51422. /**
  51423. * Gets the base internal format
  51424. */
  51425. glBaseInternalFormat: number;
  51426. /**
  51427. * Gets image width in pixel
  51428. */
  51429. pixelWidth: number;
  51430. /**
  51431. * Gets image height in pixel
  51432. */
  51433. pixelHeight: number;
  51434. /**
  51435. * Gets image depth in pixels
  51436. */
  51437. pixelDepth: number;
  51438. /**
  51439. * Gets the number of array elements
  51440. */
  51441. numberOfArrayElements: number;
  51442. /**
  51443. * Gets the number of faces
  51444. */
  51445. numberOfFaces: number;
  51446. /**
  51447. * Gets the number of mipmap levels
  51448. */
  51449. numberOfMipmapLevels: number;
  51450. /**
  51451. * Gets the bytes of key value data
  51452. */
  51453. bytesOfKeyValueData: number;
  51454. /**
  51455. * Gets the load type
  51456. */
  51457. loadType: number;
  51458. /**
  51459. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  51460. */
  51461. isInvalid: boolean;
  51462. /**
  51463. * Creates a new KhronosTextureContainer
  51464. * @param arrayBuffer contents of the KTX container file
  51465. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  51466. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  51467. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  51468. */
  51469. constructor(
  51470. /** contents of the KTX container file */
  51471. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  51472. /**
  51473. * Uploads KTX content to a Babylon Texture.
  51474. * It is assumed that the texture has already been created & is currently bound
  51475. * @hidden
  51476. */
  51477. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  51478. private _upload2DCompressedLevels;
  51479. }
  51480. }
  51481. declare module "babylonjs/Materials/Textures/Loaders/ktxTextureLoader" {
  51482. import { Nullable } from "babylonjs/types";
  51483. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  51484. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  51485. /**
  51486. * Implementation of the KTX Texture Loader.
  51487. * @hidden
  51488. */
  51489. export class _KTXTextureLoader implements IInternalTextureLoader {
  51490. /**
  51491. * Defines wether the loader supports cascade loading the different faces.
  51492. */
  51493. readonly supportCascades: boolean;
  51494. /**
  51495. * This returns if the loader support the current file information.
  51496. * @param extension defines the file extension of the file being loaded
  51497. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51498. * @param fallback defines the fallback internal texture if any
  51499. * @param isBase64 defines whether the texture is encoded as a base64
  51500. * @param isBuffer defines whether the texture data are stored as a buffer
  51501. * @returns true if the loader can load the specified file
  51502. */
  51503. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  51504. /**
  51505. * Transform the url before loading if required.
  51506. * @param rootUrl the url of the texture
  51507. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51508. * @returns the transformed texture
  51509. */
  51510. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  51511. /**
  51512. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  51513. * @param rootUrl the url of the texture
  51514. * @param textureFormatInUse defines the current compressed format in use iun the engine
  51515. * @returns the fallback texture
  51516. */
  51517. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  51518. /**
  51519. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  51520. * @param data contains the texture data
  51521. * @param texture defines the BabylonJS internal texture
  51522. * @param createPolynomials will be true if polynomials have been requested
  51523. * @param onLoad defines the callback to trigger once the texture is ready
  51524. * @param onError defines the callback to trigger in case of error
  51525. */
  51526. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  51527. /**
  51528. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  51529. * @param data contains the texture data
  51530. * @param texture defines the BabylonJS internal texture
  51531. * @param callback defines the method to call once ready to upload
  51532. */
  51533. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  51534. }
  51535. }
  51536. declare module "babylonjs/Cameras/XR/webXRDefaultExperience" {
  51537. import { WebXRExperienceHelper } from "babylonjs/Cameras/XR/webXRExperienceHelper";
  51538. import { Scene } from "babylonjs/scene";
  51539. import { WebXRInput } from "babylonjs/Cameras/XR/webXRInput";
  51540. import { WebXRControllerModelLoader } from "babylonjs/Cameras/XR/webXRControllerModelLoader";
  51541. import { WebXRControllerPointerSelection } from "babylonjs/Cameras/XR/webXRControllerPointerSelection";
  51542. import { WebXRControllerTeleportation } from "babylonjs/Cameras/XR/webXRControllerTeleportation";
  51543. import { WebXRRenderTarget } from "babylonjs/Cameras/XR/webXRTypes";
  51544. import { WebXREnterExitUI } from "babylonjs/Cameras/XR/webXREnterExitUI";
  51545. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  51546. /**
  51547. * Options for the default xr helper
  51548. */
  51549. export class WebXRDefaultExperienceOptions {
  51550. /**
  51551. * Floor meshes that should be used for teleporting
  51552. */
  51553. floorMeshes: Array<AbstractMesh>;
  51554. /**
  51555. * Enable or disable default UI to enter XR
  51556. */
  51557. disableDefaultUI: boolean;
  51558. }
  51559. /**
  51560. * Default experience which provides a similar setup to the previous webVRExperience
  51561. */
  51562. export class WebXRDefaultExperience {
  51563. /**
  51564. * Base experience
  51565. */
  51566. baseExperience: WebXRExperienceHelper;
  51567. /**
  51568. * Input experience extension
  51569. */
  51570. input: WebXRInput;
  51571. /**
  51572. * Loads the controller models
  51573. */
  51574. controllerModelLoader: WebXRControllerModelLoader;
  51575. /**
  51576. * Enables laser pointer and selection
  51577. */
  51578. pointerSelection: WebXRControllerPointerSelection;
  51579. /**
  51580. * Enables teleportation
  51581. */
  51582. teleportation: WebXRControllerTeleportation;
  51583. /**
  51584. * Enables ui for enetering/exiting xr
  51585. */
  51586. enterExitUI: WebXREnterExitUI;
  51587. /**
  51588. * Default target xr should render to
  51589. */
  51590. renderTarget: WebXRRenderTarget;
  51591. /**
  51592. * Creates the default xr experience
  51593. * @param scene scene
  51594. * @param options options for basic configuration
  51595. * @returns resulting WebXRDefaultExperience
  51596. */
  51597. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51598. private constructor();
  51599. /**
  51600. * DIsposes of the experience helper
  51601. */
  51602. dispose(): void;
  51603. }
  51604. }
  51605. declare module "babylonjs/Helpers/sceneHelpers" {
  51606. import { Nullable } from "babylonjs/types";
  51607. import { Mesh } from "babylonjs/Meshes/mesh";
  51608. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  51609. import { IEnvironmentHelperOptions, EnvironmentHelper } from "babylonjs/Helpers/environmentHelper";
  51610. import { VRExperienceHelperOptions, VRExperienceHelper } from "babylonjs/Cameras/VR/vrExperienceHelper";
  51611. import "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  51612. import "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  51613. import "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  51614. import "babylonjs/Meshes/Builders/boxBuilder";
  51615. import { WebXRDefaultExperience, WebXRDefaultExperienceOptions } from "babylonjs/Cameras/XR/webXRDefaultExperience";
  51616. /** @hidden */
  51617. export var _forceSceneHelpersToBundle: boolean;
  51618. module "babylonjs/scene" {
  51619. interface Scene {
  51620. /**
  51621. * Creates a default light for the scene.
  51622. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  51623. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  51624. */
  51625. createDefaultLight(replace?: boolean): void;
  51626. /**
  51627. * Creates a default camera for the scene.
  51628. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  51629. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51630. * @param replace has default false, when true replaces the active camera in the scene
  51631. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  51632. */
  51633. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51634. /**
  51635. * Creates a default camera and a default light.
  51636. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  51637. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  51638. * @param replace has the default false, when true replaces the active camera/light in the scene
  51639. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  51640. */
  51641. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  51642. /**
  51643. * Creates a new sky box
  51644. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  51645. * @param environmentTexture defines the texture to use as environment texture
  51646. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  51647. * @param scale defines the overall scale of the skybox
  51648. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  51649. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  51650. * @returns a new mesh holding the sky box
  51651. */
  51652. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  51653. /**
  51654. * Creates a new environment
  51655. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  51656. * @param options defines the options you can use to configure the environment
  51657. * @returns the new EnvironmentHelper
  51658. */
  51659. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  51660. /**
  51661. * Creates a new VREXperienceHelper
  51662. * @see http://doc.babylonjs.com/how_to/webvr_helper
  51663. * @param webVROptions defines the options used to create the new VREXperienceHelper
  51664. * @returns a new VREXperienceHelper
  51665. */
  51666. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  51667. /**
  51668. * Creates a new WebXRDefaultExperience
  51669. * @see http://doc.babylonjs.com/how_to/webxr
  51670. * @param options experience options
  51671. * @returns a promise for a new WebXRDefaultExperience
  51672. */
  51673. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  51674. }
  51675. }
  51676. }
  51677. declare module "babylonjs/Helpers/videoDome" {
  51678. import { Scene } from "babylonjs/scene";
  51679. import { TransformNode } from "babylonjs/Meshes/transformNode";
  51680. import { Mesh } from "babylonjs/Meshes/mesh";
  51681. import { VideoTexture } from "babylonjs/Materials/Textures/videoTexture";
  51682. import { BackgroundMaterial } from "babylonjs/Materials/Background/backgroundMaterial";
  51683. import "babylonjs/Meshes/Builders/sphereBuilder";
  51684. /**
  51685. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  51686. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  51687. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  51688. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  51689. */
  51690. export class VideoDome extends TransformNode {
  51691. /**
  51692. * Define the video source as a Monoscopic panoramic 360 video.
  51693. */
  51694. static readonly MODE_MONOSCOPIC: number;
  51695. /**
  51696. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51697. */
  51698. static readonly MODE_TOPBOTTOM: number;
  51699. /**
  51700. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51701. */
  51702. static readonly MODE_SIDEBYSIDE: number;
  51703. private _halfDome;
  51704. private _useDirectMapping;
  51705. /**
  51706. * The video texture being displayed on the sphere
  51707. */
  51708. protected _videoTexture: VideoTexture;
  51709. /**
  51710. * Gets the video texture being displayed on the sphere
  51711. */
  51712. readonly videoTexture: VideoTexture;
  51713. /**
  51714. * The skybox material
  51715. */
  51716. protected _material: BackgroundMaterial;
  51717. /**
  51718. * The surface used for the skybox
  51719. */
  51720. protected _mesh: Mesh;
  51721. /**
  51722. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  51723. */
  51724. private _halfDomeMask;
  51725. /**
  51726. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  51727. * Also see the options.resolution property.
  51728. */
  51729. fovMultiplier: number;
  51730. private _videoMode;
  51731. /**
  51732. * Gets or set the current video mode for the video. It can be:
  51733. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  51734. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  51735. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  51736. */
  51737. videoMode: number;
  51738. /**
  51739. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  51740. *
  51741. */
  51742. /**
  51743. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  51744. */
  51745. halfDome: boolean;
  51746. /**
  51747. * Oberserver used in Stereoscopic VR Mode.
  51748. */
  51749. private _onBeforeCameraRenderObserver;
  51750. /**
  51751. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  51752. * @param name Element's name, child elements will append suffixes for their own names.
  51753. * @param urlsOrVideo defines the url(s) or the video element to use
  51754. * @param options An object containing optional or exposed sub element properties
  51755. */
  51756. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  51757. resolution?: number;
  51758. clickToPlay?: boolean;
  51759. autoPlay?: boolean;
  51760. loop?: boolean;
  51761. size?: number;
  51762. poster?: string;
  51763. faceForward?: boolean;
  51764. useDirectMapping?: boolean;
  51765. halfDomeMode?: boolean;
  51766. }, scene: Scene);
  51767. private _changeVideoMode;
  51768. /**
  51769. * Releases resources associated with this node.
  51770. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  51771. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  51772. */
  51773. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  51774. }
  51775. }
  51776. declare module "babylonjs/Helpers/index" {
  51777. export * from "babylonjs/Helpers/environmentHelper";
  51778. export * from "babylonjs/Helpers/photoDome";
  51779. export * from "babylonjs/Helpers/sceneHelpers";
  51780. export * from "babylonjs/Helpers/videoDome";
  51781. }
  51782. declare module "babylonjs/Instrumentation/engineInstrumentation" {
  51783. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51784. import { IDisposable } from "babylonjs/scene";
  51785. import { Engine } from "babylonjs/Engines/engine";
  51786. /**
  51787. * This class can be used to get instrumentation data from a Babylon engine
  51788. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51789. */
  51790. export class EngineInstrumentation implements IDisposable {
  51791. /**
  51792. * Define the instrumented engine.
  51793. */
  51794. engine: Engine;
  51795. private _captureGPUFrameTime;
  51796. private _gpuFrameTimeToken;
  51797. private _gpuFrameTime;
  51798. private _captureShaderCompilationTime;
  51799. private _shaderCompilationTime;
  51800. private _onBeginFrameObserver;
  51801. private _onEndFrameObserver;
  51802. private _onBeforeShaderCompilationObserver;
  51803. private _onAfterShaderCompilationObserver;
  51804. /**
  51805. * Gets the perf counter used for GPU frame time
  51806. */
  51807. readonly gpuFrameTimeCounter: PerfCounter;
  51808. /**
  51809. * Gets the GPU frame time capture status
  51810. */
  51811. /**
  51812. * Enable or disable the GPU frame time capture
  51813. */
  51814. captureGPUFrameTime: boolean;
  51815. /**
  51816. * Gets the perf counter used for shader compilation time
  51817. */
  51818. readonly shaderCompilationTimeCounter: PerfCounter;
  51819. /**
  51820. * Gets the shader compilation time capture status
  51821. */
  51822. /**
  51823. * Enable or disable the shader compilation time capture
  51824. */
  51825. captureShaderCompilationTime: boolean;
  51826. /**
  51827. * Instantiates a new engine instrumentation.
  51828. * This class can be used to get instrumentation data from a Babylon engine
  51829. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  51830. * @param engine Defines the engine to instrument
  51831. */
  51832. constructor(
  51833. /**
  51834. * Define the instrumented engine.
  51835. */
  51836. engine: Engine);
  51837. /**
  51838. * Dispose and release associated resources.
  51839. */
  51840. dispose(): void;
  51841. }
  51842. }
  51843. declare module "babylonjs/Instrumentation/sceneInstrumentation" {
  51844. import { Scene, IDisposable } from "babylonjs/scene";
  51845. import { PerfCounter } from "babylonjs/Misc/perfCounter";
  51846. /**
  51847. * This class can be used to get instrumentation data from a Babylon engine
  51848. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  51849. */
  51850. export class SceneInstrumentation implements IDisposable {
  51851. /**
  51852. * Defines the scene to instrument
  51853. */
  51854. scene: Scene;
  51855. private _captureActiveMeshesEvaluationTime;
  51856. private _activeMeshesEvaluationTime;
  51857. private _captureRenderTargetsRenderTime;
  51858. private _renderTargetsRenderTime;
  51859. private _captureFrameTime;
  51860. private _frameTime;
  51861. private _captureRenderTime;
  51862. private _renderTime;
  51863. private _captureInterFrameTime;
  51864. private _interFrameTime;
  51865. private _captureParticlesRenderTime;
  51866. private _particlesRenderTime;
  51867. private _captureSpritesRenderTime;
  51868. private _spritesRenderTime;
  51869. private _capturePhysicsTime;
  51870. private _physicsTime;
  51871. private _captureAnimationsTime;
  51872. private _animationsTime;
  51873. private _captureCameraRenderTime;
  51874. private _cameraRenderTime;
  51875. private _onBeforeActiveMeshesEvaluationObserver;
  51876. private _onAfterActiveMeshesEvaluationObserver;
  51877. private _onBeforeRenderTargetsRenderObserver;
  51878. private _onAfterRenderTargetsRenderObserver;
  51879. private _onAfterRenderObserver;
  51880. private _onBeforeDrawPhaseObserver;
  51881. private _onAfterDrawPhaseObserver;
  51882. private _onBeforeAnimationsObserver;
  51883. private _onBeforeParticlesRenderingObserver;
  51884. private _onAfterParticlesRenderingObserver;
  51885. private _onBeforeSpritesRenderingObserver;
  51886. private _onAfterSpritesRenderingObserver;
  51887. private _onBeforePhysicsObserver;
  51888. private _onAfterPhysicsObserver;
  51889. private _onAfterAnimationsObserver;
  51890. private _onBeforeCameraRenderObserver;
  51891. private _onAfterCameraRenderObserver;
  51892. /**
  51893. * Gets the perf counter used for active meshes evaluation time
  51894. */
  51895. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  51896. /**
  51897. * Gets the active meshes evaluation time capture status
  51898. */
  51899. /**
  51900. * Enable or disable the active meshes evaluation time capture
  51901. */
  51902. captureActiveMeshesEvaluationTime: boolean;
  51903. /**
  51904. * Gets the perf counter used for render targets render time
  51905. */
  51906. readonly renderTargetsRenderTimeCounter: PerfCounter;
  51907. /**
  51908. * Gets the render targets render time capture status
  51909. */
  51910. /**
  51911. * Enable or disable the render targets render time capture
  51912. */
  51913. captureRenderTargetsRenderTime: boolean;
  51914. /**
  51915. * Gets the perf counter used for particles render time
  51916. */
  51917. readonly particlesRenderTimeCounter: PerfCounter;
  51918. /**
  51919. * Gets the particles render time capture status
  51920. */
  51921. /**
  51922. * Enable or disable the particles render time capture
  51923. */
  51924. captureParticlesRenderTime: boolean;
  51925. /**
  51926. * Gets the perf counter used for sprites render time
  51927. */
  51928. readonly spritesRenderTimeCounter: PerfCounter;
  51929. /**
  51930. * Gets the sprites render time capture status
  51931. */
  51932. /**
  51933. * Enable or disable the sprites render time capture
  51934. */
  51935. captureSpritesRenderTime: boolean;
  51936. /**
  51937. * Gets the perf counter used for physics time
  51938. */
  51939. readonly physicsTimeCounter: PerfCounter;
  51940. /**
  51941. * Gets the physics time capture status
  51942. */
  51943. /**
  51944. * Enable or disable the physics time capture
  51945. */
  51946. capturePhysicsTime: boolean;
  51947. /**
  51948. * Gets the perf counter used for animations time
  51949. */
  51950. readonly animationsTimeCounter: PerfCounter;
  51951. /**
  51952. * Gets the animations time capture status
  51953. */
  51954. /**
  51955. * Enable or disable the animations time capture
  51956. */
  51957. captureAnimationsTime: boolean;
  51958. /**
  51959. * Gets the perf counter used for frame time capture
  51960. */
  51961. readonly frameTimeCounter: PerfCounter;
  51962. /**
  51963. * Gets the frame time capture status
  51964. */
  51965. /**
  51966. * Enable or disable the frame time capture
  51967. */
  51968. captureFrameTime: boolean;
  51969. /**
  51970. * Gets the perf counter used for inter-frames time capture
  51971. */
  51972. readonly interFrameTimeCounter: PerfCounter;
  51973. /**
  51974. * Gets the inter-frames time capture status
  51975. */
  51976. /**
  51977. * Enable or disable the inter-frames time capture
  51978. */
  51979. captureInterFrameTime: boolean;
  51980. /**
  51981. * Gets the perf counter used for render time capture
  51982. */
  51983. readonly renderTimeCounter: PerfCounter;
  51984. /**
  51985. * Gets the render time capture status
  51986. */
  51987. /**
  51988. * Enable or disable the render time capture
  51989. */
  51990. captureRenderTime: boolean;
  51991. /**
  51992. * Gets the perf counter used for camera render time capture
  51993. */
  51994. readonly cameraRenderTimeCounter: PerfCounter;
  51995. /**
  51996. * Gets the camera render time capture status
  51997. */
  51998. /**
  51999. * Enable or disable the camera render time capture
  52000. */
  52001. captureCameraRenderTime: boolean;
  52002. /**
  52003. * Gets the perf counter used for draw calls
  52004. */
  52005. readonly drawCallsCounter: PerfCounter;
  52006. /**
  52007. * Instantiates a new scene instrumentation.
  52008. * This class can be used to get instrumentation data from a Babylon engine
  52009. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  52010. * @param scene Defines the scene to instrument
  52011. */
  52012. constructor(
  52013. /**
  52014. * Defines the scene to instrument
  52015. */
  52016. scene: Scene);
  52017. /**
  52018. * Dispose and release associated resources.
  52019. */
  52020. dispose(): void;
  52021. }
  52022. }
  52023. declare module "babylonjs/Instrumentation/index" {
  52024. export * from "babylonjs/Instrumentation/engineInstrumentation";
  52025. export * from "babylonjs/Instrumentation/sceneInstrumentation";
  52026. export * from "babylonjs/Instrumentation/timeToken";
  52027. }
  52028. declare module "babylonjs/Shaders/glowMapGeneration.fragment" {
  52029. /** @hidden */
  52030. export var glowMapGenerationPixelShader: {
  52031. name: string;
  52032. shader: string;
  52033. };
  52034. }
  52035. declare module "babylonjs/Shaders/glowMapGeneration.vertex" {
  52036. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  52037. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  52038. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  52039. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  52040. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  52041. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  52042. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  52043. /** @hidden */
  52044. export var glowMapGenerationVertexShader: {
  52045. name: string;
  52046. shader: string;
  52047. };
  52048. }
  52049. declare module "babylonjs/Layers/effectLayer" {
  52050. import { Observable } from "babylonjs/Misc/observable";
  52051. import { Nullable } from "babylonjs/types";
  52052. import { Camera } from "babylonjs/Cameras/camera";
  52053. import { Scene } from "babylonjs/scene";
  52054. import { ISize } from "babylonjs/Maths/math.size";
  52055. import { Color4 } from "babylonjs/Maths/math.color";
  52056. import { Engine } from "babylonjs/Engines/engine";
  52057. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52058. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52059. import { Mesh } from "babylonjs/Meshes/mesh";
  52060. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  52061. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  52062. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  52063. import { Effect } from "babylonjs/Materials/effect";
  52064. import { Material } from "babylonjs/Materials/material";
  52065. import "babylonjs/Shaders/glowMapGeneration.fragment";
  52066. import "babylonjs/Shaders/glowMapGeneration.vertex";
  52067. /**
  52068. * Effect layer options. This helps customizing the behaviour
  52069. * of the effect layer.
  52070. */
  52071. export interface IEffectLayerOptions {
  52072. /**
  52073. * Multiplication factor apply to the canvas size to compute the render target size
  52074. * used to generated the objects (the smaller the faster).
  52075. */
  52076. mainTextureRatio: number;
  52077. /**
  52078. * Enforces a fixed size texture to ensure effect stability across devices.
  52079. */
  52080. mainTextureFixedSize?: number;
  52081. /**
  52082. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  52083. */
  52084. alphaBlendingMode: number;
  52085. /**
  52086. * The camera attached to the layer.
  52087. */
  52088. camera: Nullable<Camera>;
  52089. /**
  52090. * The rendering group to draw the layer in.
  52091. */
  52092. renderingGroupId: number;
  52093. }
  52094. /**
  52095. * The effect layer Helps adding post process effect blended with the main pass.
  52096. *
  52097. * This can be for instance use to generate glow or higlight effects on the scene.
  52098. *
  52099. * The effect layer class can not be used directly and is intented to inherited from to be
  52100. * customized per effects.
  52101. */
  52102. export abstract class EffectLayer {
  52103. private _vertexBuffers;
  52104. private _indexBuffer;
  52105. private _cachedDefines;
  52106. private _effectLayerMapGenerationEffect;
  52107. private _effectLayerOptions;
  52108. private _mergeEffect;
  52109. protected _scene: Scene;
  52110. protected _engine: Engine;
  52111. protected _maxSize: number;
  52112. protected _mainTextureDesiredSize: ISize;
  52113. protected _mainTexture: RenderTargetTexture;
  52114. protected _shouldRender: boolean;
  52115. protected _postProcesses: PostProcess[];
  52116. protected _textures: BaseTexture[];
  52117. protected _emissiveTextureAndColor: {
  52118. texture: Nullable<BaseTexture>;
  52119. color: Color4;
  52120. };
  52121. /**
  52122. * The name of the layer
  52123. */
  52124. name: string;
  52125. /**
  52126. * The clear color of the texture used to generate the glow map.
  52127. */
  52128. neutralColor: Color4;
  52129. /**
  52130. * Specifies wether the highlight layer is enabled or not.
  52131. */
  52132. isEnabled: boolean;
  52133. /**
  52134. * Gets the camera attached to the layer.
  52135. */
  52136. readonly camera: Nullable<Camera>;
  52137. /**
  52138. * Gets the rendering group id the layer should render in.
  52139. */
  52140. renderingGroupId: number;
  52141. /**
  52142. * An event triggered when the effect layer has been disposed.
  52143. */
  52144. onDisposeObservable: Observable<EffectLayer>;
  52145. /**
  52146. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  52147. */
  52148. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  52149. /**
  52150. * An event triggered when the generated texture is being merged in the scene.
  52151. */
  52152. onBeforeComposeObservable: Observable<EffectLayer>;
  52153. /**
  52154. * An event triggered when the mesh is rendered into the effect render target.
  52155. */
  52156. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  52157. /**
  52158. * An event triggered after the mesh has been rendered into the effect render target.
  52159. */
  52160. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  52161. /**
  52162. * An event triggered when the generated texture has been merged in the scene.
  52163. */
  52164. onAfterComposeObservable: Observable<EffectLayer>;
  52165. /**
  52166. * An event triggered when the efffect layer changes its size.
  52167. */
  52168. onSizeChangedObservable: Observable<EffectLayer>;
  52169. /** @hidden */
  52170. static _SceneComponentInitialization: (scene: Scene) => void;
  52171. /**
  52172. * Instantiates a new effect Layer and references it in the scene.
  52173. * @param name The name of the layer
  52174. * @param scene The scene to use the layer in
  52175. */
  52176. constructor(
  52177. /** The Friendly of the effect in the scene */
  52178. name: string, scene: Scene);
  52179. /**
  52180. * Get the effect name of the layer.
  52181. * @return The effect name
  52182. */
  52183. abstract getEffectName(): string;
  52184. /**
  52185. * Checks for the readiness of the element composing the layer.
  52186. * @param subMesh the mesh to check for
  52187. * @param useInstances specify wether or not to use instances to render the mesh
  52188. * @return true if ready otherwise, false
  52189. */
  52190. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52191. /**
  52192. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52193. * @returns true if the effect requires stencil during the main canvas render pass.
  52194. */
  52195. abstract needStencil(): boolean;
  52196. /**
  52197. * Create the merge effect. This is the shader use to blit the information back
  52198. * to the main canvas at the end of the scene rendering.
  52199. * @returns The effect containing the shader used to merge the effect on the main canvas
  52200. */
  52201. protected abstract _createMergeEffect(): Effect;
  52202. /**
  52203. * Creates the render target textures and post processes used in the effect layer.
  52204. */
  52205. protected abstract _createTextureAndPostProcesses(): void;
  52206. /**
  52207. * Implementation specific of rendering the generating effect on the main canvas.
  52208. * @param effect The effect used to render through
  52209. */
  52210. protected abstract _internalRender(effect: Effect): void;
  52211. /**
  52212. * Sets the required values for both the emissive texture and and the main color.
  52213. */
  52214. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52215. /**
  52216. * Free any resources and references associated to a mesh.
  52217. * Internal use
  52218. * @param mesh The mesh to free.
  52219. */
  52220. abstract _disposeMesh(mesh: Mesh): void;
  52221. /**
  52222. * Serializes this layer (Glow or Highlight for example)
  52223. * @returns a serialized layer object
  52224. */
  52225. abstract serialize?(): any;
  52226. /**
  52227. * Initializes the effect layer with the required options.
  52228. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  52229. */
  52230. protected _init(options: Partial<IEffectLayerOptions>): void;
  52231. /**
  52232. * Generates the index buffer of the full screen quad blending to the main canvas.
  52233. */
  52234. private _generateIndexBuffer;
  52235. /**
  52236. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  52237. */
  52238. private _generateVertexBuffer;
  52239. /**
  52240. * Sets the main texture desired size which is the closest power of two
  52241. * of the engine canvas size.
  52242. */
  52243. private _setMainTextureSize;
  52244. /**
  52245. * Creates the main texture for the effect layer.
  52246. */
  52247. protected _createMainTexture(): void;
  52248. /**
  52249. * Adds specific effects defines.
  52250. * @param defines The defines to add specifics to.
  52251. */
  52252. protected _addCustomEffectDefines(defines: string[]): void;
  52253. /**
  52254. * Checks for the readiness of the element composing the layer.
  52255. * @param subMesh the mesh to check for
  52256. * @param useInstances specify wether or not to use instances to render the mesh
  52257. * @param emissiveTexture the associated emissive texture used to generate the glow
  52258. * @return true if ready otherwise, false
  52259. */
  52260. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  52261. /**
  52262. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  52263. */
  52264. render(): void;
  52265. /**
  52266. * Determine if a given mesh will be used in the current effect.
  52267. * @param mesh mesh to test
  52268. * @returns true if the mesh will be used
  52269. */
  52270. hasMesh(mesh: AbstractMesh): boolean;
  52271. /**
  52272. * Returns true if the layer contains information to display, otherwise false.
  52273. * @returns true if the glow layer should be rendered
  52274. */
  52275. shouldRender(): boolean;
  52276. /**
  52277. * Returns true if the mesh should render, otherwise false.
  52278. * @param mesh The mesh to render
  52279. * @returns true if it should render otherwise false
  52280. */
  52281. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  52282. /**
  52283. * Returns true if the mesh can be rendered, otherwise false.
  52284. * @param mesh The mesh to render
  52285. * @param material The material used on the mesh
  52286. * @returns true if it can be rendered otherwise false
  52287. */
  52288. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52289. /**
  52290. * Returns true if the mesh should render, otherwise false.
  52291. * @param mesh The mesh to render
  52292. * @returns true if it should render otherwise false
  52293. */
  52294. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  52295. /**
  52296. * Renders the submesh passed in parameter to the generation map.
  52297. */
  52298. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  52299. /**
  52300. * Defines wether the current material of the mesh should be use to render the effect.
  52301. * @param mesh defines the current mesh to render
  52302. */
  52303. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52304. /**
  52305. * Rebuild the required buffers.
  52306. * @hidden Internal use only.
  52307. */
  52308. _rebuild(): void;
  52309. /**
  52310. * Dispose only the render target textures and post process.
  52311. */
  52312. private _disposeTextureAndPostProcesses;
  52313. /**
  52314. * Dispose the highlight layer and free resources.
  52315. */
  52316. dispose(): void;
  52317. /**
  52318. * Gets the class name of the effect layer
  52319. * @returns the string with the class name of the effect layer
  52320. */
  52321. getClassName(): string;
  52322. /**
  52323. * Creates an effect layer from parsed effect layer data
  52324. * @param parsedEffectLayer defines effect layer data
  52325. * @param scene defines the current scene
  52326. * @param rootUrl defines the root URL containing the effect layer information
  52327. * @returns a parsed effect Layer
  52328. */
  52329. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  52330. }
  52331. }
  52332. declare module "babylonjs/Layers/effectLayerSceneComponent" {
  52333. import { Scene } from "babylonjs/scene";
  52334. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  52335. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52336. import { AbstractScene } from "babylonjs/abstractScene";
  52337. module "babylonjs/abstractScene" {
  52338. interface AbstractScene {
  52339. /**
  52340. * The list of effect layers (highlights/glow) added to the scene
  52341. * @see http://doc.babylonjs.com/how_to/highlight_layer
  52342. * @see http://doc.babylonjs.com/how_to/glow_layer
  52343. */
  52344. effectLayers: Array<EffectLayer>;
  52345. /**
  52346. * Removes the given effect layer from this scene.
  52347. * @param toRemove defines the effect layer to remove
  52348. * @returns the index of the removed effect layer
  52349. */
  52350. removeEffectLayer(toRemove: EffectLayer): number;
  52351. /**
  52352. * Adds the given effect layer to this scene
  52353. * @param newEffectLayer defines the effect layer to add
  52354. */
  52355. addEffectLayer(newEffectLayer: EffectLayer): void;
  52356. }
  52357. }
  52358. /**
  52359. * Defines the layer scene component responsible to manage any effect layers
  52360. * in a given scene.
  52361. */
  52362. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  52363. /**
  52364. * The component name helpfull to identify the component in the list of scene components.
  52365. */
  52366. readonly name: string;
  52367. /**
  52368. * The scene the component belongs to.
  52369. */
  52370. scene: Scene;
  52371. private _engine;
  52372. private _renderEffects;
  52373. private _needStencil;
  52374. private _previousStencilState;
  52375. /**
  52376. * Creates a new instance of the component for the given scene
  52377. * @param scene Defines the scene to register the component in
  52378. */
  52379. constructor(scene: Scene);
  52380. /**
  52381. * Registers the component in a given scene
  52382. */
  52383. register(): void;
  52384. /**
  52385. * Rebuilds the elements related to this component in case of
  52386. * context lost for instance.
  52387. */
  52388. rebuild(): void;
  52389. /**
  52390. * Serializes the component data to the specified json object
  52391. * @param serializationObject The object to serialize to
  52392. */
  52393. serialize(serializationObject: any): void;
  52394. /**
  52395. * Adds all the elements from the container to the scene
  52396. * @param container the container holding the elements
  52397. */
  52398. addFromContainer(container: AbstractScene): void;
  52399. /**
  52400. * Removes all the elements in the container from the scene
  52401. * @param container contains the elements to remove
  52402. * @param dispose if the removed element should be disposed (default: false)
  52403. */
  52404. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52405. /**
  52406. * Disposes the component and the associated ressources.
  52407. */
  52408. dispose(): void;
  52409. private _isReadyForMesh;
  52410. private _renderMainTexture;
  52411. private _setStencil;
  52412. private _setStencilBack;
  52413. private _draw;
  52414. private _drawCamera;
  52415. private _drawRenderingGroup;
  52416. }
  52417. }
  52418. declare module "babylonjs/Shaders/glowMapMerge.fragment" {
  52419. /** @hidden */
  52420. export var glowMapMergePixelShader: {
  52421. name: string;
  52422. shader: string;
  52423. };
  52424. }
  52425. declare module "babylonjs/Shaders/glowMapMerge.vertex" {
  52426. /** @hidden */
  52427. export var glowMapMergeVertexShader: {
  52428. name: string;
  52429. shader: string;
  52430. };
  52431. }
  52432. declare module "babylonjs/Layers/glowLayer" {
  52433. import { Nullable } from "babylonjs/types";
  52434. import { Camera } from "babylonjs/Cameras/camera";
  52435. import { Scene } from "babylonjs/scene";
  52436. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52437. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52438. import { Mesh } from "babylonjs/Meshes/mesh";
  52439. import { Texture } from "babylonjs/Materials/Textures/texture";
  52440. import { Effect } from "babylonjs/Materials/effect";
  52441. import { Material } from "babylonjs/Materials/material";
  52442. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52443. import { Color4 } from "babylonjs/Maths/math.color";
  52444. import "babylonjs/Shaders/glowMapMerge.fragment";
  52445. import "babylonjs/Shaders/glowMapMerge.vertex";
  52446. import "babylonjs/Layers/effectLayerSceneComponent";
  52447. module "babylonjs/abstractScene" {
  52448. interface AbstractScene {
  52449. /**
  52450. * Return a the first highlight layer of the scene with a given name.
  52451. * @param name The name of the highlight layer to look for.
  52452. * @return The highlight layer if found otherwise null.
  52453. */
  52454. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  52455. }
  52456. }
  52457. /**
  52458. * Glow layer options. This helps customizing the behaviour
  52459. * of the glow layer.
  52460. */
  52461. export interface IGlowLayerOptions {
  52462. /**
  52463. * Multiplication factor apply to the canvas size to compute the render target size
  52464. * used to generated the glowing objects (the smaller the faster).
  52465. */
  52466. mainTextureRatio: number;
  52467. /**
  52468. * Enforces a fixed size texture to ensure resize independant blur.
  52469. */
  52470. mainTextureFixedSize?: number;
  52471. /**
  52472. * How big is the kernel of the blur texture.
  52473. */
  52474. blurKernelSize: number;
  52475. /**
  52476. * The camera attached to the layer.
  52477. */
  52478. camera: Nullable<Camera>;
  52479. /**
  52480. * Enable MSAA by chosing the number of samples.
  52481. */
  52482. mainTextureSamples?: number;
  52483. /**
  52484. * The rendering group to draw the layer in.
  52485. */
  52486. renderingGroupId: number;
  52487. }
  52488. /**
  52489. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  52490. *
  52491. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  52492. *
  52493. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  52494. */
  52495. export class GlowLayer extends EffectLayer {
  52496. /**
  52497. * Effect Name of the layer.
  52498. */
  52499. static readonly EffectName: string;
  52500. /**
  52501. * The default blur kernel size used for the glow.
  52502. */
  52503. static DefaultBlurKernelSize: number;
  52504. /**
  52505. * The default texture size ratio used for the glow.
  52506. */
  52507. static DefaultTextureRatio: number;
  52508. /**
  52509. * Sets the kernel size of the blur.
  52510. */
  52511. /**
  52512. * Gets the kernel size of the blur.
  52513. */
  52514. blurKernelSize: number;
  52515. /**
  52516. * Sets the glow intensity.
  52517. */
  52518. /**
  52519. * Gets the glow intensity.
  52520. */
  52521. intensity: number;
  52522. private _options;
  52523. private _intensity;
  52524. private _horizontalBlurPostprocess1;
  52525. private _verticalBlurPostprocess1;
  52526. private _horizontalBlurPostprocess2;
  52527. private _verticalBlurPostprocess2;
  52528. private _blurTexture1;
  52529. private _blurTexture2;
  52530. private _postProcesses1;
  52531. private _postProcesses2;
  52532. private _includedOnlyMeshes;
  52533. private _excludedMeshes;
  52534. private _meshesUsingTheirOwnMaterials;
  52535. /**
  52536. * Callback used to let the user override the color selection on a per mesh basis
  52537. */
  52538. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  52539. /**
  52540. * Callback used to let the user override the texture selection on a per mesh basis
  52541. */
  52542. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  52543. /**
  52544. * Instantiates a new glow Layer and references it to the scene.
  52545. * @param name The name of the layer
  52546. * @param scene The scene to use the layer in
  52547. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  52548. */
  52549. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  52550. /**
  52551. * Get the effect name of the layer.
  52552. * @return The effect name
  52553. */
  52554. getEffectName(): string;
  52555. /**
  52556. * Create the merge effect. This is the shader use to blit the information back
  52557. * to the main canvas at the end of the scene rendering.
  52558. */
  52559. protected _createMergeEffect(): Effect;
  52560. /**
  52561. * Creates the render target textures and post processes used in the glow layer.
  52562. */
  52563. protected _createTextureAndPostProcesses(): void;
  52564. /**
  52565. * Checks for the readiness of the element composing the layer.
  52566. * @param subMesh the mesh to check for
  52567. * @param useInstances specify wether or not to use instances to render the mesh
  52568. * @param emissiveTexture the associated emissive texture used to generate the glow
  52569. * @return true if ready otherwise, false
  52570. */
  52571. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52572. /**
  52573. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52574. */
  52575. needStencil(): boolean;
  52576. /**
  52577. * Returns true if the mesh can be rendered, otherwise false.
  52578. * @param mesh The mesh to render
  52579. * @param material The material used on the mesh
  52580. * @returns true if it can be rendered otherwise false
  52581. */
  52582. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  52583. /**
  52584. * Implementation specific of rendering the generating effect on the main canvas.
  52585. * @param effect The effect used to render through
  52586. */
  52587. protected _internalRender(effect: Effect): void;
  52588. /**
  52589. * Sets the required values for both the emissive texture and and the main color.
  52590. */
  52591. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52592. /**
  52593. * Returns true if the mesh should render, otherwise false.
  52594. * @param mesh The mesh to render
  52595. * @returns true if it should render otherwise false
  52596. */
  52597. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52598. /**
  52599. * Adds specific effects defines.
  52600. * @param defines The defines to add specifics to.
  52601. */
  52602. protected _addCustomEffectDefines(defines: string[]): void;
  52603. /**
  52604. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  52605. * @param mesh The mesh to exclude from the glow layer
  52606. */
  52607. addExcludedMesh(mesh: Mesh): void;
  52608. /**
  52609. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  52610. * @param mesh The mesh to remove
  52611. */
  52612. removeExcludedMesh(mesh: Mesh): void;
  52613. /**
  52614. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  52615. * @param mesh The mesh to include in the glow layer
  52616. */
  52617. addIncludedOnlyMesh(mesh: Mesh): void;
  52618. /**
  52619. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  52620. * @param mesh The mesh to remove
  52621. */
  52622. removeIncludedOnlyMesh(mesh: Mesh): void;
  52623. /**
  52624. * Determine if a given mesh will be used in the glow layer
  52625. * @param mesh The mesh to test
  52626. * @returns true if the mesh will be highlighted by the current glow layer
  52627. */
  52628. hasMesh(mesh: AbstractMesh): boolean;
  52629. /**
  52630. * Defines wether the current material of the mesh should be use to render the effect.
  52631. * @param mesh defines the current mesh to render
  52632. */
  52633. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  52634. /**
  52635. * Add a mesh to be rendered through its own material and not with emissive only.
  52636. * @param mesh The mesh for which we need to use its material
  52637. */
  52638. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  52639. /**
  52640. * Remove a mesh from being rendered through its own material and not with emissive only.
  52641. * @param mesh The mesh for which we need to not use its material
  52642. */
  52643. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  52644. /**
  52645. * Free any resources and references associated to a mesh.
  52646. * Internal use
  52647. * @param mesh The mesh to free.
  52648. * @hidden
  52649. */
  52650. _disposeMesh(mesh: Mesh): void;
  52651. /**
  52652. * Gets the class name of the effect layer
  52653. * @returns the string with the class name of the effect layer
  52654. */
  52655. getClassName(): string;
  52656. /**
  52657. * Serializes this glow layer
  52658. * @returns a serialized glow layer object
  52659. */
  52660. serialize(): any;
  52661. /**
  52662. * Creates a Glow Layer from parsed glow layer data
  52663. * @param parsedGlowLayer defines glow layer data
  52664. * @param scene defines the current scene
  52665. * @param rootUrl defines the root URL containing the glow layer information
  52666. * @returns a parsed Glow Layer
  52667. */
  52668. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  52669. }
  52670. }
  52671. declare module "babylonjs/Shaders/glowBlurPostProcess.fragment" {
  52672. /** @hidden */
  52673. export var glowBlurPostProcessPixelShader: {
  52674. name: string;
  52675. shader: string;
  52676. };
  52677. }
  52678. declare module "babylonjs/Layers/highlightLayer" {
  52679. import { Observable } from "babylonjs/Misc/observable";
  52680. import { Nullable } from "babylonjs/types";
  52681. import { Camera } from "babylonjs/Cameras/camera";
  52682. import { Scene } from "babylonjs/scene";
  52683. import { SubMesh } from "babylonjs/Meshes/subMesh";
  52684. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  52685. import { Mesh } from "babylonjs/Meshes/mesh";
  52686. import { Effect } from "babylonjs/Materials/effect";
  52687. import { Material } from "babylonjs/Materials/material";
  52688. import { EffectLayer } from "babylonjs/Layers/effectLayer";
  52689. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  52690. import "babylonjs/Shaders/glowMapMerge.fragment";
  52691. import "babylonjs/Shaders/glowMapMerge.vertex";
  52692. import "babylonjs/Shaders/glowBlurPostProcess.fragment";
  52693. module "babylonjs/abstractScene" {
  52694. interface AbstractScene {
  52695. /**
  52696. * Return a the first highlight layer of the scene with a given name.
  52697. * @param name The name of the highlight layer to look for.
  52698. * @return The highlight layer if found otherwise null.
  52699. */
  52700. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  52701. }
  52702. }
  52703. /**
  52704. * Highlight layer options. This helps customizing the behaviour
  52705. * of the highlight layer.
  52706. */
  52707. export interface IHighlightLayerOptions {
  52708. /**
  52709. * Multiplication factor apply to the canvas size to compute the render target size
  52710. * used to generated the glowing objects (the smaller the faster).
  52711. */
  52712. mainTextureRatio: number;
  52713. /**
  52714. * Enforces a fixed size texture to ensure resize independant blur.
  52715. */
  52716. mainTextureFixedSize?: number;
  52717. /**
  52718. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  52719. * of the picture to blur (the smaller the faster).
  52720. */
  52721. blurTextureSizeRatio: number;
  52722. /**
  52723. * How big in texel of the blur texture is the vertical blur.
  52724. */
  52725. blurVerticalSize: number;
  52726. /**
  52727. * How big in texel of the blur texture is the horizontal blur.
  52728. */
  52729. blurHorizontalSize: number;
  52730. /**
  52731. * Alpha blending mode used to apply the blur. Default is combine.
  52732. */
  52733. alphaBlendingMode: number;
  52734. /**
  52735. * The camera attached to the layer.
  52736. */
  52737. camera: Nullable<Camera>;
  52738. /**
  52739. * Should we display highlight as a solid stroke?
  52740. */
  52741. isStroke?: boolean;
  52742. /**
  52743. * The rendering group to draw the layer in.
  52744. */
  52745. renderingGroupId: number;
  52746. }
  52747. /**
  52748. * The highlight layer Helps adding a glow effect around a mesh.
  52749. *
  52750. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  52751. * glowy meshes to your scene.
  52752. *
  52753. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  52754. */
  52755. export class HighlightLayer extends EffectLayer {
  52756. name: string;
  52757. /**
  52758. * Effect Name of the highlight layer.
  52759. */
  52760. static readonly EffectName: string;
  52761. /**
  52762. * The neutral color used during the preparation of the glow effect.
  52763. * This is black by default as the blend operation is a blend operation.
  52764. */
  52765. static NeutralColor: Color4;
  52766. /**
  52767. * Stencil value used for glowing meshes.
  52768. */
  52769. static GlowingMeshStencilReference: number;
  52770. /**
  52771. * Stencil value used for the other meshes in the scene.
  52772. */
  52773. static NormalMeshStencilReference: number;
  52774. /**
  52775. * Specifies whether or not the inner glow is ACTIVE in the layer.
  52776. */
  52777. innerGlow: boolean;
  52778. /**
  52779. * Specifies whether or not the outer glow is ACTIVE in the layer.
  52780. */
  52781. outerGlow: boolean;
  52782. /**
  52783. * Specifies the horizontal size of the blur.
  52784. */
  52785. /**
  52786. * Gets the horizontal size of the blur.
  52787. */
  52788. blurHorizontalSize: number;
  52789. /**
  52790. * Specifies the vertical size of the blur.
  52791. */
  52792. /**
  52793. * Gets the vertical size of the blur.
  52794. */
  52795. blurVerticalSize: number;
  52796. /**
  52797. * An event triggered when the highlight layer is being blurred.
  52798. */
  52799. onBeforeBlurObservable: Observable<HighlightLayer>;
  52800. /**
  52801. * An event triggered when the highlight layer has been blurred.
  52802. */
  52803. onAfterBlurObservable: Observable<HighlightLayer>;
  52804. private _instanceGlowingMeshStencilReference;
  52805. private _options;
  52806. private _downSamplePostprocess;
  52807. private _horizontalBlurPostprocess;
  52808. private _verticalBlurPostprocess;
  52809. private _blurTexture;
  52810. private _meshes;
  52811. private _excludedMeshes;
  52812. /**
  52813. * Instantiates a new highlight Layer and references it to the scene..
  52814. * @param name The name of the layer
  52815. * @param scene The scene to use the layer in
  52816. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  52817. */
  52818. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  52819. /**
  52820. * Get the effect name of the layer.
  52821. * @return The effect name
  52822. */
  52823. getEffectName(): string;
  52824. /**
  52825. * Create the merge effect. This is the shader use to blit the information back
  52826. * to the main canvas at the end of the scene rendering.
  52827. */
  52828. protected _createMergeEffect(): Effect;
  52829. /**
  52830. * Creates the render target textures and post processes used in the highlight layer.
  52831. */
  52832. protected _createTextureAndPostProcesses(): void;
  52833. /**
  52834. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  52835. */
  52836. needStencil(): boolean;
  52837. /**
  52838. * Checks for the readiness of the element composing the layer.
  52839. * @param subMesh the mesh to check for
  52840. * @param useInstances specify wether or not to use instances to render the mesh
  52841. * @param emissiveTexture the associated emissive texture used to generate the glow
  52842. * @return true if ready otherwise, false
  52843. */
  52844. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  52845. /**
  52846. * Implementation specific of rendering the generating effect on the main canvas.
  52847. * @param effect The effect used to render through
  52848. */
  52849. protected _internalRender(effect: Effect): void;
  52850. /**
  52851. * Returns true if the layer contains information to display, otherwise false.
  52852. */
  52853. shouldRender(): boolean;
  52854. /**
  52855. * Returns true if the mesh should render, otherwise false.
  52856. * @param mesh The mesh to render
  52857. * @returns true if it should render otherwise false
  52858. */
  52859. protected _shouldRenderMesh(mesh: Mesh): boolean;
  52860. /**
  52861. * Sets the required values for both the emissive texture and and the main color.
  52862. */
  52863. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  52864. /**
  52865. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  52866. * @param mesh The mesh to exclude from the highlight layer
  52867. */
  52868. addExcludedMesh(mesh: Mesh): void;
  52869. /**
  52870. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  52871. * @param mesh The mesh to highlight
  52872. */
  52873. removeExcludedMesh(mesh: Mesh): void;
  52874. /**
  52875. * Determine if a given mesh will be highlighted by the current HighlightLayer
  52876. * @param mesh mesh to test
  52877. * @returns true if the mesh will be highlighted by the current HighlightLayer
  52878. */
  52879. hasMesh(mesh: AbstractMesh): boolean;
  52880. /**
  52881. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  52882. * @param mesh The mesh to highlight
  52883. * @param color The color of the highlight
  52884. * @param glowEmissiveOnly Extract the glow from the emissive texture
  52885. */
  52886. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  52887. /**
  52888. * Remove a mesh from the highlight layer in order to make it stop glowing.
  52889. * @param mesh The mesh to highlight
  52890. */
  52891. removeMesh(mesh: Mesh): void;
  52892. /**
  52893. * Force the stencil to the normal expected value for none glowing parts
  52894. */
  52895. private _defaultStencilReference;
  52896. /**
  52897. * Free any resources and references associated to a mesh.
  52898. * Internal use
  52899. * @param mesh The mesh to free.
  52900. * @hidden
  52901. */
  52902. _disposeMesh(mesh: Mesh): void;
  52903. /**
  52904. * Dispose the highlight layer and free resources.
  52905. */
  52906. dispose(): void;
  52907. /**
  52908. * Gets the class name of the effect layer
  52909. * @returns the string with the class name of the effect layer
  52910. */
  52911. getClassName(): string;
  52912. /**
  52913. * Serializes this Highlight layer
  52914. * @returns a serialized Highlight layer object
  52915. */
  52916. serialize(): any;
  52917. /**
  52918. * Creates a Highlight layer from parsed Highlight layer data
  52919. * @param parsedHightlightLayer defines the Highlight layer data
  52920. * @param scene defines the current scene
  52921. * @param rootUrl defines the root URL containing the Highlight layer information
  52922. * @returns a parsed Highlight layer
  52923. */
  52924. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  52925. }
  52926. }
  52927. declare module "babylonjs/Layers/layerSceneComponent" {
  52928. import { Scene } from "babylonjs/scene";
  52929. import { ISceneComponent } from "babylonjs/sceneComponent";
  52930. import { Layer } from "babylonjs/Layers/layer";
  52931. import { AbstractScene } from "babylonjs/abstractScene";
  52932. module "babylonjs/abstractScene" {
  52933. interface AbstractScene {
  52934. /**
  52935. * The list of layers (background and foreground) of the scene
  52936. */
  52937. layers: Array<Layer>;
  52938. }
  52939. }
  52940. /**
  52941. * Defines the layer scene component responsible to manage any layers
  52942. * in a given scene.
  52943. */
  52944. export class LayerSceneComponent implements ISceneComponent {
  52945. /**
  52946. * The component name helpfull to identify the component in the list of scene components.
  52947. */
  52948. readonly name: string;
  52949. /**
  52950. * The scene the component belongs to.
  52951. */
  52952. scene: Scene;
  52953. private _engine;
  52954. /**
  52955. * Creates a new instance of the component for the given scene
  52956. * @param scene Defines the scene to register the component in
  52957. */
  52958. constructor(scene: Scene);
  52959. /**
  52960. * Registers the component in a given scene
  52961. */
  52962. register(): void;
  52963. /**
  52964. * Rebuilds the elements related to this component in case of
  52965. * context lost for instance.
  52966. */
  52967. rebuild(): void;
  52968. /**
  52969. * Disposes the component and the associated ressources.
  52970. */
  52971. dispose(): void;
  52972. private _draw;
  52973. private _drawCameraPredicate;
  52974. private _drawCameraBackground;
  52975. private _drawCameraForeground;
  52976. private _drawRenderTargetPredicate;
  52977. private _drawRenderTargetBackground;
  52978. private _drawRenderTargetForeground;
  52979. /**
  52980. * Adds all the elements from the container to the scene
  52981. * @param container the container holding the elements
  52982. */
  52983. addFromContainer(container: AbstractScene): void;
  52984. /**
  52985. * Removes all the elements in the container from the scene
  52986. * @param container contains the elements to remove
  52987. * @param dispose if the removed element should be disposed (default: false)
  52988. */
  52989. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  52990. }
  52991. }
  52992. declare module "babylonjs/Shaders/layer.fragment" {
  52993. /** @hidden */
  52994. export var layerPixelShader: {
  52995. name: string;
  52996. shader: string;
  52997. };
  52998. }
  52999. declare module "babylonjs/Shaders/layer.vertex" {
  53000. /** @hidden */
  53001. export var layerVertexShader: {
  53002. name: string;
  53003. shader: string;
  53004. };
  53005. }
  53006. declare module "babylonjs/Layers/layer" {
  53007. import { Observable } from "babylonjs/Misc/observable";
  53008. import { Nullable } from "babylonjs/types";
  53009. import { Scene } from "babylonjs/scene";
  53010. import { Vector2 } from "babylonjs/Maths/math.vector";
  53011. import { Color4 } from "babylonjs/Maths/math.color";
  53012. import { Texture } from "babylonjs/Materials/Textures/texture";
  53013. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  53014. import "babylonjs/Shaders/layer.fragment";
  53015. import "babylonjs/Shaders/layer.vertex";
  53016. /**
  53017. * This represents a full screen 2d layer.
  53018. * This can be useful to display a picture in the background of your scene for instance.
  53019. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53020. */
  53021. export class Layer {
  53022. /**
  53023. * Define the name of the layer.
  53024. */
  53025. name: string;
  53026. /**
  53027. * Define the texture the layer should display.
  53028. */
  53029. texture: Nullable<Texture>;
  53030. /**
  53031. * Is the layer in background or foreground.
  53032. */
  53033. isBackground: boolean;
  53034. /**
  53035. * Define the color of the layer (instead of texture).
  53036. */
  53037. color: Color4;
  53038. /**
  53039. * Define the scale of the layer in order to zoom in out of the texture.
  53040. */
  53041. scale: Vector2;
  53042. /**
  53043. * Define an offset for the layer in order to shift the texture.
  53044. */
  53045. offset: Vector2;
  53046. /**
  53047. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  53048. */
  53049. alphaBlendingMode: number;
  53050. /**
  53051. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  53052. * Alpha test will not mix with the background color in case of transparency.
  53053. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  53054. */
  53055. alphaTest: boolean;
  53056. /**
  53057. * Define a mask to restrict the layer to only some of the scene cameras.
  53058. */
  53059. layerMask: number;
  53060. /**
  53061. * Define the list of render target the layer is visible into.
  53062. */
  53063. renderTargetTextures: RenderTargetTexture[];
  53064. /**
  53065. * Define if the layer is only used in renderTarget or if it also
  53066. * renders in the main frame buffer of the canvas.
  53067. */
  53068. renderOnlyInRenderTargetTextures: boolean;
  53069. private _scene;
  53070. private _vertexBuffers;
  53071. private _indexBuffer;
  53072. private _effect;
  53073. private _alphaTestEffect;
  53074. /**
  53075. * An event triggered when the layer is disposed.
  53076. */
  53077. onDisposeObservable: Observable<Layer>;
  53078. private _onDisposeObserver;
  53079. /**
  53080. * Back compatibility with callback before the onDisposeObservable existed.
  53081. * The set callback will be triggered when the layer has been disposed.
  53082. */
  53083. onDispose: () => void;
  53084. /**
  53085. * An event triggered before rendering the scene
  53086. */
  53087. onBeforeRenderObservable: Observable<Layer>;
  53088. private _onBeforeRenderObserver;
  53089. /**
  53090. * Back compatibility with callback before the onBeforeRenderObservable existed.
  53091. * The set callback will be triggered just before rendering the layer.
  53092. */
  53093. onBeforeRender: () => void;
  53094. /**
  53095. * An event triggered after rendering the scene
  53096. */
  53097. onAfterRenderObservable: Observable<Layer>;
  53098. private _onAfterRenderObserver;
  53099. /**
  53100. * Back compatibility with callback before the onAfterRenderObservable existed.
  53101. * The set callback will be triggered just after rendering the layer.
  53102. */
  53103. onAfterRender: () => void;
  53104. /**
  53105. * Instantiates a new layer.
  53106. * This represents a full screen 2d layer.
  53107. * This can be useful to display a picture in the background of your scene for instance.
  53108. * @see https://www.babylonjs-playground.com/#08A2BS#1
  53109. * @param name Define the name of the layer in the scene
  53110. * @param imgUrl Define the url of the texture to display in the layer
  53111. * @param scene Define the scene the layer belongs to
  53112. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  53113. * @param color Defines a color for the layer
  53114. */
  53115. constructor(
  53116. /**
  53117. * Define the name of the layer.
  53118. */
  53119. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  53120. private _createIndexBuffer;
  53121. /** @hidden */
  53122. _rebuild(): void;
  53123. /**
  53124. * Renders the layer in the scene.
  53125. */
  53126. render(): void;
  53127. /**
  53128. * Disposes and releases the associated ressources.
  53129. */
  53130. dispose(): void;
  53131. }
  53132. }
  53133. declare module "babylonjs/Layers/index" {
  53134. export * from "babylonjs/Layers/effectLayer";
  53135. export * from "babylonjs/Layers/effectLayerSceneComponent";
  53136. export * from "babylonjs/Layers/glowLayer";
  53137. export * from "babylonjs/Layers/highlightLayer";
  53138. export * from "babylonjs/Layers/layer";
  53139. export * from "babylonjs/Layers/layerSceneComponent";
  53140. }
  53141. declare module "babylonjs/Shaders/lensFlare.fragment" {
  53142. /** @hidden */
  53143. export var lensFlarePixelShader: {
  53144. name: string;
  53145. shader: string;
  53146. };
  53147. }
  53148. declare module "babylonjs/Shaders/lensFlare.vertex" {
  53149. /** @hidden */
  53150. export var lensFlareVertexShader: {
  53151. name: string;
  53152. shader: string;
  53153. };
  53154. }
  53155. declare module "babylonjs/LensFlares/lensFlareSystem" {
  53156. import { Scene } from "babylonjs/scene";
  53157. import { Vector3 } from "babylonjs/Maths/math.vector";
  53158. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53159. import { LensFlare } from "babylonjs/LensFlares/lensFlare";
  53160. import "babylonjs/Shaders/lensFlare.fragment";
  53161. import "babylonjs/Shaders/lensFlare.vertex";
  53162. import { Viewport } from "babylonjs/Maths/math.viewport";
  53163. /**
  53164. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53165. * It is usually composed of several `lensFlare`.
  53166. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53167. */
  53168. export class LensFlareSystem {
  53169. /**
  53170. * Define the name of the lens flare system
  53171. */
  53172. name: string;
  53173. /**
  53174. * List of lens flares used in this system.
  53175. */
  53176. lensFlares: LensFlare[];
  53177. /**
  53178. * Define a limit from the border the lens flare can be visible.
  53179. */
  53180. borderLimit: number;
  53181. /**
  53182. * Define a viewport border we do not want to see the lens flare in.
  53183. */
  53184. viewportBorder: number;
  53185. /**
  53186. * Define a predicate which could limit the list of meshes able to occlude the effect.
  53187. */
  53188. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  53189. /**
  53190. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  53191. */
  53192. layerMask: number;
  53193. /**
  53194. * Define the id of the lens flare system in the scene.
  53195. * (equal to name by default)
  53196. */
  53197. id: string;
  53198. private _scene;
  53199. private _emitter;
  53200. private _vertexBuffers;
  53201. private _indexBuffer;
  53202. private _effect;
  53203. private _positionX;
  53204. private _positionY;
  53205. private _isEnabled;
  53206. /** @hidden */
  53207. static _SceneComponentInitialization: (scene: Scene) => void;
  53208. /**
  53209. * Instantiates a lens flare system.
  53210. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  53211. * It is usually composed of several `lensFlare`.
  53212. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53213. * @param name Define the name of the lens flare system in the scene
  53214. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  53215. * @param scene Define the scene the lens flare system belongs to
  53216. */
  53217. constructor(
  53218. /**
  53219. * Define the name of the lens flare system
  53220. */
  53221. name: string, emitter: any, scene: Scene);
  53222. /**
  53223. * Define if the lens flare system is enabled.
  53224. */
  53225. isEnabled: boolean;
  53226. /**
  53227. * Get the scene the effects belongs to.
  53228. * @returns the scene holding the lens flare system
  53229. */
  53230. getScene(): Scene;
  53231. /**
  53232. * Get the emitter of the lens flare system.
  53233. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53234. * @returns the emitter of the lens flare system
  53235. */
  53236. getEmitter(): any;
  53237. /**
  53238. * Set the emitter of the lens flare system.
  53239. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  53240. * @param newEmitter Define the new emitter of the system
  53241. */
  53242. setEmitter(newEmitter: any): void;
  53243. /**
  53244. * Get the lens flare system emitter position.
  53245. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  53246. * @returns the position
  53247. */
  53248. getEmitterPosition(): Vector3;
  53249. /**
  53250. * @hidden
  53251. */
  53252. computeEffectivePosition(globalViewport: Viewport): boolean;
  53253. /** @hidden */
  53254. _isVisible(): boolean;
  53255. /**
  53256. * @hidden
  53257. */
  53258. render(): boolean;
  53259. /**
  53260. * Dispose and release the lens flare with its associated resources.
  53261. */
  53262. dispose(): void;
  53263. /**
  53264. * Parse a lens flare system from a JSON repressentation
  53265. * @param parsedLensFlareSystem Define the JSON to parse
  53266. * @param scene Define the scene the parsed system should be instantiated in
  53267. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  53268. * @returns the parsed system
  53269. */
  53270. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  53271. /**
  53272. * Serialize the current Lens Flare System into a JSON representation.
  53273. * @returns the serialized JSON
  53274. */
  53275. serialize(): any;
  53276. }
  53277. }
  53278. declare module "babylonjs/LensFlares/lensFlare" {
  53279. import { Nullable } from "babylonjs/types";
  53280. import { Color3 } from "babylonjs/Maths/math.color";
  53281. import { Texture } from "babylonjs/Materials/Textures/texture";
  53282. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53283. /**
  53284. * This represents one of the lens effect in a `lensFlareSystem`.
  53285. * It controls one of the indiviual texture used in the effect.
  53286. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53287. */
  53288. export class LensFlare {
  53289. /**
  53290. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53291. */
  53292. size: number;
  53293. /**
  53294. * 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.
  53295. */
  53296. position: number;
  53297. /**
  53298. * Define the lens color.
  53299. */
  53300. color: Color3;
  53301. /**
  53302. * Define the lens texture.
  53303. */
  53304. texture: Nullable<Texture>;
  53305. /**
  53306. * Define the alpha mode to render this particular lens.
  53307. */
  53308. alphaMode: number;
  53309. private _system;
  53310. /**
  53311. * Creates a new Lens Flare.
  53312. * This represents one of the lens effect in a `lensFlareSystem`.
  53313. * It controls one of the indiviual texture used in the effect.
  53314. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53315. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  53316. * @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.
  53317. * @param color Define the lens color
  53318. * @param imgUrl Define the lens texture url
  53319. * @param system Define the `lensFlareSystem` this flare is part of
  53320. * @returns The newly created Lens Flare
  53321. */
  53322. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  53323. /**
  53324. * Instantiates a new Lens Flare.
  53325. * This represents one of the lens effect in a `lensFlareSystem`.
  53326. * It controls one of the indiviual texture used in the effect.
  53327. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53328. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  53329. * @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.
  53330. * @param color Define the lens color
  53331. * @param imgUrl Define the lens texture url
  53332. * @param system Define the `lensFlareSystem` this flare is part of
  53333. */
  53334. constructor(
  53335. /**
  53336. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  53337. */
  53338. size: number,
  53339. /**
  53340. * 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.
  53341. */
  53342. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  53343. /**
  53344. * Dispose and release the lens flare with its associated resources.
  53345. */
  53346. dispose(): void;
  53347. }
  53348. }
  53349. declare module "babylonjs/LensFlares/lensFlareSystemSceneComponent" {
  53350. import { Nullable } from "babylonjs/types";
  53351. import { Scene } from "babylonjs/scene";
  53352. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53353. import { AbstractScene } from "babylonjs/abstractScene";
  53354. import { LensFlareSystem } from "babylonjs/LensFlares/lensFlareSystem";
  53355. module "babylonjs/abstractScene" {
  53356. interface AbstractScene {
  53357. /**
  53358. * The list of lens flare system added to the scene
  53359. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  53360. */
  53361. lensFlareSystems: Array<LensFlareSystem>;
  53362. /**
  53363. * Removes the given lens flare system from this scene.
  53364. * @param toRemove The lens flare system to remove
  53365. * @returns The index of the removed lens flare system
  53366. */
  53367. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  53368. /**
  53369. * Adds the given lens flare system to this scene
  53370. * @param newLensFlareSystem The lens flare system to add
  53371. */
  53372. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  53373. /**
  53374. * Gets a lens flare system using its name
  53375. * @param name defines the name to look for
  53376. * @returns the lens flare system or null if not found
  53377. */
  53378. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  53379. /**
  53380. * Gets a lens flare system using its id
  53381. * @param id defines the id to look for
  53382. * @returns the lens flare system or null if not found
  53383. */
  53384. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  53385. }
  53386. }
  53387. /**
  53388. * Defines the lens flare scene component responsible to manage any lens flares
  53389. * in a given scene.
  53390. */
  53391. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  53392. /**
  53393. * The component name helpfull to identify the component in the list of scene components.
  53394. */
  53395. readonly name: string;
  53396. /**
  53397. * The scene the component belongs to.
  53398. */
  53399. scene: Scene;
  53400. /**
  53401. * Creates a new instance of the component for the given scene
  53402. * @param scene Defines the scene to register the component in
  53403. */
  53404. constructor(scene: Scene);
  53405. /**
  53406. * Registers the component in a given scene
  53407. */
  53408. register(): void;
  53409. /**
  53410. * Rebuilds the elements related to this component in case of
  53411. * context lost for instance.
  53412. */
  53413. rebuild(): void;
  53414. /**
  53415. * Adds all the elements from the container to the scene
  53416. * @param container the container holding the elements
  53417. */
  53418. addFromContainer(container: AbstractScene): void;
  53419. /**
  53420. * Removes all the elements in the container from the scene
  53421. * @param container contains the elements to remove
  53422. * @param dispose if the removed element should be disposed (default: false)
  53423. */
  53424. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53425. /**
  53426. * Serializes the component data to the specified json object
  53427. * @param serializationObject The object to serialize to
  53428. */
  53429. serialize(serializationObject: any): void;
  53430. /**
  53431. * Disposes the component and the associated ressources.
  53432. */
  53433. dispose(): void;
  53434. private _draw;
  53435. }
  53436. }
  53437. declare module "babylonjs/LensFlares/index" {
  53438. export * from "babylonjs/LensFlares/lensFlare";
  53439. export * from "babylonjs/LensFlares/lensFlareSystem";
  53440. export * from "babylonjs/LensFlares/lensFlareSystemSceneComponent";
  53441. }
  53442. declare module "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent" {
  53443. import { Scene } from "babylonjs/scene";
  53444. import { ISceneSerializableComponent } from "babylonjs/sceneComponent";
  53445. import { AbstractScene } from "babylonjs/abstractScene";
  53446. /**
  53447. * Defines the shadow generator component responsible to manage any shadow generators
  53448. * in a given scene.
  53449. */
  53450. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  53451. /**
  53452. * The component name helpfull to identify the component in the list of scene components.
  53453. */
  53454. readonly name: string;
  53455. /**
  53456. * The scene the component belongs to.
  53457. */
  53458. scene: Scene;
  53459. /**
  53460. * Creates a new instance of the component for the given scene
  53461. * @param scene Defines the scene to register the component in
  53462. */
  53463. constructor(scene: Scene);
  53464. /**
  53465. * Registers the component in a given scene
  53466. */
  53467. register(): void;
  53468. /**
  53469. * Rebuilds the elements related to this component in case of
  53470. * context lost for instance.
  53471. */
  53472. rebuild(): void;
  53473. /**
  53474. * Serializes the component data to the specified json object
  53475. * @param serializationObject The object to serialize to
  53476. */
  53477. serialize(serializationObject: any): void;
  53478. /**
  53479. * Adds all the elements from the container to the scene
  53480. * @param container the container holding the elements
  53481. */
  53482. addFromContainer(container: AbstractScene): void;
  53483. /**
  53484. * Removes all the elements in the container from the scene
  53485. * @param container contains the elements to remove
  53486. * @param dispose if the removed element should be disposed (default: false)
  53487. */
  53488. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  53489. /**
  53490. * Rebuilds the elements related to this component in case of
  53491. * context lost for instance.
  53492. */
  53493. dispose(): void;
  53494. private _gatherRenderTargets;
  53495. }
  53496. }
  53497. declare module "babylonjs/Lights/Shadows/index" {
  53498. export * from "babylonjs/Lights/Shadows/shadowGenerator";
  53499. export * from "babylonjs/Lights/Shadows/shadowGeneratorSceneComponent";
  53500. }
  53501. declare module "babylonjs/Lights/pointLight" {
  53502. import { Scene } from "babylonjs/scene";
  53503. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53504. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53505. import { ShadowLight } from "babylonjs/Lights/shadowLight";
  53506. import { Effect } from "babylonjs/Materials/effect";
  53507. /**
  53508. * A point light is a light defined by an unique point in world space.
  53509. * The light is emitted in every direction from this point.
  53510. * A good example of a point light is a standard light bulb.
  53511. * Documentation: https://doc.babylonjs.com/babylon101/lights
  53512. */
  53513. export class PointLight extends ShadowLight {
  53514. private _shadowAngle;
  53515. /**
  53516. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53517. * This specifies what angle the shadow will use to be created.
  53518. *
  53519. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53520. */
  53521. /**
  53522. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53523. * This specifies what angle the shadow will use to be created.
  53524. *
  53525. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  53526. */
  53527. shadowAngle: number;
  53528. /**
  53529. * Gets the direction if it has been set.
  53530. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53531. */
  53532. /**
  53533. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  53534. */
  53535. direction: Vector3;
  53536. /**
  53537. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  53538. * A PointLight emits the light in every direction.
  53539. * It can cast shadows.
  53540. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  53541. * ```javascript
  53542. * var pointLight = new PointLight("pl", camera.position, scene);
  53543. * ```
  53544. * Documentation : https://doc.babylonjs.com/babylon101/lights
  53545. * @param name The light friendly name
  53546. * @param position The position of the point light in the scene
  53547. * @param scene The scene the lights belongs to
  53548. */
  53549. constructor(name: string, position: Vector3, scene: Scene);
  53550. /**
  53551. * Returns the string "PointLight"
  53552. * @returns the class name
  53553. */
  53554. getClassName(): string;
  53555. /**
  53556. * Returns the integer 0.
  53557. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  53558. */
  53559. getTypeID(): number;
  53560. /**
  53561. * Specifies wether or not the shadowmap should be a cube texture.
  53562. * @returns true if the shadowmap needs to be a cube texture.
  53563. */
  53564. needCube(): boolean;
  53565. /**
  53566. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  53567. * @param faceIndex The index of the face we are computed the direction to generate shadow
  53568. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  53569. */
  53570. getShadowDirection(faceIndex?: number): Vector3;
  53571. /**
  53572. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  53573. * - fov = PI / 2
  53574. * - aspect ratio : 1.0
  53575. * - z-near and far equal to the active camera minZ and maxZ.
  53576. * Returns the PointLight.
  53577. */
  53578. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  53579. protected _buildUniformLayout(): void;
  53580. /**
  53581. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  53582. * @param effect The effect to update
  53583. * @param lightIndex The index of the light in the effect to update
  53584. * @returns The point light
  53585. */
  53586. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  53587. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  53588. /**
  53589. * Prepares the list of defines specific to the light type.
  53590. * @param defines the list of defines
  53591. * @param lightIndex defines the index of the light for the effect
  53592. */
  53593. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  53594. }
  53595. }
  53596. declare module "babylonjs/Lights/index" {
  53597. export * from "babylonjs/Lights/light";
  53598. export * from "babylonjs/Lights/shadowLight";
  53599. export * from "babylonjs/Lights/Shadows/index";
  53600. export * from "babylonjs/Lights/directionalLight";
  53601. export * from "babylonjs/Lights/hemisphericLight";
  53602. export * from "babylonjs/Lights/pointLight";
  53603. export * from "babylonjs/Lights/spotLight";
  53604. }
  53605. declare module "babylonjs/Misc/HighDynamicRange/hdr" {
  53606. import { CubeMapInfo } from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  53607. /**
  53608. * Header information of HDR texture files.
  53609. */
  53610. export interface HDRInfo {
  53611. /**
  53612. * The height of the texture in pixels.
  53613. */
  53614. height: number;
  53615. /**
  53616. * The width of the texture in pixels.
  53617. */
  53618. width: number;
  53619. /**
  53620. * The index of the beginning of the data in the binary file.
  53621. */
  53622. dataPosition: number;
  53623. }
  53624. /**
  53625. * This groups tools to convert HDR texture to native colors array.
  53626. */
  53627. export class HDRTools {
  53628. private static Ldexp;
  53629. private static Rgbe2float;
  53630. private static readStringLine;
  53631. /**
  53632. * Reads header information from an RGBE texture stored in a native array.
  53633. * More information on this format are available here:
  53634. * https://en.wikipedia.org/wiki/RGBE_image_format
  53635. *
  53636. * @param uint8array The binary file stored in native array.
  53637. * @return The header information.
  53638. */
  53639. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  53640. /**
  53641. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  53642. * This RGBE texture needs to store the information as a panorama.
  53643. *
  53644. * More information on this format are available here:
  53645. * https://en.wikipedia.org/wiki/RGBE_image_format
  53646. *
  53647. * @param buffer The binary file stored in an array buffer.
  53648. * @param size The expected size of the extracted cubemap.
  53649. * @return The Cube Map information.
  53650. */
  53651. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  53652. /**
  53653. * Returns the pixels data extracted from an RGBE texture.
  53654. * This pixels will be stored left to right up to down in the R G B order in one array.
  53655. *
  53656. * More information on this format are available here:
  53657. * https://en.wikipedia.org/wiki/RGBE_image_format
  53658. *
  53659. * @param uint8array The binary file stored in an array buffer.
  53660. * @param hdrInfo The header information of the file.
  53661. * @return The pixels data in RGB right to left up to down order.
  53662. */
  53663. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  53664. private static RGBE_ReadPixels_RLE;
  53665. }
  53666. }
  53667. declare module "babylonjs/Materials/Textures/hdrCubeTexture" {
  53668. import { Nullable } from "babylonjs/types";
  53669. import { Scene } from "babylonjs/scene";
  53670. import { Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  53671. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  53672. import "babylonjs/Engines/Extensions/engine.rawTexture";
  53673. import "babylonjs/Materials/Textures/baseTexture.polynomial";
  53674. /**
  53675. * This represents a texture coming from an HDR input.
  53676. *
  53677. * The only supported format is currently panorama picture stored in RGBE format.
  53678. * Example of such files can be found on HDRLib: http://hdrlib.com/
  53679. */
  53680. export class HDRCubeTexture extends BaseTexture {
  53681. private static _facesMapping;
  53682. private _generateHarmonics;
  53683. private _noMipmap;
  53684. private _textureMatrix;
  53685. private _size;
  53686. private _onLoad;
  53687. private _onError;
  53688. /**
  53689. * The texture URL.
  53690. */
  53691. url: string;
  53692. /**
  53693. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  53694. */
  53695. coordinatesMode: number;
  53696. protected _isBlocking: boolean;
  53697. /**
  53698. * Sets wether or not the texture is blocking during loading.
  53699. */
  53700. /**
  53701. * Gets wether or not the texture is blocking during loading.
  53702. */
  53703. isBlocking: boolean;
  53704. protected _rotationY: number;
  53705. /**
  53706. * Sets texture matrix rotation angle around Y axis in radians.
  53707. */
  53708. /**
  53709. * Gets texture matrix rotation angle around Y axis radians.
  53710. */
  53711. rotationY: number;
  53712. /**
  53713. * Gets or sets the center of the bounding box associated with the cube texture
  53714. * It must define where the camera used to render the texture was set
  53715. */
  53716. boundingBoxPosition: Vector3;
  53717. private _boundingBoxSize;
  53718. /**
  53719. * Gets or sets the size of the bounding box associated with the cube texture
  53720. * When defined, the cubemap will switch to local mode
  53721. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  53722. * @example https://www.babylonjs-playground.com/#RNASML
  53723. */
  53724. boundingBoxSize: Vector3;
  53725. /**
  53726. * Instantiates an HDRTexture from the following parameters.
  53727. *
  53728. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  53729. * @param scene The scene the texture will be used in
  53730. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  53731. * @param noMipmap Forces to not generate the mipmap if true
  53732. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  53733. * @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)
  53734. * @param reserved Reserved flag for internal use.
  53735. */
  53736. 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>);
  53737. /**
  53738. * Get the current class name of the texture useful for serialization or dynamic coding.
  53739. * @returns "HDRCubeTexture"
  53740. */
  53741. getClassName(): string;
  53742. /**
  53743. * Occurs when the file is raw .hdr file.
  53744. */
  53745. private loadTexture;
  53746. clone(): HDRCubeTexture;
  53747. delayLoad(): void;
  53748. /**
  53749. * Get the texture reflection matrix used to rotate/transform the reflection.
  53750. * @returns the reflection matrix
  53751. */
  53752. getReflectionTextureMatrix(): Matrix;
  53753. /**
  53754. * Set the texture reflection matrix used to rotate/transform the reflection.
  53755. * @param value Define the reflection matrix to set
  53756. */
  53757. setReflectionTextureMatrix(value: Matrix): void;
  53758. /**
  53759. * Parses a JSON representation of an HDR Texture in order to create the texture
  53760. * @param parsedTexture Define the JSON representation
  53761. * @param scene Define the scene the texture should be created in
  53762. * @param rootUrl Define the root url in case we need to load relative dependencies
  53763. * @returns the newly created texture after parsing
  53764. */
  53765. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  53766. serialize(): any;
  53767. }
  53768. }
  53769. declare module "babylonjs/Physics/physicsEngine" {
  53770. import { Nullable } from "babylonjs/types";
  53771. import { Vector3 } from "babylonjs/Maths/math.vector";
  53772. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  53773. import { PhysicsImpostor, IPhysicsEnabledObject } from "babylonjs/Physics/physicsImpostor";
  53774. import { PhysicsJoint } from "babylonjs/Physics/physicsJoint";
  53775. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53776. /**
  53777. * Class used to control physics engine
  53778. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  53779. */
  53780. export class PhysicsEngine implements IPhysicsEngine {
  53781. private _physicsPlugin;
  53782. /**
  53783. * Global value used to control the smallest number supported by the simulation
  53784. */
  53785. static Epsilon: number;
  53786. private _impostors;
  53787. private _joints;
  53788. /**
  53789. * Gets the gravity vector used by the simulation
  53790. */
  53791. gravity: Vector3;
  53792. /**
  53793. * Factory used to create the default physics plugin.
  53794. * @returns The default physics plugin
  53795. */
  53796. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  53797. /**
  53798. * Creates a new Physics Engine
  53799. * @param gravity defines the gravity vector used by the simulation
  53800. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  53801. */
  53802. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  53803. /**
  53804. * Sets the gravity vector used by the simulation
  53805. * @param gravity defines the gravity vector to use
  53806. */
  53807. setGravity(gravity: Vector3): void;
  53808. /**
  53809. * Set the time step of the physics engine.
  53810. * Default is 1/60.
  53811. * To slow it down, enter 1/600 for example.
  53812. * To speed it up, 1/30
  53813. * @param newTimeStep defines the new timestep to apply to this world.
  53814. */
  53815. setTimeStep(newTimeStep?: number): void;
  53816. /**
  53817. * Get the time step of the physics engine.
  53818. * @returns the current time step
  53819. */
  53820. getTimeStep(): number;
  53821. /**
  53822. * Release all resources
  53823. */
  53824. dispose(): void;
  53825. /**
  53826. * Gets the name of the current physics plugin
  53827. * @returns the name of the plugin
  53828. */
  53829. getPhysicsPluginName(): string;
  53830. /**
  53831. * Adding a new impostor for the impostor tracking.
  53832. * This will be done by the impostor itself.
  53833. * @param impostor the impostor to add
  53834. */
  53835. addImpostor(impostor: PhysicsImpostor): void;
  53836. /**
  53837. * Remove an impostor from the engine.
  53838. * This impostor and its mesh will not longer be updated by the physics engine.
  53839. * @param impostor the impostor to remove
  53840. */
  53841. removeImpostor(impostor: PhysicsImpostor): void;
  53842. /**
  53843. * Add a joint to the physics engine
  53844. * @param mainImpostor defines the main impostor to which the joint is added.
  53845. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  53846. * @param joint defines the joint that will connect both impostors.
  53847. */
  53848. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53849. /**
  53850. * Removes a joint from the simulation
  53851. * @param mainImpostor defines the impostor used with the joint
  53852. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  53853. * @param joint defines the joint to remove
  53854. */
  53855. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  53856. /**
  53857. * Called by the scene. No need to call it.
  53858. * @param delta defines the timespam between frames
  53859. */
  53860. _step(delta: number): void;
  53861. /**
  53862. * Gets the current plugin used to run the simulation
  53863. * @returns current plugin
  53864. */
  53865. getPhysicsPlugin(): IPhysicsEnginePlugin;
  53866. /**
  53867. * Gets the list of physic impostors
  53868. * @returns an array of PhysicsImpostor
  53869. */
  53870. getImpostors(): Array<PhysicsImpostor>;
  53871. /**
  53872. * Gets the impostor for a physics enabled object
  53873. * @param object defines the object impersonated by the impostor
  53874. * @returns the PhysicsImpostor or null if not found
  53875. */
  53876. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  53877. /**
  53878. * Gets the impostor for a physics body object
  53879. * @param body defines physics body used by the impostor
  53880. * @returns the PhysicsImpostor or null if not found
  53881. */
  53882. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  53883. /**
  53884. * Does a raycast in the physics world
  53885. * @param from when should the ray start?
  53886. * @param to when should the ray end?
  53887. * @returns PhysicsRaycastResult
  53888. */
  53889. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53890. }
  53891. }
  53892. declare module "babylonjs/Physics/Plugins/cannonJSPlugin" {
  53893. import { Nullable } from "babylonjs/types";
  53894. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53895. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53896. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53897. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53898. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53899. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53900. /** @hidden */
  53901. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  53902. private _useDeltaForWorldStep;
  53903. world: any;
  53904. name: string;
  53905. private _physicsMaterials;
  53906. private _fixedTimeStep;
  53907. private _cannonRaycastResult;
  53908. private _raycastResult;
  53909. private _physicsBodysToRemoveAfterStep;
  53910. BJSCANNON: any;
  53911. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  53912. setGravity(gravity: Vector3): void;
  53913. setTimeStep(timeStep: number): void;
  53914. getTimeStep(): number;
  53915. executeStep(delta: number): void;
  53916. private _removeMarkedPhysicsBodiesFromWorld;
  53917. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53918. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53919. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53920. private _processChildMeshes;
  53921. removePhysicsBody(impostor: PhysicsImpostor): void;
  53922. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53923. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53924. private _addMaterial;
  53925. private _checkWithEpsilon;
  53926. private _createShape;
  53927. private _createHeightmap;
  53928. private _minus90X;
  53929. private _plus90X;
  53930. private _tmpPosition;
  53931. private _tmpDeltaPosition;
  53932. private _tmpUnityRotation;
  53933. private _updatePhysicsBodyTransformation;
  53934. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53935. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53936. isSupported(): boolean;
  53937. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53938. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53939. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53940. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53941. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  53942. getBodyMass(impostor: PhysicsImpostor): number;
  53943. getBodyFriction(impostor: PhysicsImpostor): number;
  53944. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  53945. getBodyRestitution(impostor: PhysicsImpostor): number;
  53946. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  53947. sleepBody(impostor: PhysicsImpostor): void;
  53948. wakeUpBody(impostor: PhysicsImpostor): void;
  53949. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  53950. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  53951. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  53952. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  53953. getRadius(impostor: PhysicsImpostor): number;
  53954. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  53955. dispose(): void;
  53956. private _extendNamespace;
  53957. /**
  53958. * Does a raycast in the physics world
  53959. * @param from when should the ray start?
  53960. * @param to when should the ray end?
  53961. * @returns PhysicsRaycastResult
  53962. */
  53963. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  53964. }
  53965. }
  53966. declare module "babylonjs/Physics/Plugins/oimoJSPlugin" {
  53967. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  53968. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  53969. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  53970. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  53971. import { Vector3, Quaternion } from "babylonjs/Maths/math.vector";
  53972. import { Nullable } from "babylonjs/types";
  53973. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  53974. /** @hidden */
  53975. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  53976. world: any;
  53977. name: string;
  53978. BJSOIMO: any;
  53979. private _raycastResult;
  53980. constructor(iterations?: number, oimoInjection?: any);
  53981. setGravity(gravity: Vector3): void;
  53982. setTimeStep(timeStep: number): void;
  53983. getTimeStep(): number;
  53984. private _tmpImpostorsArray;
  53985. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  53986. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53987. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  53988. generatePhysicsBody(impostor: PhysicsImpostor): void;
  53989. private _tmpPositionVector;
  53990. removePhysicsBody(impostor: PhysicsImpostor): void;
  53991. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  53992. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  53993. isSupported(): boolean;
  53994. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  53995. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  53996. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53997. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  53998. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  53999. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54000. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54001. getBodyMass(impostor: PhysicsImpostor): number;
  54002. getBodyFriction(impostor: PhysicsImpostor): number;
  54003. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54004. getBodyRestitution(impostor: PhysicsImpostor): number;
  54005. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54006. sleepBody(impostor: PhysicsImpostor): void;
  54007. wakeUpBody(impostor: PhysicsImpostor): void;
  54008. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54009. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  54010. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  54011. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54012. getRadius(impostor: PhysicsImpostor): number;
  54013. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54014. dispose(): void;
  54015. /**
  54016. * Does a raycast in the physics world
  54017. * @param from when should the ray start?
  54018. * @param to when should the ray end?
  54019. * @returns PhysicsRaycastResult
  54020. */
  54021. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54022. }
  54023. }
  54024. declare module "babylonjs/Meshes/Builders/ribbonBuilder" {
  54025. import { Nullable } from "babylonjs/types";
  54026. import { Scene } from "babylonjs/scene";
  54027. import { Vector3, Vector2, Vector4 } from "babylonjs/Maths/math.vector";
  54028. import { Color4 } from "babylonjs/Maths/math.color";
  54029. import { Mesh } from "babylonjs/Meshes/mesh";
  54030. /**
  54031. * Class containing static functions to help procedurally build meshes
  54032. */
  54033. export class RibbonBuilder {
  54034. /**
  54035. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  54036. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  54037. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  54038. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  54039. * * 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
  54040. * * 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
  54041. * * 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
  54042. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54043. * * 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
  54044. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54045. * * 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
  54046. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  54047. * * 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
  54048. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  54049. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54050. * @param name defines the name of the mesh
  54051. * @param options defines the options used to create the mesh
  54052. * @param scene defines the hosting scene
  54053. * @returns the ribbon mesh
  54054. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  54055. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54056. */
  54057. static CreateRibbon(name: string, options: {
  54058. pathArray: Vector3[][];
  54059. closeArray?: boolean;
  54060. closePath?: boolean;
  54061. offset?: number;
  54062. updatable?: boolean;
  54063. sideOrientation?: number;
  54064. frontUVs?: Vector4;
  54065. backUVs?: Vector4;
  54066. instance?: Mesh;
  54067. invertUV?: boolean;
  54068. uvs?: Vector2[];
  54069. colors?: Color4[];
  54070. }, scene?: Nullable<Scene>): Mesh;
  54071. }
  54072. }
  54073. declare module "babylonjs/Meshes/Builders/shapeBuilder" {
  54074. import { Nullable } from "babylonjs/types";
  54075. import { Scene } from "babylonjs/scene";
  54076. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  54077. import { Mesh } from "babylonjs/Meshes/mesh";
  54078. /**
  54079. * Class containing static functions to help procedurally build meshes
  54080. */
  54081. export class ShapeBuilder {
  54082. /**
  54083. * 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.
  54084. * * 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.
  54085. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54086. * * 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.
  54087. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  54088. * * 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
  54089. * * 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
  54090. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  54091. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54092. * * 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
  54093. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  54094. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  54095. * @param name defines the name of the mesh
  54096. * @param options defines the options used to create the mesh
  54097. * @param scene defines the hosting scene
  54098. * @returns the extruded shape mesh
  54099. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54100. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54101. */
  54102. static ExtrudeShape(name: string, options: {
  54103. shape: Vector3[];
  54104. path: Vector3[];
  54105. scale?: number;
  54106. rotation?: number;
  54107. cap?: number;
  54108. updatable?: boolean;
  54109. sideOrientation?: number;
  54110. frontUVs?: Vector4;
  54111. backUVs?: Vector4;
  54112. instance?: Mesh;
  54113. invertUV?: boolean;
  54114. }, scene?: Nullable<Scene>): Mesh;
  54115. /**
  54116. * Creates an custom extruded shape mesh.
  54117. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  54118. * * 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.
  54119. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  54120. * * 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
  54121. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  54122. * * 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
  54123. * * It must returns a float value that will be the scale value applied to the shape on each path point
  54124. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  54125. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  54126. * * 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
  54127. * * 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
  54128. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  54129. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  54130. * * 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
  54131. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  54132. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  54133. * @param name defines the name of the mesh
  54134. * @param options defines the options used to create the mesh
  54135. * @param scene defines the hosting scene
  54136. * @returns the custom extruded shape mesh
  54137. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  54138. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  54139. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  54140. */
  54141. static ExtrudeShapeCustom(name: string, options: {
  54142. shape: Vector3[];
  54143. path: Vector3[];
  54144. scaleFunction?: any;
  54145. rotationFunction?: any;
  54146. ribbonCloseArray?: boolean;
  54147. ribbonClosePath?: boolean;
  54148. cap?: number;
  54149. updatable?: boolean;
  54150. sideOrientation?: number;
  54151. frontUVs?: Vector4;
  54152. backUVs?: Vector4;
  54153. instance?: Mesh;
  54154. invertUV?: boolean;
  54155. }, scene?: Nullable<Scene>): Mesh;
  54156. private static _ExtrudeShapeGeneric;
  54157. }
  54158. }
  54159. declare module "babylonjs/Physics/Plugins/ammoJSPlugin" {
  54160. import { Quaternion, Vector3 } from "babylonjs/Maths/math.vector";
  54161. import { IPhysicsEnginePlugin, PhysicsImpostorJoint } from "babylonjs/Physics/IPhysicsEngine";
  54162. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  54163. import { PhysicsJoint, IMotorEnabledJoint } from "babylonjs/Physics/physicsJoint";
  54164. import { Nullable } from "babylonjs/types";
  54165. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54166. import { PhysicsRaycastResult } from "babylonjs/Physics/physicsRaycastResult";
  54167. /**
  54168. * AmmoJS Physics plugin
  54169. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  54170. * @see https://github.com/kripken/ammo.js/
  54171. */
  54172. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  54173. private _useDeltaForWorldStep;
  54174. /**
  54175. * Reference to the Ammo library
  54176. */
  54177. bjsAMMO: any;
  54178. /**
  54179. * Created ammoJS world which physics bodies are added to
  54180. */
  54181. world: any;
  54182. /**
  54183. * Name of the plugin
  54184. */
  54185. name: string;
  54186. private _timeStep;
  54187. private _fixedTimeStep;
  54188. private _maxSteps;
  54189. private _tmpQuaternion;
  54190. private _tmpAmmoTransform;
  54191. private _tmpAmmoQuaternion;
  54192. private _tmpAmmoConcreteContactResultCallback;
  54193. private _collisionConfiguration;
  54194. private _dispatcher;
  54195. private _overlappingPairCache;
  54196. private _solver;
  54197. private _softBodySolver;
  54198. private _tmpAmmoVectorA;
  54199. private _tmpAmmoVectorB;
  54200. private _tmpAmmoVectorC;
  54201. private _tmpAmmoVectorD;
  54202. private _tmpContactCallbackResult;
  54203. private _tmpAmmoVectorRCA;
  54204. private _tmpAmmoVectorRCB;
  54205. private _raycastResult;
  54206. private static readonly DISABLE_COLLISION_FLAG;
  54207. private static readonly KINEMATIC_FLAG;
  54208. private static readonly DISABLE_DEACTIVATION_FLAG;
  54209. /**
  54210. * Initializes the ammoJS plugin
  54211. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  54212. * @param ammoInjection can be used to inject your own ammo reference
  54213. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  54214. */
  54215. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  54216. /**
  54217. * Sets the gravity of the physics world (m/(s^2))
  54218. * @param gravity Gravity to set
  54219. */
  54220. setGravity(gravity: Vector3): void;
  54221. /**
  54222. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  54223. * @param timeStep timestep to use in seconds
  54224. */
  54225. setTimeStep(timeStep: number): void;
  54226. /**
  54227. * 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)
  54228. * @param fixedTimeStep fixedTimeStep to use in seconds
  54229. */
  54230. setFixedTimeStep(fixedTimeStep: number): void;
  54231. /**
  54232. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  54233. * @param maxSteps the maximum number of steps by the physics engine per frame
  54234. */
  54235. setMaxSteps(maxSteps: number): void;
  54236. /**
  54237. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  54238. * @returns the current timestep in seconds
  54239. */
  54240. getTimeStep(): number;
  54241. private _isImpostorInContact;
  54242. private _isImpostorPairInContact;
  54243. private _stepSimulation;
  54244. /**
  54245. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  54246. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  54247. * After the step the babylon meshes are set to the position of the physics imposters
  54248. * @param delta amount of time to step forward
  54249. * @param impostors array of imposters to update before/after the step
  54250. */
  54251. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  54252. /**
  54253. * Update babylon mesh to match physics world object
  54254. * @param impostor imposter to match
  54255. */
  54256. private _afterSoftStep;
  54257. /**
  54258. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54259. * @param impostor imposter to match
  54260. */
  54261. private _ropeStep;
  54262. /**
  54263. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  54264. * @param impostor imposter to match
  54265. */
  54266. private _softbodyOrClothStep;
  54267. private _tmpVector;
  54268. private _tmpMatrix;
  54269. /**
  54270. * Applies an impulse on the imposter
  54271. * @param impostor imposter to apply impulse to
  54272. * @param force amount of force to be applied to the imposter
  54273. * @param contactPoint the location to apply the impulse on the imposter
  54274. */
  54275. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54276. /**
  54277. * Applies a force on the imposter
  54278. * @param impostor imposter to apply force
  54279. * @param force amount of force to be applied to the imposter
  54280. * @param contactPoint the location to apply the force on the imposter
  54281. */
  54282. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  54283. /**
  54284. * Creates a physics body using the plugin
  54285. * @param impostor the imposter to create the physics body on
  54286. */
  54287. generatePhysicsBody(impostor: PhysicsImpostor): void;
  54288. /**
  54289. * Removes the physics body from the imposter and disposes of the body's memory
  54290. * @param impostor imposter to remove the physics body from
  54291. */
  54292. removePhysicsBody(impostor: PhysicsImpostor): void;
  54293. /**
  54294. * Generates a joint
  54295. * @param impostorJoint the imposter joint to create the joint with
  54296. */
  54297. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  54298. /**
  54299. * Removes a joint
  54300. * @param impostorJoint the imposter joint to remove the joint from
  54301. */
  54302. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  54303. private _addMeshVerts;
  54304. /**
  54305. * Initialise the soft body vertices to match its object's (mesh) vertices
  54306. * Softbody vertices (nodes) are in world space and to match this
  54307. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  54308. * @param impostor to create the softbody for
  54309. */
  54310. private _softVertexData;
  54311. /**
  54312. * Create an impostor's soft body
  54313. * @param impostor to create the softbody for
  54314. */
  54315. private _createSoftbody;
  54316. /**
  54317. * Create cloth for an impostor
  54318. * @param impostor to create the softbody for
  54319. */
  54320. private _createCloth;
  54321. /**
  54322. * Create rope for an impostor
  54323. * @param impostor to create the softbody for
  54324. */
  54325. private _createRope;
  54326. private _addHullVerts;
  54327. private _createShape;
  54328. /**
  54329. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  54330. * @param impostor imposter containing the physics body and babylon object
  54331. */
  54332. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  54333. /**
  54334. * Sets the babylon object's position/rotation from the physics body's position/rotation
  54335. * @param impostor imposter containing the physics body and babylon object
  54336. * @param newPosition new position
  54337. * @param newRotation new rotation
  54338. */
  54339. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  54340. /**
  54341. * If this plugin is supported
  54342. * @returns true if its supported
  54343. */
  54344. isSupported(): boolean;
  54345. /**
  54346. * Sets the linear velocity of the physics body
  54347. * @param impostor imposter to set the velocity on
  54348. * @param velocity velocity to set
  54349. */
  54350. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54351. /**
  54352. * Sets the angular velocity of the physics body
  54353. * @param impostor imposter to set the velocity on
  54354. * @param velocity velocity to set
  54355. */
  54356. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  54357. /**
  54358. * gets the linear velocity
  54359. * @param impostor imposter to get linear velocity from
  54360. * @returns linear velocity
  54361. */
  54362. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54363. /**
  54364. * gets the angular velocity
  54365. * @param impostor imposter to get angular velocity from
  54366. * @returns angular velocity
  54367. */
  54368. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  54369. /**
  54370. * Sets the mass of physics body
  54371. * @param impostor imposter to set the mass on
  54372. * @param mass mass to set
  54373. */
  54374. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  54375. /**
  54376. * Gets the mass of the physics body
  54377. * @param impostor imposter to get the mass from
  54378. * @returns mass
  54379. */
  54380. getBodyMass(impostor: PhysicsImpostor): number;
  54381. /**
  54382. * Gets friction of the impostor
  54383. * @param impostor impostor to get friction from
  54384. * @returns friction value
  54385. */
  54386. getBodyFriction(impostor: PhysicsImpostor): number;
  54387. /**
  54388. * Sets friction of the impostor
  54389. * @param impostor impostor to set friction on
  54390. * @param friction friction value
  54391. */
  54392. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  54393. /**
  54394. * Gets restitution of the impostor
  54395. * @param impostor impostor to get restitution from
  54396. * @returns restitution value
  54397. */
  54398. getBodyRestitution(impostor: PhysicsImpostor): number;
  54399. /**
  54400. * Sets resitution of the impostor
  54401. * @param impostor impostor to set resitution on
  54402. * @param restitution resitution value
  54403. */
  54404. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  54405. /**
  54406. * Gets pressure inside the impostor
  54407. * @param impostor impostor to get pressure from
  54408. * @returns pressure value
  54409. */
  54410. getBodyPressure(impostor: PhysicsImpostor): number;
  54411. /**
  54412. * Sets pressure inside a soft body impostor
  54413. * Cloth and rope must remain 0 pressure
  54414. * @param impostor impostor to set pressure on
  54415. * @param pressure pressure value
  54416. */
  54417. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  54418. /**
  54419. * Gets stiffness of the impostor
  54420. * @param impostor impostor to get stiffness from
  54421. * @returns pressure value
  54422. */
  54423. getBodyStiffness(impostor: PhysicsImpostor): number;
  54424. /**
  54425. * Sets stiffness of the impostor
  54426. * @param impostor impostor to set stiffness on
  54427. * @param stiffness stiffness value from 0 to 1
  54428. */
  54429. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  54430. /**
  54431. * Gets velocityIterations of the impostor
  54432. * @param impostor impostor to get velocity iterations from
  54433. * @returns velocityIterations value
  54434. */
  54435. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  54436. /**
  54437. * Sets velocityIterations of the impostor
  54438. * @param impostor impostor to set velocity iterations on
  54439. * @param velocityIterations velocityIterations value
  54440. */
  54441. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  54442. /**
  54443. * Gets positionIterations of the impostor
  54444. * @param impostor impostor to get position iterations from
  54445. * @returns positionIterations value
  54446. */
  54447. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  54448. /**
  54449. * Sets positionIterations of the impostor
  54450. * @param impostor impostor to set position on
  54451. * @param positionIterations positionIterations value
  54452. */
  54453. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  54454. /**
  54455. * Append an anchor to a cloth object
  54456. * @param impostor is the cloth impostor to add anchor to
  54457. * @param otherImpostor is the rigid impostor to anchor to
  54458. * @param width ratio across width from 0 to 1
  54459. * @param height ratio up height from 0 to 1
  54460. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  54461. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54462. */
  54463. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54464. /**
  54465. * Append an hook to a rope object
  54466. * @param impostor is the rope impostor to add hook to
  54467. * @param otherImpostor is the rigid impostor to hook to
  54468. * @param length ratio along the rope from 0 to 1
  54469. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  54470. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  54471. */
  54472. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  54473. /**
  54474. * Sleeps the physics body and stops it from being active
  54475. * @param impostor impostor to sleep
  54476. */
  54477. sleepBody(impostor: PhysicsImpostor): void;
  54478. /**
  54479. * Activates the physics body
  54480. * @param impostor impostor to activate
  54481. */
  54482. wakeUpBody(impostor: PhysicsImpostor): void;
  54483. /**
  54484. * Updates the distance parameters of the joint
  54485. * @param joint joint to update
  54486. * @param maxDistance maximum distance of the joint
  54487. * @param minDistance minimum distance of the joint
  54488. */
  54489. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  54490. /**
  54491. * Sets a motor on the joint
  54492. * @param joint joint to set motor on
  54493. * @param speed speed of the motor
  54494. * @param maxForce maximum force of the motor
  54495. * @param motorIndex index of the motor
  54496. */
  54497. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  54498. /**
  54499. * Sets the motors limit
  54500. * @param joint joint to set limit on
  54501. * @param upperLimit upper limit
  54502. * @param lowerLimit lower limit
  54503. */
  54504. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  54505. /**
  54506. * Syncs the position and rotation of a mesh with the impostor
  54507. * @param mesh mesh to sync
  54508. * @param impostor impostor to update the mesh with
  54509. */
  54510. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  54511. /**
  54512. * Gets the radius of the impostor
  54513. * @param impostor impostor to get radius from
  54514. * @returns the radius
  54515. */
  54516. getRadius(impostor: PhysicsImpostor): number;
  54517. /**
  54518. * Gets the box size of the impostor
  54519. * @param impostor impostor to get box size from
  54520. * @param result the resulting box size
  54521. */
  54522. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  54523. /**
  54524. * Disposes of the impostor
  54525. */
  54526. dispose(): void;
  54527. /**
  54528. * Does a raycast in the physics world
  54529. * @param from when should the ray start?
  54530. * @param to when should the ray end?
  54531. * @returns PhysicsRaycastResult
  54532. */
  54533. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  54534. }
  54535. }
  54536. declare module "babylonjs/Probes/reflectionProbe" {
  54537. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  54538. import { Vector3 } from "babylonjs/Maths/math.vector";
  54539. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  54540. import { Nullable } from "babylonjs/types";
  54541. import { Scene } from "babylonjs/scene";
  54542. module "babylonjs/abstractScene" {
  54543. interface AbstractScene {
  54544. /**
  54545. * The list of reflection probes added to the scene
  54546. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54547. */
  54548. reflectionProbes: Array<ReflectionProbe>;
  54549. /**
  54550. * Removes the given reflection probe from this scene.
  54551. * @param toRemove The reflection probe to remove
  54552. * @returns The index of the removed reflection probe
  54553. */
  54554. removeReflectionProbe(toRemove: ReflectionProbe): number;
  54555. /**
  54556. * Adds the given reflection probe to this scene.
  54557. * @param newReflectionProbe The reflection probe to add
  54558. */
  54559. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  54560. }
  54561. }
  54562. /**
  54563. * Class used to generate realtime reflection / refraction cube textures
  54564. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  54565. */
  54566. export class ReflectionProbe {
  54567. /** defines the name of the probe */
  54568. name: string;
  54569. private _scene;
  54570. private _renderTargetTexture;
  54571. private _projectionMatrix;
  54572. private _viewMatrix;
  54573. private _target;
  54574. private _add;
  54575. private _attachedMesh;
  54576. private _invertYAxis;
  54577. /** Gets or sets probe position (center of the cube map) */
  54578. position: Vector3;
  54579. /**
  54580. * Creates a new reflection probe
  54581. * @param name defines the name of the probe
  54582. * @param size defines the texture resolution (for each face)
  54583. * @param scene defines the hosting scene
  54584. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  54585. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  54586. */
  54587. constructor(
  54588. /** defines the name of the probe */
  54589. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  54590. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  54591. samples: number;
  54592. /** Gets or sets the refresh rate to use (on every frame by default) */
  54593. refreshRate: number;
  54594. /**
  54595. * Gets the hosting scene
  54596. * @returns a Scene
  54597. */
  54598. getScene(): Scene;
  54599. /** Gets the internal CubeTexture used to render to */
  54600. readonly cubeTexture: RenderTargetTexture;
  54601. /** Gets the list of meshes to render */
  54602. readonly renderList: Nullable<AbstractMesh[]>;
  54603. /**
  54604. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  54605. * @param mesh defines the mesh to attach to
  54606. */
  54607. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  54608. /**
  54609. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  54610. * @param renderingGroupId The rendering group id corresponding to its index
  54611. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  54612. */
  54613. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  54614. /**
  54615. * Clean all associated resources
  54616. */
  54617. dispose(): void;
  54618. /**
  54619. * Converts the reflection probe information to a readable string for debug purpose.
  54620. * @param fullDetails Supports for multiple levels of logging within scene loading
  54621. * @returns the human readable reflection probe info
  54622. */
  54623. toString(fullDetails?: boolean): string;
  54624. /**
  54625. * Get the class name of the relfection probe.
  54626. * @returns "ReflectionProbe"
  54627. */
  54628. getClassName(): string;
  54629. /**
  54630. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  54631. * @returns The JSON representation of the texture
  54632. */
  54633. serialize(): any;
  54634. /**
  54635. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  54636. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  54637. * @param scene Define the scene the parsed reflection probe should be instantiated in
  54638. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  54639. * @returns The parsed reflection probe if successful
  54640. */
  54641. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  54642. }
  54643. }
  54644. declare module "babylonjs/Loading/Plugins/babylonFileLoader" {
  54645. /** @hidden */
  54646. export var _BabylonLoaderRegistered: boolean;
  54647. /**
  54648. * Helps setting up some configuration for the babylon file loader.
  54649. */
  54650. export class BabylonFileLoaderConfiguration {
  54651. /**
  54652. * The loader does not allow injecting custom physix engine into the plugins.
  54653. * Unfortunately in ES6, we need to manually inject them into the plugin.
  54654. * So you could set this variable to your engine import to make it work.
  54655. */
  54656. static LoaderInjectedPhysicsEngine: any;
  54657. }
  54658. }
  54659. declare module "babylonjs/Loading/Plugins/index" {
  54660. export * from "babylonjs/Loading/Plugins/babylonFileLoader";
  54661. }
  54662. declare module "babylonjs/Loading/index" {
  54663. export * from "babylonjs/Loading/loadingScreen";
  54664. export * from "babylonjs/Loading/Plugins/index";
  54665. export * from "babylonjs/Loading/sceneLoader";
  54666. export * from "babylonjs/Loading/sceneLoaderFlags";
  54667. }
  54668. declare module "babylonjs/Materials/Background/index" {
  54669. export * from "babylonjs/Materials/Background/backgroundMaterial";
  54670. }
  54671. declare module "babylonjs/Materials/PBR/pbrBaseSimpleMaterial" {
  54672. import { Scene } from "babylonjs/scene";
  54673. import { Color3 } from "babylonjs/Maths/math.color";
  54674. import { PBRBaseMaterial } from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54675. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54676. /**
  54677. * The Physically based simple base material of BJS.
  54678. *
  54679. * This enables better naming and convention enforcements on top of the pbrMaterial.
  54680. * It is used as the base class for both the specGloss and metalRough conventions.
  54681. */
  54682. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  54683. /**
  54684. * Number of Simultaneous lights allowed on the material.
  54685. */
  54686. maxSimultaneousLights: number;
  54687. /**
  54688. * If sets to true, disables all the lights affecting the material.
  54689. */
  54690. disableLighting: boolean;
  54691. /**
  54692. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  54693. */
  54694. environmentTexture: BaseTexture;
  54695. /**
  54696. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  54697. */
  54698. invertNormalMapX: boolean;
  54699. /**
  54700. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  54701. */
  54702. invertNormalMapY: boolean;
  54703. /**
  54704. * Normal map used in the model.
  54705. */
  54706. normalTexture: BaseTexture;
  54707. /**
  54708. * Emissivie color used to self-illuminate the model.
  54709. */
  54710. emissiveColor: Color3;
  54711. /**
  54712. * Emissivie texture used to self-illuminate the model.
  54713. */
  54714. emissiveTexture: BaseTexture;
  54715. /**
  54716. * Occlusion Channel Strenght.
  54717. */
  54718. occlusionStrength: number;
  54719. /**
  54720. * Occlusion Texture of the material (adding extra occlusion effects).
  54721. */
  54722. occlusionTexture: BaseTexture;
  54723. /**
  54724. * Defines the alpha limits in alpha test mode.
  54725. */
  54726. alphaCutOff: number;
  54727. /**
  54728. * Gets the current double sided mode.
  54729. */
  54730. /**
  54731. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  54732. */
  54733. doubleSided: boolean;
  54734. /**
  54735. * Stores the pre-calculated light information of a mesh in a texture.
  54736. */
  54737. lightmapTexture: BaseTexture;
  54738. /**
  54739. * If true, the light map contains occlusion information instead of lighting info.
  54740. */
  54741. useLightmapAsShadowmap: boolean;
  54742. /**
  54743. * Instantiates a new PBRMaterial instance.
  54744. *
  54745. * @param name The material name
  54746. * @param scene The scene the material will be use in.
  54747. */
  54748. constructor(name: string, scene: Scene);
  54749. getClassName(): string;
  54750. }
  54751. }
  54752. declare module "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial" {
  54753. import { Scene } from "babylonjs/scene";
  54754. import { Color3 } from "babylonjs/Maths/math.color";
  54755. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54756. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54757. /**
  54758. * The PBR material of BJS following the metal roughness convention.
  54759. *
  54760. * This fits to the PBR convention in the GLTF definition:
  54761. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  54762. */
  54763. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  54764. /**
  54765. * The base color has two different interpretations depending on the value of metalness.
  54766. * When the material is a metal, the base color is the specific measured reflectance value
  54767. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  54768. * of the material.
  54769. */
  54770. baseColor: Color3;
  54771. /**
  54772. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  54773. * well as opacity information in the alpha channel.
  54774. */
  54775. baseTexture: BaseTexture;
  54776. /**
  54777. * Specifies the metallic scalar value of the material.
  54778. * Can also be used to scale the metalness values of the metallic texture.
  54779. */
  54780. metallic: number;
  54781. /**
  54782. * Specifies the roughness scalar value of the material.
  54783. * Can also be used to scale the roughness values of the metallic texture.
  54784. */
  54785. roughness: number;
  54786. /**
  54787. * Texture containing both the metallic value in the B channel and the
  54788. * roughness value in the G channel to keep better precision.
  54789. */
  54790. metallicRoughnessTexture: BaseTexture;
  54791. /**
  54792. * Instantiates a new PBRMetalRoughnessMaterial instance.
  54793. *
  54794. * @param name The material name
  54795. * @param scene The scene the material will be use in.
  54796. */
  54797. constructor(name: string, scene: Scene);
  54798. /**
  54799. * Return the currrent class name of the material.
  54800. */
  54801. getClassName(): string;
  54802. /**
  54803. * Makes a duplicate of the current material.
  54804. * @param name - name to use for the new material.
  54805. */
  54806. clone(name: string): PBRMetallicRoughnessMaterial;
  54807. /**
  54808. * Serialize the material to a parsable JSON object.
  54809. */
  54810. serialize(): any;
  54811. /**
  54812. * Parses a JSON object correponding to the serialize function.
  54813. */
  54814. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  54815. }
  54816. }
  54817. declare module "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial" {
  54818. import { Scene } from "babylonjs/scene";
  54819. import { Color3 } from "babylonjs/Maths/math.color";
  54820. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54821. import { PBRBaseSimpleMaterial } from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54822. /**
  54823. * The PBR material of BJS following the specular glossiness convention.
  54824. *
  54825. * This fits to the PBR convention in the GLTF definition:
  54826. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  54827. */
  54828. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  54829. /**
  54830. * Specifies the diffuse color of the material.
  54831. */
  54832. diffuseColor: Color3;
  54833. /**
  54834. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  54835. * channel.
  54836. */
  54837. diffuseTexture: BaseTexture;
  54838. /**
  54839. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  54840. */
  54841. specularColor: Color3;
  54842. /**
  54843. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  54844. */
  54845. glossiness: number;
  54846. /**
  54847. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  54848. */
  54849. specularGlossinessTexture: BaseTexture;
  54850. /**
  54851. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  54852. *
  54853. * @param name The material name
  54854. * @param scene The scene the material will be use in.
  54855. */
  54856. constructor(name: string, scene: Scene);
  54857. /**
  54858. * Return the currrent class name of the material.
  54859. */
  54860. getClassName(): string;
  54861. /**
  54862. * Makes a duplicate of the current material.
  54863. * @param name - name to use for the new material.
  54864. */
  54865. clone(name: string): PBRSpecularGlossinessMaterial;
  54866. /**
  54867. * Serialize the material to a parsable JSON object.
  54868. */
  54869. serialize(): any;
  54870. /**
  54871. * Parses a JSON object correponding to the serialize function.
  54872. */
  54873. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  54874. }
  54875. }
  54876. declare module "babylonjs/Materials/PBR/index" {
  54877. export * from "babylonjs/Materials/PBR/pbrBaseMaterial";
  54878. export * from "babylonjs/Materials/PBR/pbrBaseSimpleMaterial";
  54879. export * from "babylonjs/Materials/PBR/pbrMaterial";
  54880. export * from "babylonjs/Materials/PBR/pbrMetallicRoughnessMaterial";
  54881. export * from "babylonjs/Materials/PBR/pbrSpecularGlossinessMaterial";
  54882. }
  54883. declare module "babylonjs/Materials/Textures/colorGradingTexture" {
  54884. import { Nullable } from "babylonjs/types";
  54885. import { Scene } from "babylonjs/scene";
  54886. import { Matrix } from "babylonjs/Maths/math.vector";
  54887. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54888. /**
  54889. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  54890. * It can help converting any input color in a desired output one. This can then be used to create effects
  54891. * from sepia, black and white to sixties or futuristic rendering...
  54892. *
  54893. * The only supported format is currently 3dl.
  54894. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  54895. */
  54896. export class ColorGradingTexture extends BaseTexture {
  54897. /**
  54898. * The current texture matrix. (will always be identity in color grading texture)
  54899. */
  54900. private _textureMatrix;
  54901. /**
  54902. * The texture URL.
  54903. */
  54904. url: string;
  54905. /**
  54906. * Empty line regex stored for GC.
  54907. */
  54908. private static _noneEmptyLineRegex;
  54909. private _engine;
  54910. /**
  54911. * Instantiates a ColorGradingTexture from the following parameters.
  54912. *
  54913. * @param url The location of the color gradind data (currently only supporting 3dl)
  54914. * @param scene The scene the texture will be used in
  54915. */
  54916. constructor(url: string, scene: Scene);
  54917. /**
  54918. * Returns the texture matrix used in most of the material.
  54919. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  54920. */
  54921. getTextureMatrix(): Matrix;
  54922. /**
  54923. * Occurs when the file being loaded is a .3dl LUT file.
  54924. */
  54925. private load3dlTexture;
  54926. /**
  54927. * Starts the loading process of the texture.
  54928. */
  54929. private loadTexture;
  54930. /**
  54931. * Clones the color gradind texture.
  54932. */
  54933. clone(): ColorGradingTexture;
  54934. /**
  54935. * Called during delayed load for textures.
  54936. */
  54937. delayLoad(): void;
  54938. /**
  54939. * Parses a color grading texture serialized by Babylon.
  54940. * @param parsedTexture The texture information being parsedTexture
  54941. * @param scene The scene to load the texture in
  54942. * @param rootUrl The root url of the data assets to load
  54943. * @return A color gradind texture
  54944. */
  54945. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  54946. /**
  54947. * Serializes the LUT texture to json format.
  54948. */
  54949. serialize(): any;
  54950. }
  54951. }
  54952. declare module "babylonjs/Materials/Textures/equiRectangularCubeTexture" {
  54953. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  54954. import { Scene } from "babylonjs/scene";
  54955. import { Nullable } from "babylonjs/types";
  54956. import "babylonjs/Engines/Extensions/engine.rawTexture";
  54957. /**
  54958. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  54959. */
  54960. export class EquiRectangularCubeTexture extends BaseTexture {
  54961. /** The six faces of the cube. */
  54962. private static _FacesMapping;
  54963. private _noMipmap;
  54964. private _onLoad;
  54965. private _onError;
  54966. /** The size of the cubemap. */
  54967. private _size;
  54968. /** The buffer of the image. */
  54969. private _buffer;
  54970. /** The width of the input image. */
  54971. private _width;
  54972. /** The height of the input image. */
  54973. private _height;
  54974. /** The URL to the image. */
  54975. url: string;
  54976. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  54977. coordinatesMode: number;
  54978. /**
  54979. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  54980. * @param url The location of the image
  54981. * @param scene The scene the texture will be used in
  54982. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  54983. * @param noMipmap Forces to not generate the mipmap if true
  54984. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  54985. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  54986. * @param onLoad — defines a callback called when texture is loaded
  54987. * @param onError — defines a callback called if there is an error
  54988. */
  54989. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  54990. /**
  54991. * Load the image data, by putting the image on a canvas and extracting its buffer.
  54992. */
  54993. private loadImage;
  54994. /**
  54995. * Convert the image buffer into a cubemap and create a CubeTexture.
  54996. */
  54997. private loadTexture;
  54998. /**
  54999. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  55000. * @param buffer The ArrayBuffer that should be converted.
  55001. * @returns The buffer as Float32Array.
  55002. */
  55003. private getFloat32ArrayFromArrayBuffer;
  55004. /**
  55005. * Get the current class name of the texture useful for serialization or dynamic coding.
  55006. * @returns "EquiRectangularCubeTexture"
  55007. */
  55008. getClassName(): string;
  55009. /**
  55010. * Create a clone of the current EquiRectangularCubeTexture and return it.
  55011. * @returns A clone of the current EquiRectangularCubeTexture.
  55012. */
  55013. clone(): EquiRectangularCubeTexture;
  55014. }
  55015. }
  55016. declare module "babylonjs/Misc/tga" {
  55017. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55018. /**
  55019. * Based on jsTGALoader - Javascript loader for TGA file
  55020. * By Vincent Thibault
  55021. * @see http://blog.robrowser.com/javascript-tga-loader.html
  55022. */
  55023. export class TGATools {
  55024. private static _TYPE_INDEXED;
  55025. private static _TYPE_RGB;
  55026. private static _TYPE_GREY;
  55027. private static _TYPE_RLE_INDEXED;
  55028. private static _TYPE_RLE_RGB;
  55029. private static _TYPE_RLE_GREY;
  55030. private static _ORIGIN_MASK;
  55031. private static _ORIGIN_SHIFT;
  55032. private static _ORIGIN_BL;
  55033. private static _ORIGIN_BR;
  55034. private static _ORIGIN_UL;
  55035. private static _ORIGIN_UR;
  55036. /**
  55037. * Gets the header of a TGA file
  55038. * @param data defines the TGA data
  55039. * @returns the header
  55040. */
  55041. static GetTGAHeader(data: Uint8Array): any;
  55042. /**
  55043. * Uploads TGA content to a Babylon Texture
  55044. * @hidden
  55045. */
  55046. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  55047. /** @hidden */
  55048. 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;
  55049. /** @hidden */
  55050. 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;
  55051. /** @hidden */
  55052. 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;
  55053. /** @hidden */
  55054. 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;
  55055. /** @hidden */
  55056. 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;
  55057. /** @hidden */
  55058. 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;
  55059. }
  55060. }
  55061. declare module "babylonjs/Materials/Textures/Loaders/tgaTextureLoader" {
  55062. import { Nullable } from "babylonjs/types";
  55063. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55064. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55065. /**
  55066. * Implementation of the TGA Texture Loader.
  55067. * @hidden
  55068. */
  55069. export class _TGATextureLoader implements IInternalTextureLoader {
  55070. /**
  55071. * Defines wether the loader supports cascade loading the different faces.
  55072. */
  55073. readonly supportCascades: boolean;
  55074. /**
  55075. * This returns if the loader support the current file information.
  55076. * @param extension defines the file extension of the file being loaded
  55077. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55078. * @param fallback defines the fallback internal texture if any
  55079. * @param isBase64 defines whether the texture is encoded as a base64
  55080. * @param isBuffer defines whether the texture data are stored as a buffer
  55081. * @returns true if the loader can load the specified file
  55082. */
  55083. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55084. /**
  55085. * Transform the url before loading if required.
  55086. * @param rootUrl the url of the texture
  55087. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55088. * @returns the transformed texture
  55089. */
  55090. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55091. /**
  55092. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55093. * @param rootUrl the url of the texture
  55094. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55095. * @returns the fallback texture
  55096. */
  55097. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55098. /**
  55099. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  55100. * @param data contains the texture data
  55101. * @param texture defines the BabylonJS internal texture
  55102. * @param createPolynomials will be true if polynomials have been requested
  55103. * @param onLoad defines the callback to trigger once the texture is ready
  55104. * @param onError defines the callback to trigger in case of error
  55105. */
  55106. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55107. /**
  55108. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55109. * @param data contains the texture data
  55110. * @param texture defines the BabylonJS internal texture
  55111. * @param callback defines the method to call once ready to upload
  55112. */
  55113. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55114. }
  55115. }
  55116. declare module "babylonjs/Misc/basis" {
  55117. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55118. /**
  55119. * Info about the .basis files
  55120. */
  55121. class BasisFileInfo {
  55122. /**
  55123. * If the file has alpha
  55124. */
  55125. hasAlpha: boolean;
  55126. /**
  55127. * Info about each image of the basis file
  55128. */
  55129. images: Array<{
  55130. levels: Array<{
  55131. width: number;
  55132. height: number;
  55133. transcodedPixels: ArrayBufferView;
  55134. }>;
  55135. }>;
  55136. }
  55137. /**
  55138. * Result of transcoding a basis file
  55139. */
  55140. class TranscodeResult {
  55141. /**
  55142. * Info about the .basis file
  55143. */
  55144. fileInfo: BasisFileInfo;
  55145. /**
  55146. * Format to use when loading the file
  55147. */
  55148. format: number;
  55149. }
  55150. /**
  55151. * Configuration options for the Basis transcoder
  55152. */
  55153. export class BasisTranscodeConfiguration {
  55154. /**
  55155. * Supported compression formats used to determine the supported output format of the transcoder
  55156. */
  55157. supportedCompressionFormats?: {
  55158. /**
  55159. * etc1 compression format
  55160. */
  55161. etc1?: boolean;
  55162. /**
  55163. * s3tc compression format
  55164. */
  55165. s3tc?: boolean;
  55166. /**
  55167. * pvrtc compression format
  55168. */
  55169. pvrtc?: boolean;
  55170. /**
  55171. * etc2 compression format
  55172. */
  55173. etc2?: boolean;
  55174. };
  55175. /**
  55176. * If mipmap levels should be loaded for transcoded images (Default: true)
  55177. */
  55178. loadMipmapLevels?: boolean;
  55179. /**
  55180. * Index of a single image to load (Default: all images)
  55181. */
  55182. loadSingleImage?: number;
  55183. }
  55184. /**
  55185. * Used to load .Basis files
  55186. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  55187. */
  55188. export class BasisTools {
  55189. private static _IgnoreSupportedFormats;
  55190. /**
  55191. * URL to use when loading the basis transcoder
  55192. */
  55193. static JSModuleURL: string;
  55194. /**
  55195. * URL to use when loading the wasm module for the transcoder
  55196. */
  55197. static WasmModuleURL: string;
  55198. /**
  55199. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  55200. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  55201. * @returns internal format corresponding to the Basis format
  55202. */
  55203. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  55204. private static _WorkerPromise;
  55205. private static _Worker;
  55206. private static _actionId;
  55207. private static _CreateWorkerAsync;
  55208. /**
  55209. * Transcodes a loaded image file to compressed pixel data
  55210. * @param imageData image data to transcode
  55211. * @param config configuration options for the transcoding
  55212. * @returns a promise resulting in the transcoded image
  55213. */
  55214. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  55215. /**
  55216. * Loads a texture from the transcode result
  55217. * @param texture texture load to
  55218. * @param transcodeResult the result of transcoding the basis file to load from
  55219. */
  55220. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  55221. }
  55222. }
  55223. declare module "babylonjs/Materials/Textures/Loaders/basisTextureLoader" {
  55224. import { Nullable } from "babylonjs/types";
  55225. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55226. import { IInternalTextureLoader } from "babylonjs/Materials/Textures/internalTextureLoader";
  55227. /**
  55228. * Loader for .basis file format
  55229. */
  55230. export class _BasisTextureLoader implements IInternalTextureLoader {
  55231. /**
  55232. * Defines whether the loader supports cascade loading the different faces.
  55233. */
  55234. readonly supportCascades: boolean;
  55235. /**
  55236. * This returns if the loader support the current file information.
  55237. * @param extension defines the file extension of the file being loaded
  55238. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55239. * @param fallback defines the fallback internal texture if any
  55240. * @param isBase64 defines whether the texture is encoded as a base64
  55241. * @param isBuffer defines whether the texture data are stored as a buffer
  55242. * @returns true if the loader can load the specified file
  55243. */
  55244. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  55245. /**
  55246. * Transform the url before loading if required.
  55247. * @param rootUrl the url of the texture
  55248. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55249. * @returns the transformed texture
  55250. */
  55251. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  55252. /**
  55253. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  55254. * @param rootUrl the url of the texture
  55255. * @param textureFormatInUse defines the current compressed format in use iun the engine
  55256. * @returns the fallback texture
  55257. */
  55258. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  55259. /**
  55260. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  55261. * @param data contains the texture data
  55262. * @param texture defines the BabylonJS internal texture
  55263. * @param createPolynomials will be true if polynomials have been requested
  55264. * @param onLoad defines the callback to trigger once the texture is ready
  55265. * @param onError defines the callback to trigger in case of error
  55266. */
  55267. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  55268. /**
  55269. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  55270. * @param data contains the texture data
  55271. * @param texture defines the BabylonJS internal texture
  55272. * @param callback defines the method to call once ready to upload
  55273. */
  55274. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  55275. }
  55276. }
  55277. declare module "babylonjs/Materials/Textures/Loaders/index" {
  55278. export * from "babylonjs/Materials/Textures/Loaders/ddsTextureLoader";
  55279. export * from "babylonjs/Materials/Textures/Loaders/envTextureLoader";
  55280. export * from "babylonjs/Materials/Textures/Loaders/ktxTextureLoader";
  55281. export * from "babylonjs/Materials/Textures/Loaders/tgaTextureLoader";
  55282. export * from "babylonjs/Materials/Textures/Loaders/basisTextureLoader";
  55283. }
  55284. declare module "babylonjs/Materials/Textures/Procedurals/customProceduralTexture" {
  55285. import { Scene } from "babylonjs/scene";
  55286. import { Texture } from "babylonjs/Materials/Textures/texture";
  55287. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55288. /**
  55289. * 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.
  55290. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55291. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55292. */
  55293. export class CustomProceduralTexture extends ProceduralTexture {
  55294. private _animate;
  55295. private _time;
  55296. private _config;
  55297. private _texturePath;
  55298. /**
  55299. * Instantiates a new Custom Procedural Texture.
  55300. * 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.
  55301. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  55302. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  55303. * @param name Define the name of the texture
  55304. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  55305. * @param size Define the size of the texture to create
  55306. * @param scene Define the scene the texture belongs to
  55307. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  55308. * @param generateMipMaps Define if the texture should creates mip maps or not
  55309. */
  55310. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55311. private _loadJson;
  55312. /**
  55313. * Is the texture ready to be used ? (rendered at least once)
  55314. * @returns true if ready, otherwise, false.
  55315. */
  55316. isReady(): boolean;
  55317. /**
  55318. * Render the texture to its associated render target.
  55319. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  55320. */
  55321. render(useCameraPostProcess?: boolean): void;
  55322. /**
  55323. * Update the list of dependant textures samplers in the shader.
  55324. */
  55325. updateTextures(): void;
  55326. /**
  55327. * Update the uniform values of the procedural texture in the shader.
  55328. */
  55329. updateShaderUniforms(): void;
  55330. /**
  55331. * Define if the texture animates or not.
  55332. */
  55333. animate: boolean;
  55334. }
  55335. }
  55336. declare module "babylonjs/Shaders/noise.fragment" {
  55337. /** @hidden */
  55338. export var noisePixelShader: {
  55339. name: string;
  55340. shader: string;
  55341. };
  55342. }
  55343. declare module "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture" {
  55344. import { Nullable } from "babylonjs/types";
  55345. import { Scene } from "babylonjs/scene";
  55346. import { Texture } from "babylonjs/Materials/Textures/texture";
  55347. import { ProceduralTexture } from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55348. import "babylonjs/Shaders/noise.fragment";
  55349. /**
  55350. * Class used to generate noise procedural textures
  55351. */
  55352. export class NoiseProceduralTexture extends ProceduralTexture {
  55353. private _time;
  55354. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  55355. brightness: number;
  55356. /** Defines the number of octaves to process */
  55357. octaves: number;
  55358. /** Defines the level of persistence (0.8 by default) */
  55359. persistence: number;
  55360. /** Gets or sets animation speed factor (default is 1) */
  55361. animationSpeedFactor: number;
  55362. /**
  55363. * Creates a new NoiseProceduralTexture
  55364. * @param name defines the name fo the texture
  55365. * @param size defines the size of the texture (default is 256)
  55366. * @param scene defines the hosting scene
  55367. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  55368. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  55369. */
  55370. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  55371. private _updateShaderUniforms;
  55372. protected _getDefines(): string;
  55373. /** Generate the current state of the procedural texture */
  55374. render(useCameraPostProcess?: boolean): void;
  55375. /**
  55376. * Serializes this noise procedural texture
  55377. * @returns a serialized noise procedural texture object
  55378. */
  55379. serialize(): any;
  55380. /**
  55381. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  55382. * @param parsedTexture defines parsed texture data
  55383. * @param scene defines the current scene
  55384. * @param rootUrl defines the root URL containing noise procedural texture information
  55385. * @returns a parsed NoiseProceduralTexture
  55386. */
  55387. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  55388. }
  55389. }
  55390. declare module "babylonjs/Materials/Textures/Procedurals/index" {
  55391. export * from "babylonjs/Materials/Textures/Procedurals/customProceduralTexture";
  55392. export * from "babylonjs/Materials/Textures/Procedurals/noiseProceduralTexture";
  55393. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTexture";
  55394. export * from "babylonjs/Materials/Textures/Procedurals/proceduralTextureSceneComponent";
  55395. }
  55396. declare module "babylonjs/Materials/Textures/rawCubeTexture" {
  55397. import { Nullable } from "babylonjs/types";
  55398. import { Scene } from "babylonjs/scene";
  55399. import { SphericalPolynomial } from "babylonjs/Maths/sphericalPolynomial";
  55400. import { InternalTexture } from "babylonjs/Materials/Textures/internalTexture";
  55401. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  55402. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55403. /**
  55404. * Raw cube texture where the raw buffers are passed in
  55405. */
  55406. export class RawCubeTexture extends CubeTexture {
  55407. /**
  55408. * Creates a cube texture where the raw buffers are passed in.
  55409. * @param scene defines the scene the texture is attached to
  55410. * @param data defines the array of data to use to create each face
  55411. * @param size defines the size of the textures
  55412. * @param format defines the format of the data
  55413. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  55414. * @param generateMipMaps defines if the engine should generate the mip levels
  55415. * @param invertY defines if data must be stored with Y axis inverted
  55416. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  55417. * @param compression defines the compression used (null by default)
  55418. */
  55419. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  55420. /**
  55421. * Updates the raw cube texture.
  55422. * @param data defines the data to store
  55423. * @param format defines the data format
  55424. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  55425. * @param invertY defines if data must be stored with Y axis inverted
  55426. * @param compression defines the compression used (null by default)
  55427. * @param level defines which level of the texture to update
  55428. */
  55429. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  55430. /**
  55431. * Updates a raw cube texture with RGBD encoded data.
  55432. * @param data defines the array of data [mipmap][face] to use to create each face
  55433. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  55434. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  55435. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  55436. * @returns a promsie that resolves when the operation is complete
  55437. */
  55438. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  55439. /**
  55440. * Clones the raw cube texture.
  55441. * @return a new cube texture
  55442. */
  55443. clone(): CubeTexture;
  55444. /** @hidden */
  55445. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  55446. }
  55447. }
  55448. declare module "babylonjs/Materials/Textures/rawTexture3D" {
  55449. import { Scene } from "babylonjs/scene";
  55450. import { Texture } from "babylonjs/Materials/Textures/texture";
  55451. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55452. /**
  55453. * Class used to store 3D textures containing user data
  55454. */
  55455. export class RawTexture3D extends Texture {
  55456. /** Gets or sets the texture format to use */
  55457. format: number;
  55458. private _engine;
  55459. /**
  55460. * Create a new RawTexture3D
  55461. * @param data defines the data of the texture
  55462. * @param width defines the width of the texture
  55463. * @param height defines the height of the texture
  55464. * @param depth defines the depth of the texture
  55465. * @param format defines the texture format to use
  55466. * @param scene defines the hosting scene
  55467. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55468. * @param invertY defines if texture must be stored with Y axis inverted
  55469. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55470. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55471. */
  55472. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55473. /** Gets or sets the texture format to use */
  55474. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55475. /**
  55476. * Update the texture with new data
  55477. * @param data defines the data to store in the texture
  55478. */
  55479. update(data: ArrayBufferView): void;
  55480. }
  55481. }
  55482. declare module "babylonjs/Materials/Textures/rawTexture2DArray" {
  55483. import { Scene } from "babylonjs/scene";
  55484. import { Texture } from "babylonjs/Materials/Textures/texture";
  55485. import "babylonjs/Engines/Extensions/engine.rawTexture";
  55486. /**
  55487. * Class used to store 2D array textures containing user data
  55488. */
  55489. export class RawTexture2DArray extends Texture {
  55490. /** Gets or sets the texture format to use */
  55491. format: number;
  55492. private _engine;
  55493. /**
  55494. * Create a new RawTexture2DArray
  55495. * @param data defines the data of the texture
  55496. * @param width defines the width of the texture
  55497. * @param height defines the height of the texture
  55498. * @param depth defines the number of layers of the texture
  55499. * @param format defines the texture format to use
  55500. * @param scene defines the hosting scene
  55501. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  55502. * @param invertY defines if texture must be stored with Y axis inverted
  55503. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  55504. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  55505. */
  55506. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  55507. /** Gets or sets the texture format to use */
  55508. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  55509. /**
  55510. * Update the texture with new data
  55511. * @param data defines the data to store in the texture
  55512. */
  55513. update(data: ArrayBufferView): void;
  55514. }
  55515. }
  55516. declare module "babylonjs/Materials/Textures/refractionTexture" {
  55517. import { Scene } from "babylonjs/scene";
  55518. import { Plane } from "babylonjs/Maths/math.plane";
  55519. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  55520. /**
  55521. * Creates a refraction texture used by refraction channel of the standard material.
  55522. * It is like a mirror but to see through a material.
  55523. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55524. */
  55525. export class RefractionTexture extends RenderTargetTexture {
  55526. /**
  55527. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  55528. * 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.
  55529. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55530. */
  55531. refractionPlane: Plane;
  55532. /**
  55533. * Define how deep under the surface we should see.
  55534. */
  55535. depth: number;
  55536. /**
  55537. * Creates a refraction texture used by refraction channel of the standard material.
  55538. * It is like a mirror but to see through a material.
  55539. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  55540. * @param name Define the texture name
  55541. * @param size Define the size of the underlying texture
  55542. * @param scene Define the scene the refraction belongs to
  55543. * @param generateMipMaps Define if we need to generate mips level for the refraction
  55544. */
  55545. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  55546. /**
  55547. * Clone the refraction texture.
  55548. * @returns the cloned texture
  55549. */
  55550. clone(): RefractionTexture;
  55551. /**
  55552. * Serialize the texture to a JSON representation you could use in Parse later on
  55553. * @returns the serialized JSON representation
  55554. */
  55555. serialize(): any;
  55556. }
  55557. }
  55558. declare module "babylonjs/Materials/Textures/htmlElementTexture" {
  55559. import { Nullable } from "babylonjs/types";
  55560. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55561. import { Matrix } from "babylonjs/Maths/math.vector";
  55562. import "babylonjs/Engines/Extensions/engine.dynamicTexture";
  55563. import "babylonjs/Engines/Extensions/engine.videoTexture";
  55564. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  55565. import { Scene } from "babylonjs/scene";
  55566. /**
  55567. * Defines the options related to the creation of an HtmlElementTexture
  55568. */
  55569. export interface IHtmlElementTextureOptions {
  55570. /**
  55571. * Defines wether mip maps should be created or not.
  55572. */
  55573. generateMipMaps?: boolean;
  55574. /**
  55575. * Defines the sampling mode of the texture.
  55576. */
  55577. samplingMode?: number;
  55578. /**
  55579. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  55580. */
  55581. engine: Nullable<ThinEngine>;
  55582. /**
  55583. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  55584. */
  55585. scene: Nullable<Scene>;
  55586. }
  55587. /**
  55588. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  55589. * To be as efficient as possible depending on your constraints nothing aside the first upload
  55590. * is automatically managed.
  55591. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  55592. * in your application.
  55593. *
  55594. * As the update is not automatic, you need to call them manually.
  55595. */
  55596. export class HtmlElementTexture extends BaseTexture {
  55597. /**
  55598. * The texture URL.
  55599. */
  55600. element: HTMLVideoElement | HTMLCanvasElement;
  55601. private static readonly DefaultOptions;
  55602. private _textureMatrix;
  55603. private _engine;
  55604. private _isVideo;
  55605. private _generateMipMaps;
  55606. private _samplingMode;
  55607. /**
  55608. * Instantiates a HtmlElementTexture from the following parameters.
  55609. *
  55610. * @param name Defines the name of the texture
  55611. * @param element Defines the video or canvas the texture is filled with
  55612. * @param options Defines the other none mandatory texture creation options
  55613. */
  55614. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  55615. private _createInternalTexture;
  55616. /**
  55617. * Returns the texture matrix used in most of the material.
  55618. */
  55619. getTextureMatrix(): Matrix;
  55620. /**
  55621. * Updates the content of the texture.
  55622. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  55623. */
  55624. update(invertY?: Nullable<boolean>): void;
  55625. }
  55626. }
  55627. declare module "babylonjs/Materials/Textures/index" {
  55628. export * from "babylonjs/Materials/Textures/baseTexture";
  55629. export * from "babylonjs/Materials/Textures/baseTexture.polynomial";
  55630. export * from "babylonjs/Materials/Textures/colorGradingTexture";
  55631. export * from "babylonjs/Materials/Textures/cubeTexture";
  55632. export * from "babylonjs/Materials/Textures/dynamicTexture";
  55633. export * from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  55634. export * from "babylonjs/Materials/Textures/hdrCubeTexture";
  55635. export * from "babylonjs/Materials/Textures/internalTexture";
  55636. export * from "babylonjs/Materials/Textures/internalTextureLoader";
  55637. export * from "babylonjs/Materials/Textures/Loaders/index";
  55638. export * from "babylonjs/Materials/Textures/mirrorTexture";
  55639. export * from "babylonjs/Materials/Textures/multiRenderTarget";
  55640. export * from "babylonjs/Materials/Textures/Procedurals/index";
  55641. export * from "babylonjs/Materials/Textures/rawCubeTexture";
  55642. export * from "babylonjs/Materials/Textures/rawTexture";
  55643. export * from "babylonjs/Materials/Textures/rawTexture3D";
  55644. export * from "babylonjs/Materials/Textures/rawTexture2DArray";
  55645. export * from "babylonjs/Materials/Textures/refractionTexture";
  55646. export * from "babylonjs/Materials/Textures/renderTargetTexture";
  55647. export * from "babylonjs/Materials/Textures/texture";
  55648. export * from "babylonjs/Materials/Textures/videoTexture";
  55649. export * from "babylonjs/Materials/Textures/htmlElementTexture";
  55650. }
  55651. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets" {
  55652. /**
  55653. * Enum used to define the target of a block
  55654. */
  55655. export enum NodeMaterialBlockTargets {
  55656. /** Vertex shader */
  55657. Vertex = 1,
  55658. /** Fragment shader */
  55659. Fragment = 2,
  55660. /** Neutral */
  55661. Neutral = 4,
  55662. /** Vertex and Fragment */
  55663. VertexAndFragment = 3
  55664. }
  55665. }
  55666. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes" {
  55667. /**
  55668. * Defines the kind of connection point for node based material
  55669. */
  55670. export enum NodeMaterialBlockConnectionPointTypes {
  55671. /** Float */
  55672. Float = 1,
  55673. /** Int */
  55674. Int = 2,
  55675. /** Vector2 */
  55676. Vector2 = 4,
  55677. /** Vector3 */
  55678. Vector3 = 8,
  55679. /** Vector4 */
  55680. Vector4 = 16,
  55681. /** Color3 */
  55682. Color3 = 32,
  55683. /** Color4 */
  55684. Color4 = 64,
  55685. /** Matrix */
  55686. Matrix = 128,
  55687. /** Detect type based on connection */
  55688. AutoDetect = 1024,
  55689. /** Output type that will be defined by input type */
  55690. BasedOnInput = 2048
  55691. }
  55692. }
  55693. declare module "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode" {
  55694. /**
  55695. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  55696. */
  55697. export enum NodeMaterialBlockConnectionPointMode {
  55698. /** Value is an uniform */
  55699. Uniform = 0,
  55700. /** Value is a mesh attribute */
  55701. Attribute = 1,
  55702. /** Value is a varying between vertex and fragment shaders */
  55703. Varying = 2,
  55704. /** Mode is undefined */
  55705. Undefined = 3
  55706. }
  55707. }
  55708. declare module "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues" {
  55709. /**
  55710. * Enum used to define system values e.g. values automatically provided by the system
  55711. */
  55712. export enum NodeMaterialSystemValues {
  55713. /** World */
  55714. World = 1,
  55715. /** View */
  55716. View = 2,
  55717. /** Projection */
  55718. Projection = 3,
  55719. /** ViewProjection */
  55720. ViewProjection = 4,
  55721. /** WorldView */
  55722. WorldView = 5,
  55723. /** WorldViewProjection */
  55724. WorldViewProjection = 6,
  55725. /** CameraPosition */
  55726. CameraPosition = 7,
  55727. /** Fog Color */
  55728. FogColor = 8,
  55729. /** Delta time */
  55730. DeltaTime = 9
  55731. }
  55732. }
  55733. declare module "babylonjs/Materials/Node/Enums/index" {
  55734. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  55735. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  55736. export * from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointMode";
  55737. export * from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  55738. }
  55739. declare module "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer" {
  55740. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55741. /**
  55742. * Root class for all node material optimizers
  55743. */
  55744. export class NodeMaterialOptimizer {
  55745. /**
  55746. * Function used to optimize a NodeMaterial graph
  55747. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  55748. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  55749. */
  55750. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  55751. }
  55752. }
  55753. declare module "babylonjs/Materials/Node/Blocks/transformBlock" {
  55754. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55755. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55756. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55757. import { Scene } from "babylonjs/scene";
  55758. /**
  55759. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  55760. */
  55761. export class TransformBlock extends NodeMaterialBlock {
  55762. /**
  55763. * Defines the value to use to complement W value to transform it to a Vector4
  55764. */
  55765. complementW: number;
  55766. /**
  55767. * Defines the value to use to complement z value to transform it to a Vector4
  55768. */
  55769. complementZ: number;
  55770. /**
  55771. * Creates a new TransformBlock
  55772. * @param name defines the block name
  55773. */
  55774. constructor(name: string);
  55775. /**
  55776. * Gets the current class name
  55777. * @returns the class name
  55778. */
  55779. getClassName(): string;
  55780. /**
  55781. * Gets the vector input
  55782. */
  55783. readonly vector: NodeMaterialConnectionPoint;
  55784. /**
  55785. * Gets the output component
  55786. */
  55787. readonly output: NodeMaterialConnectionPoint;
  55788. /**
  55789. * Gets the matrix transform input
  55790. */
  55791. readonly transform: NodeMaterialConnectionPoint;
  55792. protected _buildBlock(state: NodeMaterialBuildState): this;
  55793. serialize(): any;
  55794. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55795. protected _dumpPropertiesCode(): string;
  55796. }
  55797. }
  55798. declare module "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock" {
  55799. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55800. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55801. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55802. /**
  55803. * Block used to output the vertex position
  55804. */
  55805. export class VertexOutputBlock extends NodeMaterialBlock {
  55806. /**
  55807. * Creates a new VertexOutputBlock
  55808. * @param name defines the block name
  55809. */
  55810. constructor(name: string);
  55811. /**
  55812. * Gets the current class name
  55813. * @returns the class name
  55814. */
  55815. getClassName(): string;
  55816. /**
  55817. * Gets the vector input component
  55818. */
  55819. readonly vector: NodeMaterialConnectionPoint;
  55820. protected _buildBlock(state: NodeMaterialBuildState): this;
  55821. }
  55822. }
  55823. declare module "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock" {
  55824. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55825. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55826. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55827. /**
  55828. * Block used to output the final color
  55829. */
  55830. export class FragmentOutputBlock extends NodeMaterialBlock {
  55831. /**
  55832. * Create a new FragmentOutputBlock
  55833. * @param name defines the block name
  55834. */
  55835. constructor(name: string);
  55836. /**
  55837. * Gets the current class name
  55838. * @returns the class name
  55839. */
  55840. getClassName(): string;
  55841. /**
  55842. * Gets the rgba input component
  55843. */
  55844. readonly rgba: NodeMaterialConnectionPoint;
  55845. /**
  55846. * Gets the rgb input component
  55847. */
  55848. readonly rgb: NodeMaterialConnectionPoint;
  55849. /**
  55850. * Gets the a input component
  55851. */
  55852. readonly a: NodeMaterialConnectionPoint;
  55853. protected _buildBlock(state: NodeMaterialBuildState): this;
  55854. }
  55855. }
  55856. declare module "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock" {
  55857. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55858. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  55859. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  55860. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55861. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55862. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  55863. import { Effect } from "babylonjs/Materials/effect";
  55864. import { Mesh } from "babylonjs/Meshes/mesh";
  55865. import { Nullable } from "babylonjs/types";
  55866. import { Scene } from "babylonjs/scene";
  55867. import "babylonjs/Shaders/ShadersInclude/reflectionFunction";
  55868. /**
  55869. * Block used to read a reflection texture from a sampler
  55870. */
  55871. export class ReflectionTextureBlock extends NodeMaterialBlock {
  55872. private _define3DName;
  55873. private _defineCubicName;
  55874. private _defineExplicitName;
  55875. private _defineProjectionName;
  55876. private _defineLocalCubicName;
  55877. private _defineSphericalName;
  55878. private _definePlanarName;
  55879. private _defineEquirectangularName;
  55880. private _defineMirroredEquirectangularFixedName;
  55881. private _defineEquirectangularFixedName;
  55882. private _defineSkyboxName;
  55883. private _cubeSamplerName;
  55884. private _2DSamplerName;
  55885. private _positionUVWName;
  55886. private _directionWName;
  55887. private _reflectionCoordsName;
  55888. private _reflection2DCoordsName;
  55889. private _reflectionColorName;
  55890. private _reflectionMatrixName;
  55891. /**
  55892. * Gets or sets the texture associated with the node
  55893. */
  55894. texture: Nullable<BaseTexture>;
  55895. /**
  55896. * Create a new TextureBlock
  55897. * @param name defines the block name
  55898. */
  55899. constructor(name: string);
  55900. /**
  55901. * Gets the current class name
  55902. * @returns the class name
  55903. */
  55904. getClassName(): string;
  55905. /**
  55906. * Gets the world position input component
  55907. */
  55908. readonly position: NodeMaterialConnectionPoint;
  55909. /**
  55910. * Gets the world position input component
  55911. */
  55912. readonly worldPosition: NodeMaterialConnectionPoint;
  55913. /**
  55914. * Gets the world normal input component
  55915. */
  55916. readonly worldNormal: NodeMaterialConnectionPoint;
  55917. /**
  55918. * Gets the world input component
  55919. */
  55920. readonly world: NodeMaterialConnectionPoint;
  55921. /**
  55922. * Gets the camera (or eye) position component
  55923. */
  55924. readonly cameraPosition: NodeMaterialConnectionPoint;
  55925. /**
  55926. * Gets the view input component
  55927. */
  55928. readonly view: NodeMaterialConnectionPoint;
  55929. /**
  55930. * Gets the rgb output component
  55931. */
  55932. readonly rgb: NodeMaterialConnectionPoint;
  55933. /**
  55934. * Gets the r output component
  55935. */
  55936. readonly r: NodeMaterialConnectionPoint;
  55937. /**
  55938. * Gets the g output component
  55939. */
  55940. readonly g: NodeMaterialConnectionPoint;
  55941. /**
  55942. * Gets the b output component
  55943. */
  55944. readonly b: NodeMaterialConnectionPoint;
  55945. autoConfigure(material: NodeMaterial): void;
  55946. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  55947. isReady(): boolean;
  55948. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  55949. private _injectVertexCode;
  55950. private _writeOutput;
  55951. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  55952. protected _dumpPropertiesCode(): string;
  55953. serialize(): any;
  55954. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  55955. }
  55956. }
  55957. declare module "babylonjs/Materials/Node/nodeMaterial" {
  55958. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  55959. import { PushMaterial } from "babylonjs/Materials/pushMaterial";
  55960. import { Scene } from "babylonjs/scene";
  55961. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  55962. import { Matrix } from "babylonjs/Maths/math.vector";
  55963. import { Mesh } from "babylonjs/Meshes/mesh";
  55964. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  55965. import { Observable } from "babylonjs/Misc/observable";
  55966. import { SubMesh } from "babylonjs/Meshes/subMesh";
  55967. import { MaterialDefines } from "babylonjs/Materials/materialDefines";
  55968. import { NodeMaterialOptimizer } from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  55969. import { ImageProcessingConfiguration, IImageProcessingConfigurationDefines } from "babylonjs/Materials/imageProcessingConfiguration";
  55970. import { Nullable } from "babylonjs/types";
  55971. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  55972. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  55973. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  55974. /**
  55975. * Interface used to configure the node material editor
  55976. */
  55977. export interface INodeMaterialEditorOptions {
  55978. /** Define the URl to load node editor script */
  55979. editorURL?: string;
  55980. }
  55981. /** @hidden */
  55982. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  55983. /** BONES */
  55984. NUM_BONE_INFLUENCERS: number;
  55985. BonesPerMesh: number;
  55986. BONETEXTURE: boolean;
  55987. /** MORPH TARGETS */
  55988. MORPHTARGETS: boolean;
  55989. MORPHTARGETS_NORMAL: boolean;
  55990. MORPHTARGETS_TANGENT: boolean;
  55991. MORPHTARGETS_UV: boolean;
  55992. NUM_MORPH_INFLUENCERS: number;
  55993. /** IMAGE PROCESSING */
  55994. IMAGEPROCESSING: boolean;
  55995. VIGNETTE: boolean;
  55996. VIGNETTEBLENDMODEMULTIPLY: boolean;
  55997. VIGNETTEBLENDMODEOPAQUE: boolean;
  55998. TONEMAPPING: boolean;
  55999. TONEMAPPING_ACES: boolean;
  56000. CONTRAST: boolean;
  56001. EXPOSURE: boolean;
  56002. COLORCURVES: boolean;
  56003. COLORGRADING: boolean;
  56004. COLORGRADING3D: boolean;
  56005. SAMPLER3DGREENDEPTH: boolean;
  56006. SAMPLER3DBGRMAP: boolean;
  56007. IMAGEPROCESSINGPOSTPROCESS: boolean;
  56008. /** MISC. */
  56009. BUMPDIRECTUV: number;
  56010. constructor();
  56011. setValue(name: string, value: boolean): void;
  56012. }
  56013. /**
  56014. * Class used to configure NodeMaterial
  56015. */
  56016. export interface INodeMaterialOptions {
  56017. /**
  56018. * Defines if blocks should emit comments
  56019. */
  56020. emitComments: boolean;
  56021. }
  56022. /**
  56023. * Class used to create a node based material built by assembling shader blocks
  56024. */
  56025. export class NodeMaterial extends PushMaterial {
  56026. private static _BuildIdGenerator;
  56027. private _options;
  56028. private _vertexCompilationState;
  56029. private _fragmentCompilationState;
  56030. private _sharedData;
  56031. private _buildId;
  56032. private _buildWasSuccessful;
  56033. private _cachedWorldViewMatrix;
  56034. private _cachedWorldViewProjectionMatrix;
  56035. private _optimizers;
  56036. private _animationFrame;
  56037. /** Define the URl to load node editor script */
  56038. static EditorURL: string;
  56039. private BJSNODEMATERIALEDITOR;
  56040. /** Get the inspector from bundle or global */
  56041. private _getGlobalNodeMaterialEditor;
  56042. /**
  56043. * 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)
  56044. */
  56045. ignoreAlpha: boolean;
  56046. /**
  56047. * Defines the maximum number of lights that can be used in the material
  56048. */
  56049. maxSimultaneousLights: number;
  56050. /**
  56051. * Observable raised when the material is built
  56052. */
  56053. onBuildObservable: Observable<NodeMaterial>;
  56054. /**
  56055. * Gets or sets the root nodes of the material vertex shader
  56056. */
  56057. _vertexOutputNodes: NodeMaterialBlock[];
  56058. /**
  56059. * Gets or sets the root nodes of the material fragment (pixel) shader
  56060. */
  56061. _fragmentOutputNodes: NodeMaterialBlock[];
  56062. /** Gets or sets options to control the node material overall behavior */
  56063. options: INodeMaterialOptions;
  56064. /**
  56065. * Default configuration related to image processing available in the standard Material.
  56066. */
  56067. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  56068. /**
  56069. * Gets the image processing configuration used either in this material.
  56070. */
  56071. /**
  56072. * Sets the Default image processing configuration used either in the this material.
  56073. *
  56074. * If sets to null, the scene one is in use.
  56075. */
  56076. imageProcessingConfiguration: ImageProcessingConfiguration;
  56077. /**
  56078. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  56079. */
  56080. attachedBlocks: NodeMaterialBlock[];
  56081. /**
  56082. * Create a new node based material
  56083. * @param name defines the material name
  56084. * @param scene defines the hosting scene
  56085. * @param options defines creation option
  56086. */
  56087. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  56088. /**
  56089. * Gets the current class name of the material e.g. "NodeMaterial"
  56090. * @returns the class name
  56091. */
  56092. getClassName(): string;
  56093. /**
  56094. * Keep track of the image processing observer to allow dispose and replace.
  56095. */
  56096. private _imageProcessingObserver;
  56097. /**
  56098. * Attaches a new image processing configuration to the Standard Material.
  56099. * @param configuration
  56100. */
  56101. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  56102. /**
  56103. * Get a block by its name
  56104. * @param name defines the name of the block to retrieve
  56105. * @returns the required block or null if not found
  56106. */
  56107. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  56108. /**
  56109. * Get a block by its name
  56110. * @param predicate defines the predicate used to find the good candidate
  56111. * @returns the required block or null if not found
  56112. */
  56113. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  56114. /**
  56115. * Get an input block by its name
  56116. * @param predicate defines the predicate used to find the good candidate
  56117. * @returns the required input block or null if not found
  56118. */
  56119. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  56120. /**
  56121. * Gets the list of input blocks attached to this material
  56122. * @returns an array of InputBlocks
  56123. */
  56124. getInputBlocks(): InputBlock[];
  56125. /**
  56126. * Adds a new optimizer to the list of optimizers
  56127. * @param optimizer defines the optimizers to add
  56128. * @returns the current material
  56129. */
  56130. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56131. /**
  56132. * Remove an optimizer from the list of optimizers
  56133. * @param optimizer defines the optimizers to remove
  56134. * @returns the current material
  56135. */
  56136. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  56137. /**
  56138. * Add a new block to the list of output nodes
  56139. * @param node defines the node to add
  56140. * @returns the current material
  56141. */
  56142. addOutputNode(node: NodeMaterialBlock): this;
  56143. /**
  56144. * Remove a block from the list of root nodes
  56145. * @param node defines the node to remove
  56146. * @returns the current material
  56147. */
  56148. removeOutputNode(node: NodeMaterialBlock): this;
  56149. private _addVertexOutputNode;
  56150. private _removeVertexOutputNode;
  56151. private _addFragmentOutputNode;
  56152. private _removeFragmentOutputNode;
  56153. /**
  56154. * Specifies if the material will require alpha blending
  56155. * @returns a boolean specifying if alpha blending is needed
  56156. */
  56157. needAlphaBlending(): boolean;
  56158. /**
  56159. * Specifies if this material should be rendered in alpha test mode
  56160. * @returns a boolean specifying if an alpha test is needed.
  56161. */
  56162. needAlphaTesting(): boolean;
  56163. private _initializeBlock;
  56164. private _resetDualBlocks;
  56165. /**
  56166. * Build the material and generates the inner effect
  56167. * @param verbose defines if the build should log activity
  56168. */
  56169. build(verbose?: boolean): void;
  56170. /**
  56171. * Runs an otpimization phase to try to improve the shader code
  56172. */
  56173. optimize(): void;
  56174. private _prepareDefinesForAttributes;
  56175. /**
  56176. * Get if the submesh is ready to be used and all its information available.
  56177. * Child classes can use it to update shaders
  56178. * @param mesh defines the mesh to check
  56179. * @param subMesh defines which submesh to check
  56180. * @param useInstances specifies that instances should be used
  56181. * @returns a boolean indicating that the submesh is ready or not
  56182. */
  56183. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  56184. /**
  56185. * Get a string representing the shaders built by the current node graph
  56186. */
  56187. readonly compiledShaders: string;
  56188. /**
  56189. * Binds the world matrix to the material
  56190. * @param world defines the world transformation matrix
  56191. */
  56192. bindOnlyWorldMatrix(world: Matrix): void;
  56193. /**
  56194. * Binds the submesh to this material by preparing the effect and shader to draw
  56195. * @param world defines the world transformation matrix
  56196. * @param mesh defines the mesh containing the submesh
  56197. * @param subMesh defines the submesh to bind the material to
  56198. */
  56199. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  56200. /**
  56201. * Gets the active textures from the material
  56202. * @returns an array of textures
  56203. */
  56204. getActiveTextures(): BaseTexture[];
  56205. /**
  56206. * Gets the list of texture blocks
  56207. * @returns an array of texture blocks
  56208. */
  56209. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  56210. /**
  56211. * Specifies if the material uses a texture
  56212. * @param texture defines the texture to check against the material
  56213. * @returns a boolean specifying if the material uses the texture
  56214. */
  56215. hasTexture(texture: BaseTexture): boolean;
  56216. /**
  56217. * Disposes the material
  56218. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  56219. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  56220. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  56221. */
  56222. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  56223. /** Creates the node editor window. */
  56224. private _createNodeEditor;
  56225. /**
  56226. * Launch the node material editor
  56227. * @param config Define the configuration of the editor
  56228. * @return a promise fulfilled when the node editor is visible
  56229. */
  56230. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  56231. /**
  56232. * Clear the current material
  56233. */
  56234. clear(): void;
  56235. /**
  56236. * Clear the current material and set it to a default state
  56237. */
  56238. setToDefault(): void;
  56239. /**
  56240. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  56241. * @param url defines the url to load from
  56242. * @returns a promise that will fullfil when the material is fully loaded
  56243. */
  56244. loadAsync(url: string): Promise<void>;
  56245. private _gatherBlocks;
  56246. /**
  56247. * Generate a string containing the code declaration required to create an equivalent of this material
  56248. * @returns a string
  56249. */
  56250. generateCode(): string;
  56251. /**
  56252. * Serializes this material in a JSON representation
  56253. * @returns the serialized material object
  56254. */
  56255. serialize(): any;
  56256. private _restoreConnections;
  56257. /**
  56258. * Clear the current graph and load a new one from a serialization object
  56259. * @param source defines the JSON representation of the material
  56260. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56261. */
  56262. loadFromSerialization(source: any, rootUrl?: string): void;
  56263. /**
  56264. * Creates a node material from parsed material data
  56265. * @param source defines the JSON representation of the material
  56266. * @param scene defines the hosting scene
  56267. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56268. * @returns a new node material
  56269. */
  56270. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  56271. /**
  56272. * Creates a new node material set to default basic configuration
  56273. * @param name defines the name of the material
  56274. * @param scene defines the hosting scene
  56275. * @returns a new NodeMaterial
  56276. */
  56277. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  56278. }
  56279. }
  56280. declare module "babylonjs/Materials/Node/Blocks/Dual/textureBlock" {
  56281. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56282. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56283. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56284. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56285. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56286. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56287. import { Effect } from "babylonjs/Materials/effect";
  56288. import { Mesh } from "babylonjs/Meshes/mesh";
  56289. import { Nullable } from "babylonjs/types";
  56290. import { Texture } from "babylonjs/Materials/Textures/texture";
  56291. import { Scene } from "babylonjs/scene";
  56292. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  56293. /**
  56294. * Block used to read a texture from a sampler
  56295. */
  56296. export class TextureBlock extends NodeMaterialBlock {
  56297. private _defineName;
  56298. private _linearDefineName;
  56299. private _samplerName;
  56300. private _transformedUVName;
  56301. private _textureTransformName;
  56302. private _textureInfoName;
  56303. private _mainUVName;
  56304. private _mainUVDefineName;
  56305. /**
  56306. * Gets or sets the texture associated with the node
  56307. */
  56308. texture: Nullable<Texture>;
  56309. /**
  56310. * Create a new TextureBlock
  56311. * @param name defines the block name
  56312. */
  56313. constructor(name: string);
  56314. /**
  56315. * Gets the current class name
  56316. * @returns the class name
  56317. */
  56318. getClassName(): string;
  56319. /**
  56320. * Gets the uv input component
  56321. */
  56322. readonly uv: NodeMaterialConnectionPoint;
  56323. /**
  56324. * Gets the rgba output component
  56325. */
  56326. readonly rgba: NodeMaterialConnectionPoint;
  56327. /**
  56328. * Gets the rgb output component
  56329. */
  56330. readonly rgb: NodeMaterialConnectionPoint;
  56331. /**
  56332. * Gets the r output component
  56333. */
  56334. readonly r: NodeMaterialConnectionPoint;
  56335. /**
  56336. * Gets the g output component
  56337. */
  56338. readonly g: NodeMaterialConnectionPoint;
  56339. /**
  56340. * Gets the b output component
  56341. */
  56342. readonly b: NodeMaterialConnectionPoint;
  56343. /**
  56344. * Gets the a output component
  56345. */
  56346. readonly a: NodeMaterialConnectionPoint;
  56347. readonly target: NodeMaterialBlockTargets;
  56348. autoConfigure(material: NodeMaterial): void;
  56349. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56350. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  56351. isReady(): boolean;
  56352. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56353. private readonly _isMixed;
  56354. private _injectVertexCode;
  56355. private _writeOutput;
  56356. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  56357. protected _dumpPropertiesCode(): string;
  56358. serialize(): any;
  56359. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56360. }
  56361. }
  56362. declare module "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData" {
  56363. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56364. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56365. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56366. import { TextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  56367. import { ReflectionTextureBlock } from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  56368. import { Scene } from "babylonjs/scene";
  56369. /**
  56370. * Class used to store shared data between 2 NodeMaterialBuildState
  56371. */
  56372. export class NodeMaterialBuildStateSharedData {
  56373. /**
  56374. * Gets the list of emitted varyings
  56375. */
  56376. temps: string[];
  56377. /**
  56378. * Gets the list of emitted varyings
  56379. */
  56380. varyings: string[];
  56381. /**
  56382. * Gets the varying declaration string
  56383. */
  56384. varyingDeclaration: string;
  56385. /**
  56386. * Input blocks
  56387. */
  56388. inputBlocks: InputBlock[];
  56389. /**
  56390. * Input blocks
  56391. */
  56392. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  56393. /**
  56394. * Bindable blocks (Blocks that need to set data to the effect)
  56395. */
  56396. bindableBlocks: NodeMaterialBlock[];
  56397. /**
  56398. * List of blocks that can provide a compilation fallback
  56399. */
  56400. blocksWithFallbacks: NodeMaterialBlock[];
  56401. /**
  56402. * List of blocks that can provide a define update
  56403. */
  56404. blocksWithDefines: NodeMaterialBlock[];
  56405. /**
  56406. * List of blocks that can provide a repeatable content
  56407. */
  56408. repeatableContentBlocks: NodeMaterialBlock[];
  56409. /**
  56410. * List of blocks that can provide a dynamic list of uniforms
  56411. */
  56412. dynamicUniformBlocks: NodeMaterialBlock[];
  56413. /**
  56414. * List of blocks that can block the isReady function for the material
  56415. */
  56416. blockingBlocks: NodeMaterialBlock[];
  56417. /**
  56418. * Gets the list of animated inputs
  56419. */
  56420. animatedInputs: InputBlock[];
  56421. /**
  56422. * Build Id used to avoid multiple recompilations
  56423. */
  56424. buildId: number;
  56425. /** List of emitted variables */
  56426. variableNames: {
  56427. [key: string]: number;
  56428. };
  56429. /** List of emitted defines */
  56430. defineNames: {
  56431. [key: string]: number;
  56432. };
  56433. /** Should emit comments? */
  56434. emitComments: boolean;
  56435. /** Emit build activity */
  56436. verbose: boolean;
  56437. /** Gets or sets the hosting scene */
  56438. scene: Scene;
  56439. /**
  56440. * Gets the compilation hints emitted at compilation time
  56441. */
  56442. hints: {
  56443. needWorldViewMatrix: boolean;
  56444. needWorldViewProjectionMatrix: boolean;
  56445. needAlphaBlending: boolean;
  56446. needAlphaTesting: boolean;
  56447. };
  56448. /**
  56449. * List of compilation checks
  56450. */
  56451. checks: {
  56452. emitVertex: boolean;
  56453. emitFragment: boolean;
  56454. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  56455. };
  56456. /** Creates a new shared data */
  56457. constructor();
  56458. /**
  56459. * Emits console errors and exceptions if there is a failing check
  56460. */
  56461. emitErrors(): void;
  56462. }
  56463. }
  56464. declare module "babylonjs/Materials/Node/nodeMaterialBuildState" {
  56465. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56466. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56467. import { NodeMaterialBuildStateSharedData } from "babylonjs/Materials/Node/nodeMaterialBuildStateSharedData";
  56468. /**
  56469. * Class used to store node based material build state
  56470. */
  56471. export class NodeMaterialBuildState {
  56472. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  56473. supportUniformBuffers: boolean;
  56474. /**
  56475. * Gets the list of emitted attributes
  56476. */
  56477. attributes: string[];
  56478. /**
  56479. * Gets the list of emitted uniforms
  56480. */
  56481. uniforms: string[];
  56482. /**
  56483. * Gets the list of emitted constants
  56484. */
  56485. constants: string[];
  56486. /**
  56487. * Gets the list of emitted samplers
  56488. */
  56489. samplers: string[];
  56490. /**
  56491. * Gets the list of emitted functions
  56492. */
  56493. functions: {
  56494. [key: string]: string;
  56495. };
  56496. /**
  56497. * Gets the list of emitted extensions
  56498. */
  56499. extensions: {
  56500. [key: string]: string;
  56501. };
  56502. /**
  56503. * Gets the target of the compilation state
  56504. */
  56505. target: NodeMaterialBlockTargets;
  56506. /**
  56507. * Gets the list of emitted counters
  56508. */
  56509. counters: {
  56510. [key: string]: number;
  56511. };
  56512. /**
  56513. * Shared data between multiple NodeMaterialBuildState instances
  56514. */
  56515. sharedData: NodeMaterialBuildStateSharedData;
  56516. /** @hidden */
  56517. _vertexState: NodeMaterialBuildState;
  56518. /** @hidden */
  56519. _attributeDeclaration: string;
  56520. /** @hidden */
  56521. _uniformDeclaration: string;
  56522. /** @hidden */
  56523. _constantDeclaration: string;
  56524. /** @hidden */
  56525. _samplerDeclaration: string;
  56526. /** @hidden */
  56527. _varyingTransfer: string;
  56528. private _repeatableContentAnchorIndex;
  56529. /** @hidden */
  56530. _builtCompilationString: string;
  56531. /**
  56532. * Gets the emitted compilation strings
  56533. */
  56534. compilationString: string;
  56535. /**
  56536. * Finalize the compilation strings
  56537. * @param state defines the current compilation state
  56538. */
  56539. finalize(state: NodeMaterialBuildState): void;
  56540. /** @hidden */
  56541. readonly _repeatableContentAnchor: string;
  56542. /** @hidden */
  56543. _getFreeVariableName(prefix: string): string;
  56544. /** @hidden */
  56545. _getFreeDefineName(prefix: string): string;
  56546. /** @hidden */
  56547. _excludeVariableName(name: string): void;
  56548. /** @hidden */
  56549. _emit2DSampler(name: string): void;
  56550. /** @hidden */
  56551. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  56552. /** @hidden */
  56553. _emitExtension(name: string, extension: string): void;
  56554. /** @hidden */
  56555. _emitFunction(name: string, code: string, comments: string): void;
  56556. /** @hidden */
  56557. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  56558. replaceStrings?: {
  56559. search: RegExp;
  56560. replace: string;
  56561. }[];
  56562. repeatKey?: string;
  56563. }): string;
  56564. /** @hidden */
  56565. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  56566. repeatKey?: string;
  56567. removeAttributes?: boolean;
  56568. removeUniforms?: boolean;
  56569. removeVaryings?: boolean;
  56570. removeIfDef?: boolean;
  56571. replaceStrings?: {
  56572. search: RegExp;
  56573. replace: string;
  56574. }[];
  56575. }, storeKey?: string): void;
  56576. /** @hidden */
  56577. _registerTempVariable(name: string): boolean;
  56578. /** @hidden */
  56579. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  56580. /** @hidden */
  56581. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  56582. /** @hidden */
  56583. _emitFloat(value: number): string;
  56584. }
  56585. }
  56586. declare module "babylonjs/Materials/Node/nodeMaterialBlock" {
  56587. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56588. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56589. import { Nullable } from "babylonjs/types";
  56590. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56591. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56592. import { Effect } from "babylonjs/Materials/effect";
  56593. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  56594. import { Mesh } from "babylonjs/Meshes/mesh";
  56595. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  56596. import { Scene } from "babylonjs/scene";
  56597. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  56598. /**
  56599. * Defines a block that can be used inside a node based material
  56600. */
  56601. export class NodeMaterialBlock {
  56602. private _buildId;
  56603. private _buildTarget;
  56604. private _target;
  56605. private _isFinalMerger;
  56606. private _isInput;
  56607. protected _isUnique: boolean;
  56608. /** @hidden */
  56609. _codeVariableName: string;
  56610. /** @hidden */
  56611. _inputs: NodeMaterialConnectionPoint[];
  56612. /** @hidden */
  56613. _outputs: NodeMaterialConnectionPoint[];
  56614. /** @hidden */
  56615. _preparationId: number;
  56616. /**
  56617. * Gets or sets the name of the block
  56618. */
  56619. name: string;
  56620. /**
  56621. * Gets or sets the unique id of the node
  56622. */
  56623. uniqueId: number;
  56624. /**
  56625. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  56626. */
  56627. readonly isUnique: boolean;
  56628. /**
  56629. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  56630. */
  56631. readonly isFinalMerger: boolean;
  56632. /**
  56633. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  56634. */
  56635. readonly isInput: boolean;
  56636. /**
  56637. * Gets or sets the build Id
  56638. */
  56639. buildId: number;
  56640. /**
  56641. * Gets or sets the target of the block
  56642. */
  56643. target: NodeMaterialBlockTargets;
  56644. /**
  56645. * Gets the list of input points
  56646. */
  56647. readonly inputs: NodeMaterialConnectionPoint[];
  56648. /** Gets the list of output points */
  56649. readonly outputs: NodeMaterialConnectionPoint[];
  56650. /**
  56651. * Find an input by its name
  56652. * @param name defines the name of the input to look for
  56653. * @returns the input or null if not found
  56654. */
  56655. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56656. /**
  56657. * Find an output by its name
  56658. * @param name defines the name of the outputto look for
  56659. * @returns the output or null if not found
  56660. */
  56661. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  56662. /**
  56663. * Creates a new NodeMaterialBlock
  56664. * @param name defines the block name
  56665. * @param target defines the target of that block (Vertex by default)
  56666. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  56667. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  56668. */
  56669. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  56670. /**
  56671. * Initialize the block and prepare the context for build
  56672. * @param state defines the state that will be used for the build
  56673. */
  56674. initialize(state: NodeMaterialBuildState): void;
  56675. /**
  56676. * Bind data to effect. Will only be called for blocks with isBindable === true
  56677. * @param effect defines the effect to bind data to
  56678. * @param nodeMaterial defines the hosting NodeMaterial
  56679. * @param mesh defines the mesh that will be rendered
  56680. */
  56681. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  56682. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  56683. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  56684. protected _writeFloat(value: number): string;
  56685. /**
  56686. * Gets the current class name e.g. "NodeMaterialBlock"
  56687. * @returns the class name
  56688. */
  56689. getClassName(): string;
  56690. /**
  56691. * Register a new input. Must be called inside a block constructor
  56692. * @param name defines the connection point name
  56693. * @param type defines the connection point type
  56694. * @param isOptional defines a boolean indicating that this input can be omitted
  56695. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56696. * @returns the current block
  56697. */
  56698. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  56699. /**
  56700. * Register a new output. Must be called inside a block constructor
  56701. * @param name defines the connection point name
  56702. * @param type defines the connection point type
  56703. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  56704. * @returns the current block
  56705. */
  56706. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  56707. /**
  56708. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  56709. * @param forOutput defines an optional connection point to check compatibility with
  56710. * @returns the first available input or null
  56711. */
  56712. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  56713. /**
  56714. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  56715. * @param forBlock defines an optional block to check compatibility with
  56716. * @returns the first available input or null
  56717. */
  56718. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  56719. /**
  56720. * Gets the sibling of the given output
  56721. * @param current defines the current output
  56722. * @returns the next output in the list or null
  56723. */
  56724. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  56725. /**
  56726. * Connect current block with another block
  56727. * @param other defines the block to connect with
  56728. * @param options define the various options to help pick the right connections
  56729. * @returns the current block
  56730. */
  56731. connectTo(other: NodeMaterialBlock, options?: {
  56732. input?: string;
  56733. output?: string;
  56734. outputSwizzle?: string;
  56735. }): this | undefined;
  56736. protected _buildBlock(state: NodeMaterialBuildState): void;
  56737. /**
  56738. * Add uniforms, samplers and uniform buffers at compilation time
  56739. * @param state defines the state to update
  56740. * @param nodeMaterial defines the node material requesting the update
  56741. * @param defines defines the material defines to update
  56742. * @param uniformBuffers defines the list of uniform buffer names
  56743. */
  56744. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  56745. /**
  56746. * Add potential fallbacks if shader compilation fails
  56747. * @param mesh defines the mesh to be rendered
  56748. * @param fallbacks defines the current prioritized list of fallbacks
  56749. */
  56750. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  56751. /**
  56752. * Initialize defines for shader compilation
  56753. * @param mesh defines the mesh to be rendered
  56754. * @param nodeMaterial defines the node material requesting the update
  56755. * @param defines defines the material defines to update
  56756. * @param useInstances specifies that instances should be used
  56757. */
  56758. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56759. /**
  56760. * Update defines for shader compilation
  56761. * @param mesh defines the mesh to be rendered
  56762. * @param nodeMaterial defines the node material requesting the update
  56763. * @param defines defines the material defines to update
  56764. * @param useInstances specifies that instances should be used
  56765. */
  56766. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  56767. /**
  56768. * Lets the block try to connect some inputs automatically
  56769. * @param material defines the hosting NodeMaterial
  56770. */
  56771. autoConfigure(material: NodeMaterial): void;
  56772. /**
  56773. * Function called when a block is declared as repeatable content generator
  56774. * @param vertexShaderState defines the current compilation state for the vertex shader
  56775. * @param fragmentShaderState defines the current compilation state for the fragment shader
  56776. * @param mesh defines the mesh to be rendered
  56777. * @param defines defines the material defines to update
  56778. */
  56779. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  56780. /**
  56781. * Checks if the block is ready
  56782. * @param mesh defines the mesh to be rendered
  56783. * @param nodeMaterial defines the node material requesting the update
  56784. * @param defines defines the material defines to update
  56785. * @param useInstances specifies that instances should be used
  56786. * @returns true if the block is ready
  56787. */
  56788. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  56789. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  56790. private _processBuild;
  56791. /**
  56792. * Compile the current node and generate the shader code
  56793. * @param state defines the current compilation state (uniforms, samplers, current string)
  56794. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  56795. * @returns true if already built
  56796. */
  56797. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  56798. protected _inputRename(name: string): string;
  56799. protected _outputRename(name: string): string;
  56800. protected _dumpPropertiesCode(): string;
  56801. /** @hidden */
  56802. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  56803. /** @hidden */
  56804. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  56805. /**
  56806. * Clone the current block to a new identical block
  56807. * @param scene defines the hosting scene
  56808. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  56809. * @returns a copy of the current block
  56810. */
  56811. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  56812. /**
  56813. * Serializes this block in a JSON representation
  56814. * @returns the serialized block object
  56815. */
  56816. serialize(): any;
  56817. /** @hidden */
  56818. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56819. /**
  56820. * Release resources
  56821. */
  56822. dispose(): void;
  56823. }
  56824. }
  56825. declare module "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes" {
  56826. /**
  56827. * Enum defining the type of animations supported by InputBlock
  56828. */
  56829. export enum AnimatedInputBlockTypes {
  56830. /** No animation */
  56831. None = 0,
  56832. /** Time based animation. Will only work for floats */
  56833. Time = 1
  56834. }
  56835. }
  56836. declare module "babylonjs/Materials/Node/Blocks/Input/inputBlock" {
  56837. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56838. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56839. import { NodeMaterialSystemValues } from "babylonjs/Materials/Node/Enums/nodeMaterialSystemValues";
  56840. import { Nullable } from "babylonjs/types";
  56841. import { Effect } from "babylonjs/Materials/effect";
  56842. import { Matrix } from "babylonjs/Maths/math.vector";
  56843. import { Scene } from "babylonjs/scene";
  56844. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  56845. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  56846. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56847. import { AnimatedInputBlockTypes } from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  56848. /**
  56849. * Block used to expose an input value
  56850. */
  56851. export class InputBlock extends NodeMaterialBlock {
  56852. private _mode;
  56853. private _associatedVariableName;
  56854. private _storedValue;
  56855. private _valueCallback;
  56856. private _type;
  56857. private _animationType;
  56858. /** Gets or set a value used to limit the range of float values */
  56859. min: number;
  56860. /** Gets or set a value used to limit the range of float values */
  56861. max: number;
  56862. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  56863. matrixMode: number;
  56864. /** @hidden */
  56865. _systemValue: Nullable<NodeMaterialSystemValues>;
  56866. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  56867. visibleInInspector: boolean;
  56868. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  56869. isConstant: boolean;
  56870. /**
  56871. * Gets or sets the connection point type (default is float)
  56872. */
  56873. readonly type: NodeMaterialBlockConnectionPointTypes;
  56874. /**
  56875. * Creates a new InputBlock
  56876. * @param name defines the block name
  56877. * @param target defines the target of that block (Vertex by default)
  56878. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  56879. */
  56880. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  56881. /**
  56882. * Gets the output component
  56883. */
  56884. readonly output: NodeMaterialConnectionPoint;
  56885. /**
  56886. * Set the source of this connection point to a vertex attribute
  56887. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  56888. * @returns the current connection point
  56889. */
  56890. setAsAttribute(attributeName?: string): InputBlock;
  56891. /**
  56892. * Set the source of this connection point to a system value
  56893. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  56894. * @returns the current connection point
  56895. */
  56896. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  56897. /**
  56898. * Gets or sets the value of that point.
  56899. * Please note that this value will be ignored if valueCallback is defined
  56900. */
  56901. value: any;
  56902. /**
  56903. * Gets or sets a callback used to get the value of that point.
  56904. * Please note that setting this value will force the connection point to ignore the value property
  56905. */
  56906. valueCallback: () => any;
  56907. /**
  56908. * Gets or sets the associated variable name in the shader
  56909. */
  56910. associatedVariableName: string;
  56911. /** Gets or sets the type of animation applied to the input */
  56912. animationType: AnimatedInputBlockTypes;
  56913. /**
  56914. * Gets a boolean indicating that this connection point not defined yet
  56915. */
  56916. readonly isUndefined: boolean;
  56917. /**
  56918. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  56919. * In this case the connection point name must be the name of the uniform to use.
  56920. * Can only be set on inputs
  56921. */
  56922. isUniform: boolean;
  56923. /**
  56924. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  56925. * In this case the connection point name must be the name of the attribute to use
  56926. * Can only be set on inputs
  56927. */
  56928. isAttribute: boolean;
  56929. /**
  56930. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  56931. * Can only be set on exit points
  56932. */
  56933. isVarying: boolean;
  56934. /**
  56935. * Gets a boolean indicating that the current connection point is a system value
  56936. */
  56937. readonly isSystemValue: boolean;
  56938. /**
  56939. * Gets or sets the current well known value or null if not defined as a system value
  56940. */
  56941. systemValue: Nullable<NodeMaterialSystemValues>;
  56942. /**
  56943. * Gets the current class name
  56944. * @returns the class name
  56945. */
  56946. getClassName(): string;
  56947. /**
  56948. * Animate the input if animationType !== None
  56949. * @param scene defines the rendering scene
  56950. */
  56951. animate(scene: Scene): void;
  56952. private _emitDefine;
  56953. initialize(state: NodeMaterialBuildState): void;
  56954. /**
  56955. * Set the input block to its default value (based on its type)
  56956. */
  56957. setDefaultValue(): void;
  56958. private _emitConstant;
  56959. private _emit;
  56960. /** @hidden */
  56961. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  56962. /** @hidden */
  56963. _transmit(effect: Effect, scene: Scene): void;
  56964. protected _buildBlock(state: NodeMaterialBuildState): void;
  56965. protected _dumpPropertiesCode(): string;
  56966. serialize(): any;
  56967. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  56968. }
  56969. }
  56970. declare module "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint" {
  56971. import { NodeMaterialBlockConnectionPointTypes } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockConnectionPointTypes";
  56972. import { NodeMaterialBlockTargets } from "babylonjs/Materials/Node/Enums/nodeMaterialBlockTargets";
  56973. import { Nullable } from "babylonjs/types";
  56974. import { InputBlock } from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  56975. import { Observable } from "babylonjs/Misc/observable";
  56976. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  56977. /**
  56978. * Enum used to define the compatibility state between two connection points
  56979. */
  56980. export enum NodeMaterialConnectionPointCompatibilityStates {
  56981. /** Points are compatibles */
  56982. Compatible = 0,
  56983. /** Points are incompatible because of their types */
  56984. TypeIncompatible = 1,
  56985. /** Points are incompatible because of their targets (vertex vs fragment) */
  56986. TargetIncompatible = 2
  56987. }
  56988. /**
  56989. * Defines a connection point for a block
  56990. */
  56991. export class NodeMaterialConnectionPoint {
  56992. /** @hidden */
  56993. _ownerBlock: NodeMaterialBlock;
  56994. /** @hidden */
  56995. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  56996. private _endpoints;
  56997. private _associatedVariableName;
  56998. /** @hidden */
  56999. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57000. /** @hidden */
  57001. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  57002. private _type;
  57003. /** @hidden */
  57004. _enforceAssociatedVariableName: boolean;
  57005. /**
  57006. * Gets or sets the additional types supported by this connection point
  57007. */
  57008. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57009. /**
  57010. * Gets or sets the additional types excluded by this connection point
  57011. */
  57012. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  57013. /**
  57014. * Observable triggered when this point is connected
  57015. */
  57016. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  57017. /**
  57018. * Gets or sets the associated variable name in the shader
  57019. */
  57020. associatedVariableName: string;
  57021. /**
  57022. * Gets or sets the connection point type (default is float)
  57023. */
  57024. type: NodeMaterialBlockConnectionPointTypes;
  57025. /**
  57026. * Gets or sets the connection point name
  57027. */
  57028. name: string;
  57029. /**
  57030. * Gets or sets a boolean indicating that this connection point can be omitted
  57031. */
  57032. isOptional: boolean;
  57033. /**
  57034. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  57035. */
  57036. define: string;
  57037. /** @hidden */
  57038. _prioritizeVertex: boolean;
  57039. private _target;
  57040. /** Gets or sets the target of that connection point */
  57041. target: NodeMaterialBlockTargets;
  57042. /**
  57043. * Gets a boolean indicating that the current point is connected
  57044. */
  57045. readonly isConnected: boolean;
  57046. /**
  57047. * Gets a boolean indicating that the current point is connected to an input block
  57048. */
  57049. readonly isConnectedToInputBlock: boolean;
  57050. /**
  57051. * Gets a the connected input block (if any)
  57052. */
  57053. readonly connectInputBlock: Nullable<InputBlock>;
  57054. /** Get the other side of the connection (if any) */
  57055. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  57056. /** Get the block that owns this connection point */
  57057. readonly ownerBlock: NodeMaterialBlock;
  57058. /** Get the block connected on the other side of this connection (if any) */
  57059. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  57060. /** Get the block connected on the endpoints of this connection (if any) */
  57061. readonly connectedBlocks: Array<NodeMaterialBlock>;
  57062. /** Gets the list of connected endpoints */
  57063. readonly endpoints: NodeMaterialConnectionPoint[];
  57064. /** Gets a boolean indicating if that output point is connected to at least one input */
  57065. readonly hasEndpoints: boolean;
  57066. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  57067. readonly isConnectedInVertexShader: boolean;
  57068. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  57069. readonly isConnectedInFragmentShader: boolean;
  57070. /**
  57071. * Creates a new connection point
  57072. * @param name defines the connection point name
  57073. * @param ownerBlock defines the block hosting this connection point
  57074. */
  57075. constructor(name: string, ownerBlock: NodeMaterialBlock);
  57076. /**
  57077. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  57078. * @returns the class name
  57079. */
  57080. getClassName(): string;
  57081. /**
  57082. * Gets a boolean indicating if the current point can be connected to another point
  57083. * @param connectionPoint defines the other connection point
  57084. * @returns a boolean
  57085. */
  57086. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  57087. /**
  57088. * Gets a number indicating if the current point can be connected to another point
  57089. * @param connectionPoint defines the other connection point
  57090. * @returns a number defining the compatibility state
  57091. */
  57092. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  57093. /**
  57094. * Connect this point to another connection point
  57095. * @param connectionPoint defines the other connection point
  57096. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  57097. * @returns the current connection point
  57098. */
  57099. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  57100. /**
  57101. * Disconnect this point from one of his endpoint
  57102. * @param endpoint defines the other connection point
  57103. * @returns the current connection point
  57104. */
  57105. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  57106. /**
  57107. * Serializes this point in a JSON representation
  57108. * @returns the serialized point object
  57109. */
  57110. serialize(): any;
  57111. /**
  57112. * Release resources
  57113. */
  57114. dispose(): void;
  57115. }
  57116. }
  57117. declare module "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock" {
  57118. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57119. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57120. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57121. import { Mesh } from "babylonjs/Meshes/mesh";
  57122. import { Effect } from "babylonjs/Materials/effect";
  57123. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57124. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57125. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  57126. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  57127. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  57128. /**
  57129. * Block used to add support for vertex skinning (bones)
  57130. */
  57131. export class BonesBlock extends NodeMaterialBlock {
  57132. /**
  57133. * Creates a new BonesBlock
  57134. * @param name defines the block name
  57135. */
  57136. constructor(name: string);
  57137. /**
  57138. * Initialize the block and prepare the context for build
  57139. * @param state defines the state that will be used for the build
  57140. */
  57141. initialize(state: NodeMaterialBuildState): void;
  57142. /**
  57143. * Gets the current class name
  57144. * @returns the class name
  57145. */
  57146. getClassName(): string;
  57147. /**
  57148. * Gets the matrix indices input component
  57149. */
  57150. readonly matricesIndices: NodeMaterialConnectionPoint;
  57151. /**
  57152. * Gets the matrix weights input component
  57153. */
  57154. readonly matricesWeights: NodeMaterialConnectionPoint;
  57155. /**
  57156. * Gets the extra matrix indices input component
  57157. */
  57158. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  57159. /**
  57160. * Gets the extra matrix weights input component
  57161. */
  57162. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  57163. /**
  57164. * Gets the world input component
  57165. */
  57166. readonly world: NodeMaterialConnectionPoint;
  57167. /**
  57168. * Gets the output component
  57169. */
  57170. readonly output: NodeMaterialConnectionPoint;
  57171. autoConfigure(material: NodeMaterial): void;
  57172. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  57173. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57174. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57175. protected _buildBlock(state: NodeMaterialBuildState): this;
  57176. }
  57177. }
  57178. declare module "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock" {
  57179. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57180. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57181. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57182. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57183. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57184. /**
  57185. * Block used to add support for instances
  57186. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  57187. */
  57188. export class InstancesBlock extends NodeMaterialBlock {
  57189. /**
  57190. * Creates a new InstancesBlock
  57191. * @param name defines the block name
  57192. */
  57193. constructor(name: string);
  57194. /**
  57195. * Gets the current class name
  57196. * @returns the class name
  57197. */
  57198. getClassName(): string;
  57199. /**
  57200. * Gets the first world row input component
  57201. */
  57202. readonly world0: NodeMaterialConnectionPoint;
  57203. /**
  57204. * Gets the second world row input component
  57205. */
  57206. readonly world1: NodeMaterialConnectionPoint;
  57207. /**
  57208. * Gets the third world row input component
  57209. */
  57210. readonly world2: NodeMaterialConnectionPoint;
  57211. /**
  57212. * Gets the forth world row input component
  57213. */
  57214. readonly world3: NodeMaterialConnectionPoint;
  57215. /**
  57216. * Gets the world input component
  57217. */
  57218. readonly world: NodeMaterialConnectionPoint;
  57219. /**
  57220. * Gets the output component
  57221. */
  57222. readonly output: NodeMaterialConnectionPoint;
  57223. autoConfigure(material: NodeMaterial): void;
  57224. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  57225. protected _buildBlock(state: NodeMaterialBuildState): this;
  57226. }
  57227. }
  57228. declare module "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock" {
  57229. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57230. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57231. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57232. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57233. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57234. import { Effect } from "babylonjs/Materials/effect";
  57235. import { Mesh } from "babylonjs/Meshes/mesh";
  57236. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  57237. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  57238. /**
  57239. * Block used to add morph targets support to vertex shader
  57240. */
  57241. export class MorphTargetsBlock extends NodeMaterialBlock {
  57242. private _repeatableContentAnchor;
  57243. private _repeatebleContentGenerated;
  57244. /**
  57245. * Create a new MorphTargetsBlock
  57246. * @param name defines the block name
  57247. */
  57248. constructor(name: string);
  57249. /**
  57250. * Gets the current class name
  57251. * @returns the class name
  57252. */
  57253. getClassName(): string;
  57254. /**
  57255. * Gets the position input component
  57256. */
  57257. readonly position: NodeMaterialConnectionPoint;
  57258. /**
  57259. * Gets the normal input component
  57260. */
  57261. readonly normal: NodeMaterialConnectionPoint;
  57262. /**
  57263. * Gets the tangent input component
  57264. */
  57265. readonly tangent: NodeMaterialConnectionPoint;
  57266. /**
  57267. * Gets the tangent input component
  57268. */
  57269. readonly uv: NodeMaterialConnectionPoint;
  57270. /**
  57271. * Gets the position output component
  57272. */
  57273. readonly positionOutput: NodeMaterialConnectionPoint;
  57274. /**
  57275. * Gets the normal output component
  57276. */
  57277. readonly normalOutput: NodeMaterialConnectionPoint;
  57278. /**
  57279. * Gets the tangent output component
  57280. */
  57281. readonly tangentOutput: NodeMaterialConnectionPoint;
  57282. /**
  57283. * Gets the tangent output component
  57284. */
  57285. readonly uvOutput: NodeMaterialConnectionPoint;
  57286. initialize(state: NodeMaterialBuildState): void;
  57287. autoConfigure(material: NodeMaterial): void;
  57288. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57289. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57290. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  57291. protected _buildBlock(state: NodeMaterialBuildState): this;
  57292. }
  57293. }
  57294. declare module "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock" {
  57295. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57296. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57297. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57298. import { Nullable } from "babylonjs/types";
  57299. import { Scene } from "babylonjs/scene";
  57300. import { Effect } from "babylonjs/Materials/effect";
  57301. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57302. import { Mesh } from "babylonjs/Meshes/mesh";
  57303. import { Light } from "babylonjs/Lights/light";
  57304. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57305. /**
  57306. * Block used to get data information from a light
  57307. */
  57308. export class LightInformationBlock extends NodeMaterialBlock {
  57309. private _lightDataUniformName;
  57310. private _lightColorUniformName;
  57311. private _lightTypeDefineName;
  57312. /**
  57313. * Gets or sets the light associated with this block
  57314. */
  57315. light: Nullable<Light>;
  57316. /**
  57317. * Creates a new LightInformationBlock
  57318. * @param name defines the block name
  57319. */
  57320. constructor(name: string);
  57321. /**
  57322. * Gets the current class name
  57323. * @returns the class name
  57324. */
  57325. getClassName(): string;
  57326. /**
  57327. * Gets the world position input component
  57328. */
  57329. readonly worldPosition: NodeMaterialConnectionPoint;
  57330. /**
  57331. * Gets the direction output component
  57332. */
  57333. readonly direction: NodeMaterialConnectionPoint;
  57334. /**
  57335. * Gets the direction output component
  57336. */
  57337. readonly color: NodeMaterialConnectionPoint;
  57338. /**
  57339. * Gets the direction output component
  57340. */
  57341. readonly intensity: NodeMaterialConnectionPoint;
  57342. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57343. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57344. protected _buildBlock(state: NodeMaterialBuildState): this;
  57345. serialize(): any;
  57346. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57347. }
  57348. }
  57349. declare module "babylonjs/Materials/Node/Blocks/Vertex/index" {
  57350. export * from "babylonjs/Materials/Node/Blocks/Vertex/vertexOutputBlock";
  57351. export * from "babylonjs/Materials/Node/Blocks/Vertex/bonesBlock";
  57352. export * from "babylonjs/Materials/Node/Blocks/Vertex/instancesBlock";
  57353. export * from "babylonjs/Materials/Node/Blocks/Vertex/morphTargetsBlock";
  57354. export * from "babylonjs/Materials/Node/Blocks/Vertex/lightInformationBlock";
  57355. }
  57356. declare module "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock" {
  57357. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57358. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57359. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57360. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57361. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57362. import { Effect } from "babylonjs/Materials/effect";
  57363. import { Mesh } from "babylonjs/Meshes/mesh";
  57364. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57365. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  57366. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  57367. /**
  57368. * Block used to add image processing support to fragment shader
  57369. */
  57370. export class ImageProcessingBlock extends NodeMaterialBlock {
  57371. /**
  57372. * Create a new ImageProcessingBlock
  57373. * @param name defines the block name
  57374. */
  57375. constructor(name: string);
  57376. /**
  57377. * Gets the current class name
  57378. * @returns the class name
  57379. */
  57380. getClassName(): string;
  57381. /**
  57382. * Gets the color input component
  57383. */
  57384. readonly color: NodeMaterialConnectionPoint;
  57385. /**
  57386. * Gets the output component
  57387. */
  57388. readonly output: NodeMaterialConnectionPoint;
  57389. /**
  57390. * Initialize the block and prepare the context for build
  57391. * @param state defines the state that will be used for the build
  57392. */
  57393. initialize(state: NodeMaterialBuildState): void;
  57394. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  57395. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57396. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57397. protected _buildBlock(state: NodeMaterialBuildState): this;
  57398. }
  57399. }
  57400. declare module "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock" {
  57401. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57402. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57403. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57404. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57405. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57406. import { Effect } from "babylonjs/Materials/effect";
  57407. import { Mesh } from "babylonjs/Meshes/mesh";
  57408. import { Scene } from "babylonjs/scene";
  57409. import "babylonjs/Shaders/ShadersInclude/bumpFragmentFunctions";
  57410. import "babylonjs/Shaders/ShadersInclude/bumpFragment";
  57411. /**
  57412. * Block used to pertub normals based on a normal map
  57413. */
  57414. export class PerturbNormalBlock extends NodeMaterialBlock {
  57415. private _tangentSpaceParameterName;
  57416. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  57417. invertX: boolean;
  57418. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  57419. invertY: boolean;
  57420. /**
  57421. * Create a new PerturbNormalBlock
  57422. * @param name defines the block name
  57423. */
  57424. constructor(name: string);
  57425. /**
  57426. * Gets the current class name
  57427. * @returns the class name
  57428. */
  57429. getClassName(): string;
  57430. /**
  57431. * Gets the world position input component
  57432. */
  57433. readonly worldPosition: NodeMaterialConnectionPoint;
  57434. /**
  57435. * Gets the world normal input component
  57436. */
  57437. readonly worldNormal: NodeMaterialConnectionPoint;
  57438. /**
  57439. * Gets the uv input component
  57440. */
  57441. readonly uv: NodeMaterialConnectionPoint;
  57442. /**
  57443. * Gets the normal map color input component
  57444. */
  57445. readonly normalMapColor: NodeMaterialConnectionPoint;
  57446. /**
  57447. * Gets the strength input component
  57448. */
  57449. readonly strength: NodeMaterialConnectionPoint;
  57450. /**
  57451. * Gets the output component
  57452. */
  57453. readonly output: NodeMaterialConnectionPoint;
  57454. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57455. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57456. autoConfigure(material: NodeMaterial): void;
  57457. protected _buildBlock(state: NodeMaterialBuildState): this;
  57458. protected _dumpPropertiesCode(): string;
  57459. serialize(): any;
  57460. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57461. }
  57462. }
  57463. declare module "babylonjs/Materials/Node/Blocks/Fragment/discardBlock" {
  57464. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57465. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57466. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57467. /**
  57468. * Block used to discard a pixel if a value is smaller than a cutoff
  57469. */
  57470. export class DiscardBlock extends NodeMaterialBlock {
  57471. /**
  57472. * Create a new DiscardBlock
  57473. * @param name defines the block name
  57474. */
  57475. constructor(name: string);
  57476. /**
  57477. * Gets the current class name
  57478. * @returns the class name
  57479. */
  57480. getClassName(): string;
  57481. /**
  57482. * Gets the color input component
  57483. */
  57484. readonly value: NodeMaterialConnectionPoint;
  57485. /**
  57486. * Gets the cutoff input component
  57487. */
  57488. readonly cutoff: NodeMaterialConnectionPoint;
  57489. protected _buildBlock(state: NodeMaterialBuildState): this;
  57490. }
  57491. }
  57492. declare module "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock" {
  57493. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57494. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57495. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57496. /**
  57497. * Block used to test if the fragment shader is front facing
  57498. */
  57499. export class FrontFacingBlock extends NodeMaterialBlock {
  57500. /**
  57501. * Creates a new FrontFacingBlock
  57502. * @param name defines the block name
  57503. */
  57504. constructor(name: string);
  57505. /**
  57506. * Gets the current class name
  57507. * @returns the class name
  57508. */
  57509. getClassName(): string;
  57510. /**
  57511. * Gets the output component
  57512. */
  57513. readonly output: NodeMaterialConnectionPoint;
  57514. protected _buildBlock(state: NodeMaterialBuildState): this;
  57515. }
  57516. }
  57517. declare module "babylonjs/Materials/Node/Blocks/Fragment/index" {
  57518. export * from "babylonjs/Materials/Node/Blocks/Fragment/fragmentOutputBlock";
  57519. export * from "babylonjs/Materials/Node/Blocks/Fragment/imageProcessingBlock";
  57520. export * from "babylonjs/Materials/Node/Blocks/Fragment/perturbNormalBlock";
  57521. export * from "babylonjs/Materials/Node/Blocks/Fragment/discardBlock";
  57522. export * from "babylonjs/Materials/Node/Blocks/Fragment/frontFacingBlock";
  57523. }
  57524. declare module "babylonjs/Materials/Node/Blocks/Dual/fogBlock" {
  57525. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57526. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57527. import { Mesh } from "babylonjs/Meshes/mesh";
  57528. import { Effect } from "babylonjs/Materials/effect";
  57529. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57530. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57531. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57532. import "babylonjs/Shaders/ShadersInclude/fogFragmentDeclaration";
  57533. /**
  57534. * Block used to add support for scene fog
  57535. */
  57536. export class FogBlock extends NodeMaterialBlock {
  57537. private _fogDistanceName;
  57538. private _fogParameters;
  57539. /**
  57540. * Create a new FogBlock
  57541. * @param name defines the block name
  57542. */
  57543. constructor(name: string);
  57544. /**
  57545. * Gets the current class name
  57546. * @returns the class name
  57547. */
  57548. getClassName(): string;
  57549. /**
  57550. * Gets the world position input component
  57551. */
  57552. readonly worldPosition: NodeMaterialConnectionPoint;
  57553. /**
  57554. * Gets the view input component
  57555. */
  57556. readonly view: NodeMaterialConnectionPoint;
  57557. /**
  57558. * Gets the color input component
  57559. */
  57560. readonly input: NodeMaterialConnectionPoint;
  57561. /**
  57562. * Gets the fog color input component
  57563. */
  57564. readonly fogColor: NodeMaterialConnectionPoint;
  57565. /**
  57566. * Gets the output component
  57567. */
  57568. readonly output: NodeMaterialConnectionPoint;
  57569. autoConfigure(material: NodeMaterial): void;
  57570. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57571. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57572. protected _buildBlock(state: NodeMaterialBuildState): this;
  57573. }
  57574. }
  57575. declare module "babylonjs/Materials/Node/Blocks/Dual/lightBlock" {
  57576. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57577. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57578. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57579. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  57580. import { NodeMaterial, NodeMaterialDefines } from "babylonjs/Materials/Node/nodeMaterial";
  57581. import { Effect } from "babylonjs/Materials/effect";
  57582. import { Mesh } from "babylonjs/Meshes/mesh";
  57583. import { Light } from "babylonjs/Lights/light";
  57584. import { Nullable } from "babylonjs/types";
  57585. import { Scene } from "babylonjs/scene";
  57586. import "babylonjs/Shaders/ShadersInclude/lightFragmentDeclaration";
  57587. import "babylonjs/Shaders/ShadersInclude/lightUboDeclaration";
  57588. import "babylonjs/Shaders/ShadersInclude/lightFragment";
  57589. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  57590. import "babylonjs/Shaders/ShadersInclude/lightsFragmentFunctions";
  57591. import "babylonjs/Shaders/ShadersInclude/shadowsFragmentFunctions";
  57592. import "babylonjs/Shaders/ShadersInclude/shadowsVertex";
  57593. /**
  57594. * Block used to add light in the fragment shader
  57595. */
  57596. export class LightBlock extends NodeMaterialBlock {
  57597. private _lightId;
  57598. /**
  57599. * Gets or sets the light associated with this block
  57600. */
  57601. light: Nullable<Light>;
  57602. /**
  57603. * Create a new LightBlock
  57604. * @param name defines the block name
  57605. */
  57606. constructor(name: string);
  57607. /**
  57608. * Gets the current class name
  57609. * @returns the class name
  57610. */
  57611. getClassName(): string;
  57612. /**
  57613. * Gets the world position input component
  57614. */
  57615. readonly worldPosition: NodeMaterialConnectionPoint;
  57616. /**
  57617. * Gets the world normal input component
  57618. */
  57619. readonly worldNormal: NodeMaterialConnectionPoint;
  57620. /**
  57621. * Gets the camera (or eye) position component
  57622. */
  57623. readonly cameraPosition: NodeMaterialConnectionPoint;
  57624. /**
  57625. * Gets the glossiness component
  57626. */
  57627. readonly glossiness: NodeMaterialConnectionPoint;
  57628. /**
  57629. * Gets the glossinness power component
  57630. */
  57631. readonly glossPower: NodeMaterialConnectionPoint;
  57632. /**
  57633. * Gets the diffuse color component
  57634. */
  57635. readonly diffuseColor: NodeMaterialConnectionPoint;
  57636. /**
  57637. * Gets the specular color component
  57638. */
  57639. readonly specularColor: NodeMaterialConnectionPoint;
  57640. /**
  57641. * Gets the diffuse output component
  57642. */
  57643. readonly diffuseOutput: NodeMaterialConnectionPoint;
  57644. /**
  57645. * Gets the specular output component
  57646. */
  57647. readonly specularOutput: NodeMaterialConnectionPoint;
  57648. autoConfigure(material: NodeMaterial): void;
  57649. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  57650. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  57651. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  57652. private _injectVertexCode;
  57653. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  57654. serialize(): any;
  57655. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57656. }
  57657. }
  57658. declare module "babylonjs/Materials/Node/Blocks/Dual/index" {
  57659. export * from "babylonjs/Materials/Node/Blocks/Dual/fogBlock";
  57660. export * from "babylonjs/Materials/Node/Blocks/Dual/lightBlock";
  57661. export * from "babylonjs/Materials/Node/Blocks/Dual/textureBlock";
  57662. export * from "babylonjs/Materials/Node/Blocks/Dual/reflectionTextureBlock";
  57663. }
  57664. declare module "babylonjs/Materials/Node/Blocks/Input/index" {
  57665. export * from "babylonjs/Materials/Node/Blocks/Input/inputBlock";
  57666. export * from "babylonjs/Materials/Node/Blocks/Input/animatedInputBlockTypes";
  57667. }
  57668. declare module "babylonjs/Materials/Node/Blocks/multiplyBlock" {
  57669. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57670. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57671. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57672. /**
  57673. * Block used to multiply 2 values
  57674. */
  57675. export class MultiplyBlock extends NodeMaterialBlock {
  57676. /**
  57677. * Creates a new MultiplyBlock
  57678. * @param name defines the block name
  57679. */
  57680. constructor(name: string);
  57681. /**
  57682. * Gets the current class name
  57683. * @returns the class name
  57684. */
  57685. getClassName(): string;
  57686. /**
  57687. * Gets the left operand input component
  57688. */
  57689. readonly left: NodeMaterialConnectionPoint;
  57690. /**
  57691. * Gets the right operand input component
  57692. */
  57693. readonly right: NodeMaterialConnectionPoint;
  57694. /**
  57695. * Gets the output component
  57696. */
  57697. readonly output: NodeMaterialConnectionPoint;
  57698. protected _buildBlock(state: NodeMaterialBuildState): this;
  57699. }
  57700. }
  57701. declare module "babylonjs/Materials/Node/Blocks/addBlock" {
  57702. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57703. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57704. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57705. /**
  57706. * Block used to add 2 vectors
  57707. */
  57708. export class AddBlock extends NodeMaterialBlock {
  57709. /**
  57710. * Creates a new AddBlock
  57711. * @param name defines the block name
  57712. */
  57713. constructor(name: string);
  57714. /**
  57715. * Gets the current class name
  57716. * @returns the class name
  57717. */
  57718. getClassName(): string;
  57719. /**
  57720. * Gets the left operand input component
  57721. */
  57722. readonly left: NodeMaterialConnectionPoint;
  57723. /**
  57724. * Gets the right operand input component
  57725. */
  57726. readonly right: NodeMaterialConnectionPoint;
  57727. /**
  57728. * Gets the output component
  57729. */
  57730. readonly output: NodeMaterialConnectionPoint;
  57731. protected _buildBlock(state: NodeMaterialBuildState): this;
  57732. }
  57733. }
  57734. declare module "babylonjs/Materials/Node/Blocks/scaleBlock" {
  57735. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57736. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57737. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57738. /**
  57739. * Block used to scale a vector by a float
  57740. */
  57741. export class ScaleBlock extends NodeMaterialBlock {
  57742. /**
  57743. * Creates a new ScaleBlock
  57744. * @param name defines the block name
  57745. */
  57746. constructor(name: string);
  57747. /**
  57748. * Gets the current class name
  57749. * @returns the class name
  57750. */
  57751. getClassName(): string;
  57752. /**
  57753. * Gets the input component
  57754. */
  57755. readonly input: NodeMaterialConnectionPoint;
  57756. /**
  57757. * Gets the factor input component
  57758. */
  57759. readonly factor: NodeMaterialConnectionPoint;
  57760. /**
  57761. * Gets the output component
  57762. */
  57763. readonly output: NodeMaterialConnectionPoint;
  57764. protected _buildBlock(state: NodeMaterialBuildState): this;
  57765. }
  57766. }
  57767. declare module "babylonjs/Materials/Node/Blocks/clampBlock" {
  57768. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57769. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57770. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57771. import { Scene } from "babylonjs/scene";
  57772. /**
  57773. * Block used to clamp a float
  57774. */
  57775. export class ClampBlock extends NodeMaterialBlock {
  57776. /** Gets or sets the minimum range */
  57777. minimum: number;
  57778. /** Gets or sets the maximum range */
  57779. maximum: number;
  57780. /**
  57781. * Creates a new ClampBlock
  57782. * @param name defines the block name
  57783. */
  57784. constructor(name: string);
  57785. /**
  57786. * Gets the current class name
  57787. * @returns the class name
  57788. */
  57789. getClassName(): string;
  57790. /**
  57791. * Gets the value input component
  57792. */
  57793. readonly value: NodeMaterialConnectionPoint;
  57794. /**
  57795. * Gets the output component
  57796. */
  57797. readonly output: NodeMaterialConnectionPoint;
  57798. protected _buildBlock(state: NodeMaterialBuildState): this;
  57799. protected _dumpPropertiesCode(): string;
  57800. serialize(): any;
  57801. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57802. }
  57803. }
  57804. declare module "babylonjs/Materials/Node/Blocks/crossBlock" {
  57805. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57806. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57807. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57808. /**
  57809. * Block used to apply a cross product between 2 vectors
  57810. */
  57811. export class CrossBlock extends NodeMaterialBlock {
  57812. /**
  57813. * Creates a new CrossBlock
  57814. * @param name defines the block name
  57815. */
  57816. constructor(name: string);
  57817. /**
  57818. * Gets the current class name
  57819. * @returns the class name
  57820. */
  57821. getClassName(): string;
  57822. /**
  57823. * Gets the left operand input component
  57824. */
  57825. readonly left: NodeMaterialConnectionPoint;
  57826. /**
  57827. * Gets the right operand input component
  57828. */
  57829. readonly right: NodeMaterialConnectionPoint;
  57830. /**
  57831. * Gets the output component
  57832. */
  57833. readonly output: NodeMaterialConnectionPoint;
  57834. protected _buildBlock(state: NodeMaterialBuildState): this;
  57835. }
  57836. }
  57837. declare module "babylonjs/Materials/Node/Blocks/dotBlock" {
  57838. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57839. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57840. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57841. /**
  57842. * Block used to apply a dot product between 2 vectors
  57843. */
  57844. export class DotBlock extends NodeMaterialBlock {
  57845. /**
  57846. * Creates a new DotBlock
  57847. * @param name defines the block name
  57848. */
  57849. constructor(name: string);
  57850. /**
  57851. * Gets the current class name
  57852. * @returns the class name
  57853. */
  57854. getClassName(): string;
  57855. /**
  57856. * Gets the left operand input component
  57857. */
  57858. readonly left: NodeMaterialConnectionPoint;
  57859. /**
  57860. * Gets the right operand input component
  57861. */
  57862. readonly right: NodeMaterialConnectionPoint;
  57863. /**
  57864. * Gets the output component
  57865. */
  57866. readonly output: NodeMaterialConnectionPoint;
  57867. protected _buildBlock(state: NodeMaterialBuildState): this;
  57868. }
  57869. }
  57870. declare module "babylonjs/Materials/Node/Blocks/remapBlock" {
  57871. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57872. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57873. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57874. import { Vector2 } from "babylonjs/Maths/math.vector";
  57875. import { Scene } from "babylonjs/scene";
  57876. /**
  57877. * Block used to remap a float from a range to a new one
  57878. */
  57879. export class RemapBlock extends NodeMaterialBlock {
  57880. /**
  57881. * Gets or sets the source range
  57882. */
  57883. sourceRange: Vector2;
  57884. /**
  57885. * Gets or sets the target range
  57886. */
  57887. targetRange: Vector2;
  57888. /**
  57889. * Creates a new RemapBlock
  57890. * @param name defines the block name
  57891. */
  57892. constructor(name: string);
  57893. /**
  57894. * Gets the current class name
  57895. * @returns the class name
  57896. */
  57897. getClassName(): string;
  57898. /**
  57899. * Gets the input component
  57900. */
  57901. readonly input: NodeMaterialConnectionPoint;
  57902. /**
  57903. * Gets the source min input component
  57904. */
  57905. readonly sourceMin: NodeMaterialConnectionPoint;
  57906. /**
  57907. * Gets the source max input component
  57908. */
  57909. readonly sourceMax: NodeMaterialConnectionPoint;
  57910. /**
  57911. * Gets the target min input component
  57912. */
  57913. readonly targetMin: NodeMaterialConnectionPoint;
  57914. /**
  57915. * Gets the target max input component
  57916. */
  57917. readonly targetMax: NodeMaterialConnectionPoint;
  57918. /**
  57919. * Gets the output component
  57920. */
  57921. readonly output: NodeMaterialConnectionPoint;
  57922. protected _buildBlock(state: NodeMaterialBuildState): this;
  57923. protected _dumpPropertiesCode(): string;
  57924. serialize(): any;
  57925. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  57926. }
  57927. }
  57928. declare module "babylonjs/Materials/Node/Blocks/normalizeBlock" {
  57929. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57930. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57931. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57932. /**
  57933. * Block used to normalize a vector
  57934. */
  57935. export class NormalizeBlock extends NodeMaterialBlock {
  57936. /**
  57937. * Creates a new NormalizeBlock
  57938. * @param name defines the block name
  57939. */
  57940. constructor(name: string);
  57941. /**
  57942. * Gets the current class name
  57943. * @returns the class name
  57944. */
  57945. getClassName(): string;
  57946. /**
  57947. * Gets the input component
  57948. */
  57949. readonly input: NodeMaterialConnectionPoint;
  57950. /**
  57951. * Gets the output component
  57952. */
  57953. readonly output: NodeMaterialConnectionPoint;
  57954. protected _buildBlock(state: NodeMaterialBuildState): this;
  57955. }
  57956. }
  57957. declare module "babylonjs/Materials/Node/Blocks/trigonometryBlock" {
  57958. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  57959. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  57960. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  57961. import { Scene } from "babylonjs/scene";
  57962. /**
  57963. * Operations supported by the Trigonometry block
  57964. */
  57965. export enum TrigonometryBlockOperations {
  57966. /** Cos */
  57967. Cos = 0,
  57968. /** Sin */
  57969. Sin = 1,
  57970. /** Abs */
  57971. Abs = 2,
  57972. /** Exp */
  57973. Exp = 3,
  57974. /** Exp2 */
  57975. Exp2 = 4,
  57976. /** Round */
  57977. Round = 5,
  57978. /** Floor */
  57979. Floor = 6,
  57980. /** Ceiling */
  57981. Ceiling = 7,
  57982. /** Square root */
  57983. Sqrt = 8,
  57984. /** Log */
  57985. Log = 9,
  57986. /** Tangent */
  57987. Tan = 10,
  57988. /** Arc tangent */
  57989. ArcTan = 11,
  57990. /** Arc cosinus */
  57991. ArcCos = 12,
  57992. /** Arc sinus */
  57993. ArcSin = 13,
  57994. /** Fraction */
  57995. Fract = 14,
  57996. /** Sign */
  57997. Sign = 15,
  57998. /** To radians (from degrees) */
  57999. Radians = 16,
  58000. /** To degrees (from radians) */
  58001. Degrees = 17
  58002. }
  58003. /**
  58004. * Block used to apply trigonometry operation to floats
  58005. */
  58006. export class TrigonometryBlock extends NodeMaterialBlock {
  58007. /**
  58008. * Gets or sets the operation applied by the block
  58009. */
  58010. operation: TrigonometryBlockOperations;
  58011. /**
  58012. * Creates a new TrigonometryBlock
  58013. * @param name defines the block name
  58014. */
  58015. constructor(name: string);
  58016. /**
  58017. * Gets the current class name
  58018. * @returns the class name
  58019. */
  58020. getClassName(): string;
  58021. /**
  58022. * Gets the input component
  58023. */
  58024. readonly input: NodeMaterialConnectionPoint;
  58025. /**
  58026. * Gets the output component
  58027. */
  58028. readonly output: NodeMaterialConnectionPoint;
  58029. protected _buildBlock(state: NodeMaterialBuildState): this;
  58030. serialize(): any;
  58031. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58032. }
  58033. }
  58034. declare module "babylonjs/Materials/Node/Blocks/colorMergerBlock" {
  58035. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58036. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58037. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58038. /**
  58039. * Block used to create a Color3/4 out of individual inputs (one for each component)
  58040. */
  58041. export class ColorMergerBlock extends NodeMaterialBlock {
  58042. /**
  58043. * Create a new ColorMergerBlock
  58044. * @param name defines the block name
  58045. */
  58046. constructor(name: string);
  58047. /**
  58048. * Gets the current class name
  58049. * @returns the class name
  58050. */
  58051. getClassName(): string;
  58052. /**
  58053. * Gets the r component (input)
  58054. */
  58055. readonly r: NodeMaterialConnectionPoint;
  58056. /**
  58057. * Gets the g component (input)
  58058. */
  58059. readonly g: NodeMaterialConnectionPoint;
  58060. /**
  58061. * Gets the b component (input)
  58062. */
  58063. readonly b: NodeMaterialConnectionPoint;
  58064. /**
  58065. * Gets the a component (input)
  58066. */
  58067. readonly a: NodeMaterialConnectionPoint;
  58068. /**
  58069. * Gets the rgba component (output)
  58070. */
  58071. readonly rgba: NodeMaterialConnectionPoint;
  58072. /**
  58073. * Gets the rgb component (output)
  58074. */
  58075. readonly rgb: NodeMaterialConnectionPoint;
  58076. protected _buildBlock(state: NodeMaterialBuildState): this;
  58077. }
  58078. }
  58079. declare module "babylonjs/Materials/Node/Blocks/vectorMergerBlock" {
  58080. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58081. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58082. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58083. /**
  58084. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  58085. */
  58086. export class VectorMergerBlock extends NodeMaterialBlock {
  58087. /**
  58088. * Create a new VectorMergerBlock
  58089. * @param name defines the block name
  58090. */
  58091. constructor(name: string);
  58092. /**
  58093. * Gets the current class name
  58094. * @returns the class name
  58095. */
  58096. getClassName(): string;
  58097. /**
  58098. * Gets the x component (input)
  58099. */
  58100. readonly x: NodeMaterialConnectionPoint;
  58101. /**
  58102. * Gets the y component (input)
  58103. */
  58104. readonly y: NodeMaterialConnectionPoint;
  58105. /**
  58106. * Gets the z component (input)
  58107. */
  58108. readonly z: NodeMaterialConnectionPoint;
  58109. /**
  58110. * Gets the w component (input)
  58111. */
  58112. readonly w: NodeMaterialConnectionPoint;
  58113. /**
  58114. * Gets the xyzw component (output)
  58115. */
  58116. readonly xyzw: NodeMaterialConnectionPoint;
  58117. /**
  58118. * Gets the xyz component (output)
  58119. */
  58120. readonly xyz: NodeMaterialConnectionPoint;
  58121. /**
  58122. * Gets the xy component (output)
  58123. */
  58124. readonly xy: NodeMaterialConnectionPoint;
  58125. protected _buildBlock(state: NodeMaterialBuildState): this;
  58126. }
  58127. }
  58128. declare module "babylonjs/Materials/Node/Blocks/colorSplitterBlock" {
  58129. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58130. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58131. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58132. /**
  58133. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  58134. */
  58135. export class ColorSplitterBlock extends NodeMaterialBlock {
  58136. /**
  58137. * Create a new ColorSplitterBlock
  58138. * @param name defines the block name
  58139. */
  58140. constructor(name: string);
  58141. /**
  58142. * Gets the current class name
  58143. * @returns the class name
  58144. */
  58145. getClassName(): string;
  58146. /**
  58147. * Gets the rgba component (input)
  58148. */
  58149. readonly rgba: NodeMaterialConnectionPoint;
  58150. /**
  58151. * Gets the rgb component (input)
  58152. */
  58153. readonly rgbIn: NodeMaterialConnectionPoint;
  58154. /**
  58155. * Gets the rgb component (output)
  58156. */
  58157. readonly rgbOut: NodeMaterialConnectionPoint;
  58158. /**
  58159. * Gets the r component (output)
  58160. */
  58161. readonly r: NodeMaterialConnectionPoint;
  58162. /**
  58163. * Gets the g component (output)
  58164. */
  58165. readonly g: NodeMaterialConnectionPoint;
  58166. /**
  58167. * Gets the b component (output)
  58168. */
  58169. readonly b: NodeMaterialConnectionPoint;
  58170. /**
  58171. * Gets the a component (output)
  58172. */
  58173. readonly a: NodeMaterialConnectionPoint;
  58174. protected _inputRename(name: string): string;
  58175. protected _outputRename(name: string): string;
  58176. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58177. }
  58178. }
  58179. declare module "babylonjs/Materials/Node/Blocks/vectorSplitterBlock" {
  58180. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58181. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58182. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58183. /**
  58184. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  58185. */
  58186. export class VectorSplitterBlock extends NodeMaterialBlock {
  58187. /**
  58188. * Create a new VectorSplitterBlock
  58189. * @param name defines the block name
  58190. */
  58191. constructor(name: string);
  58192. /**
  58193. * Gets the current class name
  58194. * @returns the class name
  58195. */
  58196. getClassName(): string;
  58197. /**
  58198. * Gets the xyzw component (input)
  58199. */
  58200. readonly xyzw: NodeMaterialConnectionPoint;
  58201. /**
  58202. * Gets the xyz component (input)
  58203. */
  58204. readonly xyzIn: NodeMaterialConnectionPoint;
  58205. /**
  58206. * Gets the xy component (input)
  58207. */
  58208. readonly xyIn: NodeMaterialConnectionPoint;
  58209. /**
  58210. * Gets the xyz component (output)
  58211. */
  58212. readonly xyzOut: NodeMaterialConnectionPoint;
  58213. /**
  58214. * Gets the xy component (output)
  58215. */
  58216. readonly xyOut: NodeMaterialConnectionPoint;
  58217. /**
  58218. * Gets the x component (output)
  58219. */
  58220. readonly x: NodeMaterialConnectionPoint;
  58221. /**
  58222. * Gets the y component (output)
  58223. */
  58224. readonly y: NodeMaterialConnectionPoint;
  58225. /**
  58226. * Gets the z component (output)
  58227. */
  58228. readonly z: NodeMaterialConnectionPoint;
  58229. /**
  58230. * Gets the w component (output)
  58231. */
  58232. readonly w: NodeMaterialConnectionPoint;
  58233. protected _inputRename(name: string): string;
  58234. protected _outputRename(name: string): string;
  58235. protected _buildBlock(state: NodeMaterialBuildState): this;
  58236. }
  58237. }
  58238. declare module "babylonjs/Materials/Node/Blocks/lerpBlock" {
  58239. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58240. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58241. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58242. /**
  58243. * Block used to lerp between 2 values
  58244. */
  58245. export class LerpBlock extends NodeMaterialBlock {
  58246. /**
  58247. * Creates a new LerpBlock
  58248. * @param name defines the block name
  58249. */
  58250. constructor(name: string);
  58251. /**
  58252. * Gets the current class name
  58253. * @returns the class name
  58254. */
  58255. getClassName(): string;
  58256. /**
  58257. * Gets the left operand input component
  58258. */
  58259. readonly left: NodeMaterialConnectionPoint;
  58260. /**
  58261. * Gets the right operand input component
  58262. */
  58263. readonly right: NodeMaterialConnectionPoint;
  58264. /**
  58265. * Gets the gradient operand input component
  58266. */
  58267. readonly gradient: NodeMaterialConnectionPoint;
  58268. /**
  58269. * Gets the output component
  58270. */
  58271. readonly output: NodeMaterialConnectionPoint;
  58272. protected _buildBlock(state: NodeMaterialBuildState): this;
  58273. }
  58274. }
  58275. declare module "babylonjs/Materials/Node/Blocks/divideBlock" {
  58276. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58277. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58278. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58279. /**
  58280. * Block used to divide 2 vectors
  58281. */
  58282. export class DivideBlock extends NodeMaterialBlock {
  58283. /**
  58284. * Creates a new DivideBlock
  58285. * @param name defines the block name
  58286. */
  58287. constructor(name: string);
  58288. /**
  58289. * Gets the current class name
  58290. * @returns the class name
  58291. */
  58292. getClassName(): string;
  58293. /**
  58294. * Gets the left operand input component
  58295. */
  58296. readonly left: NodeMaterialConnectionPoint;
  58297. /**
  58298. * Gets the right operand input component
  58299. */
  58300. readonly right: NodeMaterialConnectionPoint;
  58301. /**
  58302. * Gets the output component
  58303. */
  58304. readonly output: NodeMaterialConnectionPoint;
  58305. protected _buildBlock(state: NodeMaterialBuildState): this;
  58306. }
  58307. }
  58308. declare module "babylonjs/Materials/Node/Blocks/subtractBlock" {
  58309. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58310. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58311. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58312. /**
  58313. * Block used to subtract 2 vectors
  58314. */
  58315. export class SubtractBlock extends NodeMaterialBlock {
  58316. /**
  58317. * Creates a new SubtractBlock
  58318. * @param name defines the block name
  58319. */
  58320. constructor(name: string);
  58321. /**
  58322. * Gets the current class name
  58323. * @returns the class name
  58324. */
  58325. getClassName(): string;
  58326. /**
  58327. * Gets the left operand input component
  58328. */
  58329. readonly left: NodeMaterialConnectionPoint;
  58330. /**
  58331. * Gets the right operand input component
  58332. */
  58333. readonly right: NodeMaterialConnectionPoint;
  58334. /**
  58335. * Gets the output component
  58336. */
  58337. readonly output: NodeMaterialConnectionPoint;
  58338. protected _buildBlock(state: NodeMaterialBuildState): this;
  58339. }
  58340. }
  58341. declare module "babylonjs/Materials/Node/Blocks/stepBlock" {
  58342. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58343. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58344. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58345. /**
  58346. * Block used to step a value
  58347. */
  58348. export class StepBlock extends NodeMaterialBlock {
  58349. /**
  58350. * Creates a new StepBlock
  58351. * @param name defines the block name
  58352. */
  58353. constructor(name: string);
  58354. /**
  58355. * Gets the current class name
  58356. * @returns the class name
  58357. */
  58358. getClassName(): string;
  58359. /**
  58360. * Gets the value operand input component
  58361. */
  58362. readonly value: NodeMaterialConnectionPoint;
  58363. /**
  58364. * Gets the edge operand input component
  58365. */
  58366. readonly edge: NodeMaterialConnectionPoint;
  58367. /**
  58368. * Gets the output component
  58369. */
  58370. readonly output: NodeMaterialConnectionPoint;
  58371. protected _buildBlock(state: NodeMaterialBuildState): this;
  58372. }
  58373. }
  58374. declare module "babylonjs/Materials/Node/Blocks/oneMinusBlock" {
  58375. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58376. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58377. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58378. /**
  58379. * Block used to get the opposite (1 - x) of a value
  58380. */
  58381. export class OneMinusBlock extends NodeMaterialBlock {
  58382. /**
  58383. * Creates a new OneMinusBlock
  58384. * @param name defines the block name
  58385. */
  58386. constructor(name: string);
  58387. /**
  58388. * Gets the current class name
  58389. * @returns the class name
  58390. */
  58391. getClassName(): string;
  58392. /**
  58393. * Gets the input component
  58394. */
  58395. readonly input: NodeMaterialConnectionPoint;
  58396. /**
  58397. * Gets the output component
  58398. */
  58399. readonly output: NodeMaterialConnectionPoint;
  58400. protected _buildBlock(state: NodeMaterialBuildState): this;
  58401. }
  58402. }
  58403. declare module "babylonjs/Materials/Node/Blocks/viewDirectionBlock" {
  58404. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58405. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58406. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58407. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58408. /**
  58409. * Block used to get the view direction
  58410. */
  58411. export class ViewDirectionBlock extends NodeMaterialBlock {
  58412. /**
  58413. * Creates a new ViewDirectionBlock
  58414. * @param name defines the block name
  58415. */
  58416. constructor(name: string);
  58417. /**
  58418. * Gets the current class name
  58419. * @returns the class name
  58420. */
  58421. getClassName(): string;
  58422. /**
  58423. * Gets the world position component
  58424. */
  58425. readonly worldPosition: NodeMaterialConnectionPoint;
  58426. /**
  58427. * Gets the camera position component
  58428. */
  58429. readonly cameraPosition: NodeMaterialConnectionPoint;
  58430. /**
  58431. * Gets the output component
  58432. */
  58433. readonly output: NodeMaterialConnectionPoint;
  58434. autoConfigure(material: NodeMaterial): void;
  58435. protected _buildBlock(state: NodeMaterialBuildState): this;
  58436. }
  58437. }
  58438. declare module "babylonjs/Materials/Node/Blocks/fresnelBlock" {
  58439. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58440. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58441. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58442. import { NodeMaterial } from "babylonjs/Materials/Node/nodeMaterial";
  58443. import "babylonjs/Shaders/ShadersInclude/fresnelFunction";
  58444. /**
  58445. * Block used to compute fresnel value
  58446. */
  58447. export class FresnelBlock extends NodeMaterialBlock {
  58448. /**
  58449. * Create a new FresnelBlock
  58450. * @param name defines the block name
  58451. */
  58452. constructor(name: string);
  58453. /**
  58454. * Gets the current class name
  58455. * @returns the class name
  58456. */
  58457. getClassName(): string;
  58458. /**
  58459. * Gets the world normal input component
  58460. */
  58461. readonly worldNormal: NodeMaterialConnectionPoint;
  58462. /**
  58463. * Gets the view direction input component
  58464. */
  58465. readonly viewDirection: NodeMaterialConnectionPoint;
  58466. /**
  58467. * Gets the bias input component
  58468. */
  58469. readonly bias: NodeMaterialConnectionPoint;
  58470. /**
  58471. * Gets the camera (or eye) position component
  58472. */
  58473. readonly power: NodeMaterialConnectionPoint;
  58474. /**
  58475. * Gets the fresnel output component
  58476. */
  58477. readonly fresnel: NodeMaterialConnectionPoint;
  58478. autoConfigure(material: NodeMaterial): void;
  58479. protected _buildBlock(state: NodeMaterialBuildState): this;
  58480. }
  58481. }
  58482. declare module "babylonjs/Materials/Node/Blocks/maxBlock" {
  58483. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58484. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58485. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58486. /**
  58487. * Block used to get the max of 2 values
  58488. */
  58489. export class MaxBlock extends NodeMaterialBlock {
  58490. /**
  58491. * Creates a new MaxBlock
  58492. * @param name defines the block name
  58493. */
  58494. constructor(name: string);
  58495. /**
  58496. * Gets the current class name
  58497. * @returns the class name
  58498. */
  58499. getClassName(): string;
  58500. /**
  58501. * Gets the left operand input component
  58502. */
  58503. readonly left: NodeMaterialConnectionPoint;
  58504. /**
  58505. * Gets the right operand input component
  58506. */
  58507. readonly right: NodeMaterialConnectionPoint;
  58508. /**
  58509. * Gets the output component
  58510. */
  58511. readonly output: NodeMaterialConnectionPoint;
  58512. protected _buildBlock(state: NodeMaterialBuildState): this;
  58513. }
  58514. }
  58515. declare module "babylonjs/Materials/Node/Blocks/minBlock" {
  58516. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58517. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58518. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58519. /**
  58520. * Block used to get the min of 2 values
  58521. */
  58522. export class MinBlock extends NodeMaterialBlock {
  58523. /**
  58524. * Creates a new MinBlock
  58525. * @param name defines the block name
  58526. */
  58527. constructor(name: string);
  58528. /**
  58529. * Gets the current class name
  58530. * @returns the class name
  58531. */
  58532. getClassName(): string;
  58533. /**
  58534. * Gets the left operand input component
  58535. */
  58536. readonly left: NodeMaterialConnectionPoint;
  58537. /**
  58538. * Gets the right operand input component
  58539. */
  58540. readonly right: NodeMaterialConnectionPoint;
  58541. /**
  58542. * Gets the output component
  58543. */
  58544. readonly output: NodeMaterialConnectionPoint;
  58545. protected _buildBlock(state: NodeMaterialBuildState): this;
  58546. }
  58547. }
  58548. declare module "babylonjs/Materials/Node/Blocks/distanceBlock" {
  58549. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58550. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58551. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58552. /**
  58553. * Block used to get the distance between 2 values
  58554. */
  58555. export class DistanceBlock extends NodeMaterialBlock {
  58556. /**
  58557. * Creates a new DistanceBlock
  58558. * @param name defines the block name
  58559. */
  58560. constructor(name: string);
  58561. /**
  58562. * Gets the current class name
  58563. * @returns the class name
  58564. */
  58565. getClassName(): string;
  58566. /**
  58567. * Gets the left operand input component
  58568. */
  58569. readonly left: NodeMaterialConnectionPoint;
  58570. /**
  58571. * Gets the right operand input component
  58572. */
  58573. readonly right: NodeMaterialConnectionPoint;
  58574. /**
  58575. * Gets the output component
  58576. */
  58577. readonly output: NodeMaterialConnectionPoint;
  58578. protected _buildBlock(state: NodeMaterialBuildState): this;
  58579. }
  58580. }
  58581. declare module "babylonjs/Materials/Node/Blocks/lengthBlock" {
  58582. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58583. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58584. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58585. /**
  58586. * Block used to get the length of a vector
  58587. */
  58588. export class LengthBlock extends NodeMaterialBlock {
  58589. /**
  58590. * Creates a new LengthBlock
  58591. * @param name defines the block name
  58592. */
  58593. constructor(name: string);
  58594. /**
  58595. * Gets the current class name
  58596. * @returns the class name
  58597. */
  58598. getClassName(): string;
  58599. /**
  58600. * Gets the value input component
  58601. */
  58602. readonly value: NodeMaterialConnectionPoint;
  58603. /**
  58604. * Gets the output component
  58605. */
  58606. readonly output: NodeMaterialConnectionPoint;
  58607. protected _buildBlock(state: NodeMaterialBuildState): this;
  58608. }
  58609. }
  58610. declare module "babylonjs/Materials/Node/Blocks/negateBlock" {
  58611. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58612. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58613. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58614. /**
  58615. * Block used to get negative version of a value (i.e. x * -1)
  58616. */
  58617. export class NegateBlock extends NodeMaterialBlock {
  58618. /**
  58619. * Creates a new NegateBlock
  58620. * @param name defines the block name
  58621. */
  58622. constructor(name: string);
  58623. /**
  58624. * Gets the current class name
  58625. * @returns the class name
  58626. */
  58627. getClassName(): string;
  58628. /**
  58629. * Gets the value input component
  58630. */
  58631. readonly value: NodeMaterialConnectionPoint;
  58632. /**
  58633. * Gets the output component
  58634. */
  58635. readonly output: NodeMaterialConnectionPoint;
  58636. protected _buildBlock(state: NodeMaterialBuildState): this;
  58637. }
  58638. }
  58639. declare module "babylonjs/Materials/Node/Blocks/powBlock" {
  58640. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58641. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58642. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58643. /**
  58644. * Block used to get the value of the first parameter raised to the power of the second
  58645. */
  58646. export class PowBlock extends NodeMaterialBlock {
  58647. /**
  58648. * Creates a new PowBlock
  58649. * @param name defines the block name
  58650. */
  58651. constructor(name: string);
  58652. /**
  58653. * Gets the current class name
  58654. * @returns the class name
  58655. */
  58656. getClassName(): string;
  58657. /**
  58658. * Gets the value operand input component
  58659. */
  58660. readonly value: NodeMaterialConnectionPoint;
  58661. /**
  58662. * Gets the power operand input component
  58663. */
  58664. readonly power: NodeMaterialConnectionPoint;
  58665. /**
  58666. * Gets the output component
  58667. */
  58668. readonly output: NodeMaterialConnectionPoint;
  58669. protected _buildBlock(state: NodeMaterialBuildState): this;
  58670. }
  58671. }
  58672. declare module "babylonjs/Materials/Node/Blocks/randomNumberBlock" {
  58673. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58674. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58675. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58676. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  58677. /**
  58678. * Block used to get a random number
  58679. */
  58680. export class RandomNumberBlock extends NodeMaterialBlock {
  58681. /**
  58682. * Creates a new RandomNumberBlock
  58683. * @param name defines the block name
  58684. */
  58685. constructor(name: string);
  58686. /**
  58687. * Gets the current class name
  58688. * @returns the class name
  58689. */
  58690. getClassName(): string;
  58691. /**
  58692. * Gets the seed input component
  58693. */
  58694. readonly seed: NodeMaterialConnectionPoint;
  58695. /**
  58696. * Gets the output component
  58697. */
  58698. readonly output: NodeMaterialConnectionPoint;
  58699. protected _buildBlock(state: NodeMaterialBuildState): this;
  58700. }
  58701. }
  58702. declare module "babylonjs/Materials/Node/Blocks/arcTan2Block" {
  58703. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58704. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58705. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58706. /**
  58707. * Block used to compute arc tangent of 2 values
  58708. */
  58709. export class ArcTan2Block extends NodeMaterialBlock {
  58710. /**
  58711. * Creates a new ArcTan2Block
  58712. * @param name defines the block name
  58713. */
  58714. constructor(name: string);
  58715. /**
  58716. * Gets the current class name
  58717. * @returns the class name
  58718. */
  58719. getClassName(): string;
  58720. /**
  58721. * Gets the x operand input component
  58722. */
  58723. readonly x: NodeMaterialConnectionPoint;
  58724. /**
  58725. * Gets the y operand input component
  58726. */
  58727. readonly y: NodeMaterialConnectionPoint;
  58728. /**
  58729. * Gets the output component
  58730. */
  58731. readonly output: NodeMaterialConnectionPoint;
  58732. protected _buildBlock(state: NodeMaterialBuildState): this;
  58733. }
  58734. }
  58735. declare module "babylonjs/Materials/Node/Blocks/smoothStepBlock" {
  58736. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58737. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58738. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58739. /**
  58740. * Block used to smooth step a value
  58741. */
  58742. export class SmoothStepBlock extends NodeMaterialBlock {
  58743. /**
  58744. * Creates a new SmoothStepBlock
  58745. * @param name defines the block name
  58746. */
  58747. constructor(name: string);
  58748. /**
  58749. * Gets the current class name
  58750. * @returns the class name
  58751. */
  58752. getClassName(): string;
  58753. /**
  58754. * Gets the value operand input component
  58755. */
  58756. readonly value: NodeMaterialConnectionPoint;
  58757. /**
  58758. * Gets the first edge operand input component
  58759. */
  58760. readonly edge0: NodeMaterialConnectionPoint;
  58761. /**
  58762. * Gets the second edge operand input component
  58763. */
  58764. readonly edge1: NodeMaterialConnectionPoint;
  58765. /**
  58766. * Gets the output component
  58767. */
  58768. readonly output: NodeMaterialConnectionPoint;
  58769. protected _buildBlock(state: NodeMaterialBuildState): this;
  58770. }
  58771. }
  58772. declare module "babylonjs/Materials/Node/Blocks/reciprocalBlock" {
  58773. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58774. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58775. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58776. /**
  58777. * Block used to get the reciprocal (1 / x) of a value
  58778. */
  58779. export class ReciprocalBlock extends NodeMaterialBlock {
  58780. /**
  58781. * Creates a new ReciprocalBlock
  58782. * @param name defines the block name
  58783. */
  58784. constructor(name: string);
  58785. /**
  58786. * Gets the current class name
  58787. * @returns the class name
  58788. */
  58789. getClassName(): string;
  58790. /**
  58791. * Gets the input component
  58792. */
  58793. readonly input: NodeMaterialConnectionPoint;
  58794. /**
  58795. * Gets the output component
  58796. */
  58797. readonly output: NodeMaterialConnectionPoint;
  58798. protected _buildBlock(state: NodeMaterialBuildState): this;
  58799. }
  58800. }
  58801. declare module "babylonjs/Materials/Node/Blocks/replaceColorBlock" {
  58802. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58803. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58804. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58805. /**
  58806. * Block used to replace a color by another one
  58807. */
  58808. export class ReplaceColorBlock extends NodeMaterialBlock {
  58809. /**
  58810. * Creates a new ReplaceColorBlock
  58811. * @param name defines the block name
  58812. */
  58813. constructor(name: string);
  58814. /**
  58815. * Gets the current class name
  58816. * @returns the class name
  58817. */
  58818. getClassName(): string;
  58819. /**
  58820. * Gets the value input component
  58821. */
  58822. readonly value: NodeMaterialConnectionPoint;
  58823. /**
  58824. * Gets the reference input component
  58825. */
  58826. readonly reference: NodeMaterialConnectionPoint;
  58827. /**
  58828. * Gets the distance input component
  58829. */
  58830. readonly distance: NodeMaterialConnectionPoint;
  58831. /**
  58832. * Gets the replacement input component
  58833. */
  58834. readonly replacement: NodeMaterialConnectionPoint;
  58835. /**
  58836. * Gets the output component
  58837. */
  58838. readonly output: NodeMaterialConnectionPoint;
  58839. protected _buildBlock(state: NodeMaterialBuildState): this;
  58840. }
  58841. }
  58842. declare module "babylonjs/Materials/Node/Blocks/posterizeBlock" {
  58843. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58844. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58845. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58846. /**
  58847. * Block used to posterize a value
  58848. * @see https://en.wikipedia.org/wiki/Posterization
  58849. */
  58850. export class PosterizeBlock extends NodeMaterialBlock {
  58851. /**
  58852. * Creates a new PosterizeBlock
  58853. * @param name defines the block name
  58854. */
  58855. constructor(name: string);
  58856. /**
  58857. * Gets the current class name
  58858. * @returns the class name
  58859. */
  58860. getClassName(): string;
  58861. /**
  58862. * Gets the value input component
  58863. */
  58864. readonly value: NodeMaterialConnectionPoint;
  58865. /**
  58866. * Gets the steps input component
  58867. */
  58868. readonly steps: NodeMaterialConnectionPoint;
  58869. /**
  58870. * Gets the output component
  58871. */
  58872. readonly output: NodeMaterialConnectionPoint;
  58873. protected _buildBlock(state: NodeMaterialBuildState): this;
  58874. }
  58875. }
  58876. declare module "babylonjs/Materials/Node/Blocks/waveBlock" {
  58877. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58878. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58879. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58880. import { Scene } from "babylonjs/scene";
  58881. /**
  58882. * Operations supported by the Wave block
  58883. */
  58884. export enum WaveBlockKind {
  58885. /** SawTooth */
  58886. SawTooth = 0,
  58887. /** Square */
  58888. Square = 1,
  58889. /** Triangle */
  58890. Triangle = 2
  58891. }
  58892. /**
  58893. * Block used to apply wave operation to floats
  58894. */
  58895. export class WaveBlock extends NodeMaterialBlock {
  58896. /**
  58897. * Gets or sets the kibnd of wave to be applied by the block
  58898. */
  58899. kind: WaveBlockKind;
  58900. /**
  58901. * Creates a new WaveBlock
  58902. * @param name defines the block name
  58903. */
  58904. constructor(name: string);
  58905. /**
  58906. * Gets the current class name
  58907. * @returns the class name
  58908. */
  58909. getClassName(): string;
  58910. /**
  58911. * Gets the input component
  58912. */
  58913. readonly input: NodeMaterialConnectionPoint;
  58914. /**
  58915. * Gets the output component
  58916. */
  58917. readonly output: NodeMaterialConnectionPoint;
  58918. protected _buildBlock(state: NodeMaterialBuildState): this;
  58919. serialize(): any;
  58920. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58921. }
  58922. }
  58923. declare module "babylonjs/Materials/Node/Blocks/gradientBlock" {
  58924. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58925. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58926. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58927. import { Color3 } from "babylonjs/Maths/math.color";
  58928. import { Scene } from "babylonjs/scene";
  58929. /**
  58930. * Class used to store a color step for the GradientBlock
  58931. */
  58932. export class GradientBlockColorStep {
  58933. /**
  58934. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58935. */
  58936. step: number;
  58937. /**
  58938. * Gets or sets the color associated with this step
  58939. */
  58940. color: Color3;
  58941. /**
  58942. * Creates a new GradientBlockColorStep
  58943. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  58944. * @param color defines the color associated with this step
  58945. */
  58946. constructor(
  58947. /**
  58948. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  58949. */
  58950. step: number,
  58951. /**
  58952. * Gets or sets the color associated with this step
  58953. */
  58954. color: Color3);
  58955. }
  58956. /**
  58957. * Block used to return a color from a gradient based on an input value between 0 and 1
  58958. */
  58959. export class GradientBlock extends NodeMaterialBlock {
  58960. /**
  58961. * Gets or sets the list of color steps
  58962. */
  58963. colorSteps: GradientBlockColorStep[];
  58964. /**
  58965. * Creates a new GradientBlock
  58966. * @param name defines the block name
  58967. */
  58968. constructor(name: string);
  58969. /**
  58970. * Gets the current class name
  58971. * @returns the class name
  58972. */
  58973. getClassName(): string;
  58974. /**
  58975. * Gets the gradient input component
  58976. */
  58977. readonly gradient: NodeMaterialConnectionPoint;
  58978. /**
  58979. * Gets the output component
  58980. */
  58981. readonly output: NodeMaterialConnectionPoint;
  58982. private _writeColorConstant;
  58983. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  58984. serialize(): any;
  58985. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  58986. protected _dumpPropertiesCode(): string;
  58987. }
  58988. }
  58989. declare module "babylonjs/Materials/Node/Blocks/nLerpBlock" {
  58990. import { NodeMaterialBlock } from "babylonjs/Materials/Node/nodeMaterialBlock";
  58991. import { NodeMaterialBuildState } from "babylonjs/Materials/Node/nodeMaterialBuildState";
  58992. import { NodeMaterialConnectionPoint } from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  58993. /**
  58994. * Block used to normalize lerp between 2 values
  58995. */
  58996. export class NLerpBlock extends NodeMaterialBlock {
  58997. /**
  58998. * Creates a new NLerpBlock
  58999. * @param name defines the block name
  59000. */
  59001. constructor(name: string);
  59002. /**
  59003. * Gets the current class name
  59004. * @returns the class name
  59005. */
  59006. getClassName(): string;
  59007. /**
  59008. * Gets the left operand input component
  59009. */
  59010. readonly left: NodeMaterialConnectionPoint;
  59011. /**
  59012. * Gets the right operand input component
  59013. */
  59014. readonly right: NodeMaterialConnectionPoint;
  59015. /**
  59016. * Gets the gradient operand input component
  59017. */
  59018. readonly gradient: NodeMaterialConnectionPoint;
  59019. /**
  59020. * Gets the output component
  59021. */
  59022. readonly output: NodeMaterialConnectionPoint;
  59023. protected _buildBlock(state: NodeMaterialBuildState): this;
  59024. }
  59025. }
  59026. declare module "babylonjs/Materials/Node/Blocks/index" {
  59027. export * from "babylonjs/Materials/Node/Blocks/Vertex/index";
  59028. export * from "babylonjs/Materials/Node/Blocks/Fragment/index";
  59029. export * from "babylonjs/Materials/Node/Blocks/Dual/index";
  59030. export * from "babylonjs/Materials/Node/Blocks/Input/index";
  59031. export * from "babylonjs/Materials/Node/Blocks/multiplyBlock";
  59032. export * from "babylonjs/Materials/Node/Blocks/addBlock";
  59033. export * from "babylonjs/Materials/Node/Blocks/scaleBlock";
  59034. export * from "babylonjs/Materials/Node/Blocks/clampBlock";
  59035. export * from "babylonjs/Materials/Node/Blocks/crossBlock";
  59036. export * from "babylonjs/Materials/Node/Blocks/dotBlock";
  59037. export * from "babylonjs/Materials/Node/Blocks/transformBlock";
  59038. export * from "babylonjs/Materials/Node/Blocks/remapBlock";
  59039. export * from "babylonjs/Materials/Node/Blocks/normalizeBlock";
  59040. export * from "babylonjs/Materials/Node/Blocks/trigonometryBlock";
  59041. export * from "babylonjs/Materials/Node/Blocks/colorMergerBlock";
  59042. export * from "babylonjs/Materials/Node/Blocks/vectorMergerBlock";
  59043. export * from "babylonjs/Materials/Node/Blocks/colorSplitterBlock";
  59044. export * from "babylonjs/Materials/Node/Blocks/vectorSplitterBlock";
  59045. export * from "babylonjs/Materials/Node/Blocks/lerpBlock";
  59046. export * from "babylonjs/Materials/Node/Blocks/divideBlock";
  59047. export * from "babylonjs/Materials/Node/Blocks/subtractBlock";
  59048. export * from "babylonjs/Materials/Node/Blocks/stepBlock";
  59049. export * from "babylonjs/Materials/Node/Blocks/oneMinusBlock";
  59050. export * from "babylonjs/Materials/Node/Blocks/viewDirectionBlock";
  59051. export * from "babylonjs/Materials/Node/Blocks/fresnelBlock";
  59052. export * from "babylonjs/Materials/Node/Blocks/maxBlock";
  59053. export * from "babylonjs/Materials/Node/Blocks/minBlock";
  59054. export * from "babylonjs/Materials/Node/Blocks/distanceBlock";
  59055. export * from "babylonjs/Materials/Node/Blocks/lengthBlock";
  59056. export * from "babylonjs/Materials/Node/Blocks/negateBlock";
  59057. export * from "babylonjs/Materials/Node/Blocks/powBlock";
  59058. export * from "babylonjs/Materials/Node/Blocks/randomNumberBlock";
  59059. export * from "babylonjs/Materials/Node/Blocks/arcTan2Block";
  59060. export * from "babylonjs/Materials/Node/Blocks/smoothStepBlock";
  59061. export * from "babylonjs/Materials/Node/Blocks/reciprocalBlock";
  59062. export * from "babylonjs/Materials/Node/Blocks/replaceColorBlock";
  59063. export * from "babylonjs/Materials/Node/Blocks/posterizeBlock";
  59064. export * from "babylonjs/Materials/Node/Blocks/waveBlock";
  59065. export * from "babylonjs/Materials/Node/Blocks/gradientBlock";
  59066. export * from "babylonjs/Materials/Node/Blocks/nLerpBlock";
  59067. }
  59068. declare module "babylonjs/Materials/Node/Optimizers/index" {
  59069. export * from "babylonjs/Materials/Node/Optimizers/nodeMaterialOptimizer";
  59070. }
  59071. declare module "babylonjs/Materials/Node/index" {
  59072. export * from "babylonjs/Materials/Node/Enums/index";
  59073. export * from "babylonjs/Materials/Node/nodeMaterialBlockConnectionPoint";
  59074. export * from "babylonjs/Materials/Node/nodeMaterialBlock";
  59075. export * from "babylonjs/Materials/Node/nodeMaterial";
  59076. export * from "babylonjs/Materials/Node/Blocks/index";
  59077. export * from "babylonjs/Materials/Node/Optimizers/index";
  59078. }
  59079. declare module "babylonjs/Materials/effectRenderer" {
  59080. import { Nullable } from "babylonjs/types";
  59081. import { Texture } from "babylonjs/Materials/Textures/texture";
  59082. import { ThinEngine } from "babylonjs/Engines/thinEngine";
  59083. import { Viewport } from "babylonjs/Maths/math.viewport";
  59084. import { Observable } from "babylonjs/Misc/observable";
  59085. import { Effect } from "babylonjs/Materials/effect";
  59086. import "babylonjs/Engines/Extensions/engine.renderTarget";
  59087. import "babylonjs/Shaders/postprocess.vertex";
  59088. /**
  59089. * Effect Render Options
  59090. */
  59091. export interface IEffectRendererOptions {
  59092. /**
  59093. * Defines the vertices positions.
  59094. */
  59095. positions?: number[];
  59096. /**
  59097. * Defines the indices.
  59098. */
  59099. indices?: number[];
  59100. }
  59101. /**
  59102. * Helper class to render one or more effects
  59103. */
  59104. export class EffectRenderer {
  59105. private engine;
  59106. private static _DefaultOptions;
  59107. private _vertexBuffers;
  59108. private _indexBuffer;
  59109. private _ringBufferIndex;
  59110. private _ringScreenBuffer;
  59111. private _fullscreenViewport;
  59112. private _getNextFrameBuffer;
  59113. /**
  59114. * Creates an effect renderer
  59115. * @param engine the engine to use for rendering
  59116. * @param options defines the options of the effect renderer
  59117. */
  59118. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  59119. /**
  59120. * Sets the current viewport in normalized coordinates 0-1
  59121. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  59122. */
  59123. setViewport(viewport?: Viewport): void;
  59124. /**
  59125. * Binds the embedded attributes buffer to the effect.
  59126. * @param effect Defines the effect to bind the attributes for
  59127. */
  59128. bindBuffers(effect: Effect): void;
  59129. /**
  59130. * Sets the current effect wrapper to use during draw.
  59131. * The effect needs to be ready before calling this api.
  59132. * This also sets the default full screen position attribute.
  59133. * @param effectWrapper Defines the effect to draw with
  59134. */
  59135. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  59136. /**
  59137. * Draws a full screen quad.
  59138. */
  59139. draw(): void;
  59140. /**
  59141. * renders one or more effects to a specified texture
  59142. * @param effectWrappers list of effects to renderer
  59143. * @param outputTexture texture to draw to, if null it will render to the screen
  59144. */
  59145. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  59146. /**
  59147. * Disposes of the effect renderer
  59148. */
  59149. dispose(): void;
  59150. }
  59151. /**
  59152. * Options to create an EffectWrapper
  59153. */
  59154. interface EffectWrapperCreationOptions {
  59155. /**
  59156. * Engine to use to create the effect
  59157. */
  59158. engine: ThinEngine;
  59159. /**
  59160. * Fragment shader for the effect
  59161. */
  59162. fragmentShader: string;
  59163. /**
  59164. * Vertex shader for the effect
  59165. */
  59166. vertexShader?: string;
  59167. /**
  59168. * Attributes to use in the shader
  59169. */
  59170. attributeNames?: Array<string>;
  59171. /**
  59172. * Uniforms to use in the shader
  59173. */
  59174. uniformNames?: Array<string>;
  59175. /**
  59176. * Texture sampler names to use in the shader
  59177. */
  59178. samplerNames?: Array<string>;
  59179. /**
  59180. * The friendly name of the effect displayed in Spector.
  59181. */
  59182. name?: string;
  59183. }
  59184. /**
  59185. * Wraps an effect to be used for rendering
  59186. */
  59187. export class EffectWrapper {
  59188. /**
  59189. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  59190. */
  59191. onApplyObservable: Observable<{}>;
  59192. /**
  59193. * The underlying effect
  59194. */
  59195. effect: Effect;
  59196. /**
  59197. * Creates an effect to be renderer
  59198. * @param creationOptions options to create the effect
  59199. */
  59200. constructor(creationOptions: EffectWrapperCreationOptions);
  59201. /**
  59202. * Disposes of the effect wrapper
  59203. */
  59204. dispose(): void;
  59205. }
  59206. }
  59207. declare module "babylonjs/Materials/index" {
  59208. export * from "babylonjs/Materials/Background/index";
  59209. export * from "babylonjs/Materials/colorCurves";
  59210. export * from "babylonjs/Materials/iEffectFallbacks";
  59211. export * from "babylonjs/Materials/effectFallbacks";
  59212. export * from "babylonjs/Materials/effect";
  59213. export * from "babylonjs/Materials/fresnelParameters";
  59214. export * from "babylonjs/Materials/imageProcessingConfiguration";
  59215. export * from "babylonjs/Materials/material";
  59216. export * from "babylonjs/Materials/materialDefines";
  59217. export * from "babylonjs/Materials/materialHelper";
  59218. export * from "babylonjs/Materials/multiMaterial";
  59219. export * from "babylonjs/Materials/PBR/index";
  59220. export * from "babylonjs/Materials/pushMaterial";
  59221. export * from "babylonjs/Materials/shaderMaterial";
  59222. export * from "babylonjs/Materials/standardMaterial";
  59223. export * from "babylonjs/Materials/Textures/index";
  59224. export * from "babylonjs/Materials/uniformBuffer";
  59225. export * from "babylonjs/Materials/materialFlags";
  59226. export * from "babylonjs/Materials/Node/index";
  59227. export * from "babylonjs/Materials/effectRenderer";
  59228. }
  59229. declare module "babylonjs/Maths/index" {
  59230. export * from "babylonjs/Maths/math.scalar";
  59231. export * from "babylonjs/Maths/math";
  59232. export * from "babylonjs/Maths/sphericalPolynomial";
  59233. }
  59234. declare module "babylonjs/Misc/workerPool" {
  59235. import { IDisposable } from "babylonjs/scene";
  59236. /**
  59237. * Helper class to push actions to a pool of workers.
  59238. */
  59239. export class WorkerPool implements IDisposable {
  59240. private _workerInfos;
  59241. private _pendingActions;
  59242. /**
  59243. * Constructor
  59244. * @param workers Array of workers to use for actions
  59245. */
  59246. constructor(workers: Array<Worker>);
  59247. /**
  59248. * Terminates all workers and clears any pending actions.
  59249. */
  59250. dispose(): void;
  59251. /**
  59252. * Pushes an action to the worker pool. If all the workers are active, the action will be
  59253. * pended until a worker has completed its action.
  59254. * @param action The action to perform. Call onComplete when the action is complete.
  59255. */
  59256. push(action: (worker: Worker, onComplete: () => void) => void): void;
  59257. private _execute;
  59258. }
  59259. }
  59260. declare module "babylonjs/Meshes/Compression/dracoCompression" {
  59261. import { IDisposable } from "babylonjs/scene";
  59262. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59263. /**
  59264. * Configuration for Draco compression
  59265. */
  59266. export interface IDracoCompressionConfiguration {
  59267. /**
  59268. * Configuration for the decoder.
  59269. */
  59270. decoder: {
  59271. /**
  59272. * The url to the WebAssembly module.
  59273. */
  59274. wasmUrl?: string;
  59275. /**
  59276. * The url to the WebAssembly binary.
  59277. */
  59278. wasmBinaryUrl?: string;
  59279. /**
  59280. * The url to the fallback JavaScript module.
  59281. */
  59282. fallbackUrl?: string;
  59283. };
  59284. }
  59285. /**
  59286. * Draco compression (https://google.github.io/draco/)
  59287. *
  59288. * This class wraps the Draco module.
  59289. *
  59290. * **Encoder**
  59291. *
  59292. * The encoder is not currently implemented.
  59293. *
  59294. * **Decoder**
  59295. *
  59296. * 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.
  59297. *
  59298. * To update the configuration, use the following code:
  59299. * ```javascript
  59300. * DracoCompression.Configuration = {
  59301. * decoder: {
  59302. * wasmUrl: "<url to the WebAssembly library>",
  59303. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  59304. * fallbackUrl: "<url to the fallback JavaScript library>",
  59305. * }
  59306. * };
  59307. * ```
  59308. *
  59309. * 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.
  59310. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  59311. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  59312. *
  59313. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  59314. * ```javascript
  59315. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  59316. * ```
  59317. *
  59318. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  59319. */
  59320. export class DracoCompression implements IDisposable {
  59321. private _workerPoolPromise?;
  59322. private _decoderModulePromise?;
  59323. /**
  59324. * The configuration. Defaults to the following urls:
  59325. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  59326. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  59327. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  59328. */
  59329. static Configuration: IDracoCompressionConfiguration;
  59330. /**
  59331. * Returns true if the decoder configuration is available.
  59332. */
  59333. static readonly DecoderAvailable: boolean;
  59334. /**
  59335. * Default number of workers to create when creating the draco compression object.
  59336. */
  59337. static DefaultNumWorkers: number;
  59338. private static GetDefaultNumWorkers;
  59339. private static _Default;
  59340. /**
  59341. * Default instance for the draco compression object.
  59342. */
  59343. static readonly Default: DracoCompression;
  59344. /**
  59345. * Constructor
  59346. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  59347. */
  59348. constructor(numWorkers?: number);
  59349. /**
  59350. * Stop all async operations and release resources.
  59351. */
  59352. dispose(): void;
  59353. /**
  59354. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  59355. * @returns a promise that resolves when ready
  59356. */
  59357. whenReadyAsync(): Promise<void>;
  59358. /**
  59359. * Decode Draco compressed mesh data to vertex data.
  59360. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  59361. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  59362. * @returns A promise that resolves with the decoded vertex data
  59363. */
  59364. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  59365. [kind: string]: number;
  59366. }): Promise<VertexData>;
  59367. }
  59368. }
  59369. declare module "babylonjs/Meshes/Compression/index" {
  59370. export * from "babylonjs/Meshes/Compression/dracoCompression";
  59371. }
  59372. declare module "babylonjs/Meshes/csg" {
  59373. import { Nullable } from "babylonjs/types";
  59374. import { Scene } from "babylonjs/scene";
  59375. import { Quaternion, Matrix, Vector3 } from "babylonjs/Maths/math.vector";
  59376. import { Mesh } from "babylonjs/Meshes/mesh";
  59377. import { Material } from "babylonjs/Materials/material";
  59378. /**
  59379. * Class for building Constructive Solid Geometry
  59380. */
  59381. export class CSG {
  59382. private polygons;
  59383. /**
  59384. * The world matrix
  59385. */
  59386. matrix: Matrix;
  59387. /**
  59388. * Stores the position
  59389. */
  59390. position: Vector3;
  59391. /**
  59392. * Stores the rotation
  59393. */
  59394. rotation: Vector3;
  59395. /**
  59396. * Stores the rotation quaternion
  59397. */
  59398. rotationQuaternion: Nullable<Quaternion>;
  59399. /**
  59400. * Stores the scaling vector
  59401. */
  59402. scaling: Vector3;
  59403. /**
  59404. * Convert the Mesh to CSG
  59405. * @param mesh The Mesh to convert to CSG
  59406. * @returns A new CSG from the Mesh
  59407. */
  59408. static FromMesh(mesh: Mesh): CSG;
  59409. /**
  59410. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  59411. * @param polygons Polygons used to construct a CSG solid
  59412. */
  59413. private static FromPolygons;
  59414. /**
  59415. * Clones, or makes a deep copy, of the CSG
  59416. * @returns A new CSG
  59417. */
  59418. clone(): CSG;
  59419. /**
  59420. * Unions this CSG with another CSG
  59421. * @param csg The CSG to union against this CSG
  59422. * @returns The unioned CSG
  59423. */
  59424. union(csg: CSG): CSG;
  59425. /**
  59426. * Unions this CSG with another CSG in place
  59427. * @param csg The CSG to union against this CSG
  59428. */
  59429. unionInPlace(csg: CSG): void;
  59430. /**
  59431. * Subtracts this CSG with another CSG
  59432. * @param csg The CSG to subtract against this CSG
  59433. * @returns A new CSG
  59434. */
  59435. subtract(csg: CSG): CSG;
  59436. /**
  59437. * Subtracts this CSG with another CSG in place
  59438. * @param csg The CSG to subtact against this CSG
  59439. */
  59440. subtractInPlace(csg: CSG): void;
  59441. /**
  59442. * Intersect this CSG with another CSG
  59443. * @param csg The CSG to intersect against this CSG
  59444. * @returns A new CSG
  59445. */
  59446. intersect(csg: CSG): CSG;
  59447. /**
  59448. * Intersects this CSG with another CSG in place
  59449. * @param csg The CSG to intersect against this CSG
  59450. */
  59451. intersectInPlace(csg: CSG): void;
  59452. /**
  59453. * Return a new CSG solid with solid and empty space switched. This solid is
  59454. * not modified.
  59455. * @returns A new CSG solid with solid and empty space switched
  59456. */
  59457. inverse(): CSG;
  59458. /**
  59459. * Inverses the CSG in place
  59460. */
  59461. inverseInPlace(): void;
  59462. /**
  59463. * This is used to keep meshes transformations so they can be restored
  59464. * when we build back a Babylon Mesh
  59465. * NB : All CSG operations are performed in world coordinates
  59466. * @param csg The CSG to copy the transform attributes from
  59467. * @returns This CSG
  59468. */
  59469. copyTransformAttributes(csg: CSG): CSG;
  59470. /**
  59471. * Build Raw mesh from CSG
  59472. * Coordinates here are in world space
  59473. * @param name The name of the mesh geometry
  59474. * @param scene The Scene
  59475. * @param keepSubMeshes Specifies if the submeshes should be kept
  59476. * @returns A new Mesh
  59477. */
  59478. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59479. /**
  59480. * Build Mesh from CSG taking material and transforms into account
  59481. * @param name The name of the Mesh
  59482. * @param material The material of the Mesh
  59483. * @param scene The Scene
  59484. * @param keepSubMeshes Specifies if submeshes should be kept
  59485. * @returns The new Mesh
  59486. */
  59487. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  59488. }
  59489. }
  59490. declare module "babylonjs/Meshes/trailMesh" {
  59491. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59492. import { Mesh } from "babylonjs/Meshes/mesh";
  59493. import { Scene } from "babylonjs/scene";
  59494. /**
  59495. * Class used to create a trail following a mesh
  59496. */
  59497. export class TrailMesh extends Mesh {
  59498. private _generator;
  59499. private _autoStart;
  59500. private _running;
  59501. private _diameter;
  59502. private _length;
  59503. private _sectionPolygonPointsCount;
  59504. private _sectionVectors;
  59505. private _sectionNormalVectors;
  59506. private _beforeRenderObserver;
  59507. /**
  59508. * @constructor
  59509. * @param name The value used by scene.getMeshByName() to do a lookup.
  59510. * @param generator The mesh to generate a trail.
  59511. * @param scene The scene to add this mesh to.
  59512. * @param diameter Diameter of trailing mesh. Default is 1.
  59513. * @param length Length of trailing mesh. Default is 60.
  59514. * @param autoStart Automatically start trailing mesh. Default true.
  59515. */
  59516. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  59517. /**
  59518. * "TrailMesh"
  59519. * @returns "TrailMesh"
  59520. */
  59521. getClassName(): string;
  59522. private _createMesh;
  59523. /**
  59524. * Start trailing mesh.
  59525. */
  59526. start(): void;
  59527. /**
  59528. * Stop trailing mesh.
  59529. */
  59530. stop(): void;
  59531. /**
  59532. * Update trailing mesh geometry.
  59533. */
  59534. update(): void;
  59535. /**
  59536. * Returns a new TrailMesh object.
  59537. * @param name is a string, the name given to the new mesh
  59538. * @param newGenerator use new generator object for cloned trail mesh
  59539. * @returns a new mesh
  59540. */
  59541. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  59542. /**
  59543. * Serializes this trail mesh
  59544. * @param serializationObject object to write serialization to
  59545. */
  59546. serialize(serializationObject: any): void;
  59547. /**
  59548. * Parses a serialized trail mesh
  59549. * @param parsedMesh the serialized mesh
  59550. * @param scene the scene to create the trail mesh in
  59551. * @returns the created trail mesh
  59552. */
  59553. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  59554. }
  59555. }
  59556. declare module "babylonjs/Meshes/Builders/tiledBoxBuilder" {
  59557. import { Nullable } from "babylonjs/types";
  59558. import { Scene } from "babylonjs/scene";
  59559. import { Vector4 } from "babylonjs/Maths/math.vector";
  59560. import { Color4 } from "babylonjs/Maths/math.color";
  59561. import { Mesh } from "babylonjs/Meshes/mesh";
  59562. /**
  59563. * Class containing static functions to help procedurally build meshes
  59564. */
  59565. export class TiledBoxBuilder {
  59566. /**
  59567. * Creates a box mesh
  59568. * 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)
  59569. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59570. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59571. * * 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
  59572. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59573. * @param name defines the name of the mesh
  59574. * @param options defines the options used to create the mesh
  59575. * @param scene defines the hosting scene
  59576. * @returns the box mesh
  59577. */
  59578. static CreateTiledBox(name: string, options: {
  59579. pattern?: number;
  59580. width?: number;
  59581. height?: number;
  59582. depth?: number;
  59583. tileSize?: number;
  59584. tileWidth?: number;
  59585. tileHeight?: number;
  59586. alignHorizontal?: number;
  59587. alignVertical?: number;
  59588. faceUV?: Vector4[];
  59589. faceColors?: Color4[];
  59590. sideOrientation?: number;
  59591. updatable?: boolean;
  59592. }, scene?: Nullable<Scene>): Mesh;
  59593. }
  59594. }
  59595. declare module "babylonjs/Meshes/Builders/torusKnotBuilder" {
  59596. import { Vector4 } from "babylonjs/Maths/math.vector";
  59597. import { Mesh } from "babylonjs/Meshes/mesh";
  59598. /**
  59599. * Class containing static functions to help procedurally build meshes
  59600. */
  59601. export class TorusKnotBuilder {
  59602. /**
  59603. * Creates a torus knot mesh
  59604. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  59605. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  59606. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  59607. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  59608. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59609. * * 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
  59610. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  59611. * @param name defines the name of the mesh
  59612. * @param options defines the options used to create the mesh
  59613. * @param scene defines the hosting scene
  59614. * @returns the torus knot mesh
  59615. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  59616. */
  59617. static CreateTorusKnot(name: string, options: {
  59618. radius?: number;
  59619. tube?: number;
  59620. radialSegments?: number;
  59621. tubularSegments?: number;
  59622. p?: number;
  59623. q?: number;
  59624. updatable?: boolean;
  59625. sideOrientation?: number;
  59626. frontUVs?: Vector4;
  59627. backUVs?: Vector4;
  59628. }, scene: any): Mesh;
  59629. }
  59630. }
  59631. declare module "babylonjs/Meshes/polygonMesh" {
  59632. import { Scene } from "babylonjs/scene";
  59633. import { Vector2 } from "babylonjs/Maths/math.vector";
  59634. import { Mesh } from "babylonjs/Meshes/mesh";
  59635. import { VertexData } from "babylonjs/Meshes/mesh.vertexData";
  59636. import { Path2 } from "babylonjs/Maths/math.path";
  59637. /**
  59638. * Polygon
  59639. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  59640. */
  59641. export class Polygon {
  59642. /**
  59643. * Creates a rectangle
  59644. * @param xmin bottom X coord
  59645. * @param ymin bottom Y coord
  59646. * @param xmax top X coord
  59647. * @param ymax top Y coord
  59648. * @returns points that make the resulting rectation
  59649. */
  59650. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  59651. /**
  59652. * Creates a circle
  59653. * @param radius radius of circle
  59654. * @param cx scale in x
  59655. * @param cy scale in y
  59656. * @param numberOfSides number of sides that make up the circle
  59657. * @returns points that make the resulting circle
  59658. */
  59659. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  59660. /**
  59661. * Creates a polygon from input string
  59662. * @param input Input polygon data
  59663. * @returns the parsed points
  59664. */
  59665. static Parse(input: string): Vector2[];
  59666. /**
  59667. * Starts building a polygon from x and y coordinates
  59668. * @param x x coordinate
  59669. * @param y y coordinate
  59670. * @returns the started path2
  59671. */
  59672. static StartingAt(x: number, y: number): Path2;
  59673. }
  59674. /**
  59675. * Builds a polygon
  59676. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  59677. */
  59678. export class PolygonMeshBuilder {
  59679. private _points;
  59680. private _outlinepoints;
  59681. private _holes;
  59682. private _name;
  59683. private _scene;
  59684. private _epoints;
  59685. private _eholes;
  59686. private _addToepoint;
  59687. /**
  59688. * Babylon reference to the earcut plugin.
  59689. */
  59690. bjsEarcut: any;
  59691. /**
  59692. * Creates a PolygonMeshBuilder
  59693. * @param name name of the builder
  59694. * @param contours Path of the polygon
  59695. * @param scene scene to add to when creating the mesh
  59696. * @param earcutInjection can be used to inject your own earcut reference
  59697. */
  59698. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  59699. /**
  59700. * Adds a whole within the polygon
  59701. * @param hole Array of points defining the hole
  59702. * @returns this
  59703. */
  59704. addHole(hole: Vector2[]): PolygonMeshBuilder;
  59705. /**
  59706. * Creates the polygon
  59707. * @param updatable If the mesh should be updatable
  59708. * @param depth The depth of the mesh created
  59709. * @returns the created mesh
  59710. */
  59711. build(updatable?: boolean, depth?: number): Mesh;
  59712. /**
  59713. * Creates the polygon
  59714. * @param depth The depth of the mesh created
  59715. * @returns the created VertexData
  59716. */
  59717. buildVertexData(depth?: number): VertexData;
  59718. /**
  59719. * Adds a side to the polygon
  59720. * @param positions points that make the polygon
  59721. * @param normals normals of the polygon
  59722. * @param uvs uvs of the polygon
  59723. * @param indices indices of the polygon
  59724. * @param bounds bounds of the polygon
  59725. * @param points points of the polygon
  59726. * @param depth depth of the polygon
  59727. * @param flip flip of the polygon
  59728. */
  59729. private addSide;
  59730. }
  59731. }
  59732. declare module "babylonjs/Meshes/Builders/polygonBuilder" {
  59733. import { Scene } from "babylonjs/scene";
  59734. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59735. import { Color4 } from "babylonjs/Maths/math.color";
  59736. import { Mesh } from "babylonjs/Meshes/mesh";
  59737. import { Nullable } from "babylonjs/types";
  59738. /**
  59739. * Class containing static functions to help procedurally build meshes
  59740. */
  59741. export class PolygonBuilder {
  59742. /**
  59743. * Creates a polygon mesh
  59744. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  59745. * * 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
  59746. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59747. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59748. * * 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)
  59749. * * Remember you can only change the shape positions, not their number when updating a polygon
  59750. * @param name defines the name of the mesh
  59751. * @param options defines the options used to create the mesh
  59752. * @param scene defines the hosting scene
  59753. * @param earcutInjection can be used to inject your own earcut reference
  59754. * @returns the polygon mesh
  59755. */
  59756. static CreatePolygon(name: string, options: {
  59757. shape: Vector3[];
  59758. holes?: Vector3[][];
  59759. depth?: number;
  59760. faceUV?: Vector4[];
  59761. faceColors?: Color4[];
  59762. updatable?: boolean;
  59763. sideOrientation?: number;
  59764. frontUVs?: Vector4;
  59765. backUVs?: Vector4;
  59766. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59767. /**
  59768. * Creates an extruded polygon mesh, with depth in the Y direction.
  59769. * * 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)
  59770. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  59771. * @param name defines the name of the mesh
  59772. * @param options defines the options used to create the mesh
  59773. * @param scene defines the hosting scene
  59774. * @param earcutInjection can be used to inject your own earcut reference
  59775. * @returns the polygon mesh
  59776. */
  59777. static ExtrudePolygon(name: string, options: {
  59778. shape: Vector3[];
  59779. holes?: Vector3[][];
  59780. depth?: number;
  59781. faceUV?: Vector4[];
  59782. faceColors?: Color4[];
  59783. updatable?: boolean;
  59784. sideOrientation?: number;
  59785. frontUVs?: Vector4;
  59786. backUVs?: Vector4;
  59787. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  59788. }
  59789. }
  59790. declare module "babylonjs/Meshes/Builders/latheBuilder" {
  59791. import { Scene } from "babylonjs/scene";
  59792. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59793. import { Mesh } from "babylonjs/Meshes/mesh";
  59794. import { Nullable } from "babylonjs/types";
  59795. /**
  59796. * Class containing static functions to help procedurally build meshes
  59797. */
  59798. export class LatheBuilder {
  59799. /**
  59800. * Creates lathe mesh.
  59801. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  59802. * * 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
  59803. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  59804. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  59805. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  59806. * * 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
  59807. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  59808. * * 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
  59809. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59810. * * 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
  59811. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59812. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59813. * @param name defines the name of the mesh
  59814. * @param options defines the options used to create the mesh
  59815. * @param scene defines the hosting scene
  59816. * @returns the lathe mesh
  59817. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  59818. */
  59819. static CreateLathe(name: string, options: {
  59820. shape: Vector3[];
  59821. radius?: number;
  59822. tessellation?: number;
  59823. clip?: number;
  59824. arc?: number;
  59825. closed?: boolean;
  59826. updatable?: boolean;
  59827. sideOrientation?: number;
  59828. frontUVs?: Vector4;
  59829. backUVs?: Vector4;
  59830. cap?: number;
  59831. invertUV?: boolean;
  59832. }, scene?: Nullable<Scene>): Mesh;
  59833. }
  59834. }
  59835. declare module "babylonjs/Meshes/Builders/tiledPlaneBuilder" {
  59836. import { Nullable } from "babylonjs/types";
  59837. import { Scene } from "babylonjs/scene";
  59838. import { Vector4 } from "babylonjs/Maths/math.vector";
  59839. import { Mesh } from "babylonjs/Meshes/mesh";
  59840. /**
  59841. * Class containing static functions to help procedurally build meshes
  59842. */
  59843. export class TiledPlaneBuilder {
  59844. /**
  59845. * Creates a tiled plane mesh
  59846. * * The parameter `pattern` will, depending on value, do nothing or
  59847. * * * flip (reflect about central vertical) alternate tiles across and up
  59848. * * * flip every tile on alternate rows
  59849. * * * rotate (180 degs) alternate tiles across and up
  59850. * * * rotate every tile on alternate rows
  59851. * * * flip and rotate alternate tiles across and up
  59852. * * * flip and rotate every tile on alternate rows
  59853. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  59854. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  59855. * * 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
  59856. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  59857. * * 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)
  59858. * * 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)
  59859. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  59860. * @param name defines the name of the mesh
  59861. * @param options defines the options used to create the mesh
  59862. * @param scene defines the hosting scene
  59863. * @returns the box mesh
  59864. */
  59865. static CreateTiledPlane(name: string, options: {
  59866. pattern?: number;
  59867. tileSize?: number;
  59868. tileWidth?: number;
  59869. tileHeight?: number;
  59870. size?: number;
  59871. width?: number;
  59872. height?: number;
  59873. alignHorizontal?: number;
  59874. alignVertical?: number;
  59875. sideOrientation?: number;
  59876. frontUVs?: Vector4;
  59877. backUVs?: Vector4;
  59878. updatable?: boolean;
  59879. }, scene?: Nullable<Scene>): Mesh;
  59880. }
  59881. }
  59882. declare module "babylonjs/Meshes/Builders/tubeBuilder" {
  59883. import { Nullable } from "babylonjs/types";
  59884. import { Scene } from "babylonjs/scene";
  59885. import { Vector3, Vector4 } from "babylonjs/Maths/math.vector";
  59886. import { Mesh } from "babylonjs/Meshes/mesh";
  59887. /**
  59888. * Class containing static functions to help procedurally build meshes
  59889. */
  59890. export class TubeBuilder {
  59891. /**
  59892. * Creates a tube mesh.
  59893. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  59894. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  59895. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  59896. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  59897. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  59898. * * 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)
  59899. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  59900. * * 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
  59901. * * 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
  59902. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59903. * * 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
  59904. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  59905. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59906. * @param name defines the name of the mesh
  59907. * @param options defines the options used to create the mesh
  59908. * @param scene defines the hosting scene
  59909. * @returns the tube mesh
  59910. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  59911. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  59912. */
  59913. static CreateTube(name: string, options: {
  59914. path: Vector3[];
  59915. radius?: number;
  59916. tessellation?: number;
  59917. radiusFunction?: {
  59918. (i: number, distance: number): number;
  59919. };
  59920. cap?: number;
  59921. arc?: number;
  59922. updatable?: boolean;
  59923. sideOrientation?: number;
  59924. frontUVs?: Vector4;
  59925. backUVs?: Vector4;
  59926. instance?: Mesh;
  59927. invertUV?: boolean;
  59928. }, scene?: Nullable<Scene>): Mesh;
  59929. }
  59930. }
  59931. declare module "babylonjs/Meshes/Builders/icoSphereBuilder" {
  59932. import { Scene } from "babylonjs/scene";
  59933. import { Vector4 } from "babylonjs/Maths/math.vector";
  59934. import { Mesh } from "babylonjs/Meshes/mesh";
  59935. import { Nullable } from "babylonjs/types";
  59936. /**
  59937. * Class containing static functions to help procedurally build meshes
  59938. */
  59939. export class IcoSphereBuilder {
  59940. /**
  59941. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  59942. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  59943. * * 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`)
  59944. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  59945. * * 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
  59946. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  59947. * * 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
  59948. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  59949. * @param name defines the name of the mesh
  59950. * @param options defines the options used to create the mesh
  59951. * @param scene defines the hosting scene
  59952. * @returns the icosahedron mesh
  59953. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  59954. */
  59955. static CreateIcoSphere(name: string, options: {
  59956. radius?: number;
  59957. radiusX?: number;
  59958. radiusY?: number;
  59959. radiusZ?: number;
  59960. flat?: boolean;
  59961. subdivisions?: number;
  59962. sideOrientation?: number;
  59963. frontUVs?: Vector4;
  59964. backUVs?: Vector4;
  59965. updatable?: boolean;
  59966. }, scene?: Nullable<Scene>): Mesh;
  59967. }
  59968. }
  59969. declare module "babylonjs/Meshes/Builders/decalBuilder" {
  59970. import { Vector3 } from "babylonjs/Maths/math.vector";
  59971. import { Mesh } from "babylonjs/Meshes/mesh";
  59972. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  59973. /**
  59974. * Class containing static functions to help procedurally build meshes
  59975. */
  59976. export class DecalBuilder {
  59977. /**
  59978. * Creates a decal mesh.
  59979. * 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
  59980. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  59981. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  59982. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  59983. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  59984. * @param name defines the name of the mesh
  59985. * @param sourceMesh defines the mesh where the decal must be applied
  59986. * @param options defines the options used to create the mesh
  59987. * @param scene defines the hosting scene
  59988. * @returns the decal mesh
  59989. * @see https://doc.babylonjs.com/how_to/decals
  59990. */
  59991. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  59992. position?: Vector3;
  59993. normal?: Vector3;
  59994. size?: Vector3;
  59995. angle?: number;
  59996. }): Mesh;
  59997. }
  59998. }
  59999. declare module "babylonjs/Meshes/meshBuilder" {
  60000. import { Vector4, Vector3, Vector2 } from "babylonjs/Maths/math.vector";
  60001. import { Nullable } from "babylonjs/types";
  60002. import { Scene } from "babylonjs/scene";
  60003. import { Mesh } from "babylonjs/Meshes/mesh";
  60004. import { LinesMesh } from "babylonjs/Meshes/linesMesh";
  60005. import { GroundMesh } from "babylonjs/Meshes/groundMesh";
  60006. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  60007. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  60008. import { Plane } from "babylonjs/Maths/math.plane";
  60009. /**
  60010. * Class containing static functions to help procedurally build meshes
  60011. */
  60012. export class MeshBuilder {
  60013. /**
  60014. * Creates a box mesh
  60015. * * The parameter `size` sets the size (float) of each box side (default 1)
  60016. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  60017. * * 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)
  60018. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60019. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60020. * * 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
  60021. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60022. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  60023. * @param name defines the name of the mesh
  60024. * @param options defines the options used to create the mesh
  60025. * @param scene defines the hosting scene
  60026. * @returns the box mesh
  60027. */
  60028. static CreateBox(name: string, options: {
  60029. size?: number;
  60030. width?: number;
  60031. height?: number;
  60032. depth?: number;
  60033. faceUV?: Vector4[];
  60034. faceColors?: Color4[];
  60035. sideOrientation?: number;
  60036. frontUVs?: Vector4;
  60037. backUVs?: Vector4;
  60038. updatable?: boolean;
  60039. }, scene?: Nullable<Scene>): Mesh;
  60040. /**
  60041. * Creates a tiled box mesh
  60042. * * faceTiles sets the pattern, tile size and number of tiles for a face
  60043. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60044. * @param name defines the name of the mesh
  60045. * @param options defines the options used to create the mesh
  60046. * @param scene defines the hosting scene
  60047. * @returns the tiled box mesh
  60048. */
  60049. static CreateTiledBox(name: string, options: {
  60050. pattern?: number;
  60051. size?: number;
  60052. width?: number;
  60053. height?: number;
  60054. depth: number;
  60055. tileSize?: number;
  60056. tileWidth?: number;
  60057. tileHeight?: number;
  60058. faceUV?: Vector4[];
  60059. faceColors?: Color4[];
  60060. alignHorizontal?: number;
  60061. alignVertical?: number;
  60062. sideOrientation?: number;
  60063. updatable?: boolean;
  60064. }, scene?: Nullable<Scene>): Mesh;
  60065. /**
  60066. * Creates a sphere mesh
  60067. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  60068. * * 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`)
  60069. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  60070. * * 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
  60071. * * 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)
  60072. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60073. * * 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
  60074. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60075. * @param name defines the name of the mesh
  60076. * @param options defines the options used to create the mesh
  60077. * @param scene defines the hosting scene
  60078. * @returns the sphere mesh
  60079. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  60080. */
  60081. static CreateSphere(name: string, options: {
  60082. segments?: number;
  60083. diameter?: number;
  60084. diameterX?: number;
  60085. diameterY?: number;
  60086. diameterZ?: number;
  60087. arc?: number;
  60088. slice?: number;
  60089. sideOrientation?: number;
  60090. frontUVs?: Vector4;
  60091. backUVs?: Vector4;
  60092. updatable?: boolean;
  60093. }, scene?: Nullable<Scene>): Mesh;
  60094. /**
  60095. * Creates a plane polygonal mesh. By default, this is a disc
  60096. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  60097. * * 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
  60098. * * 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
  60099. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60100. * * 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
  60101. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60102. * @param name defines the name of the mesh
  60103. * @param options defines the options used to create the mesh
  60104. * @param scene defines the hosting scene
  60105. * @returns the plane polygonal mesh
  60106. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  60107. */
  60108. static CreateDisc(name: string, options: {
  60109. radius?: number;
  60110. tessellation?: number;
  60111. arc?: number;
  60112. updatable?: boolean;
  60113. sideOrientation?: number;
  60114. frontUVs?: Vector4;
  60115. backUVs?: Vector4;
  60116. }, scene?: Nullable<Scene>): Mesh;
  60117. /**
  60118. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  60119. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  60120. * * 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`)
  60121. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  60122. * * 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
  60123. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60124. * * 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
  60125. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60126. * @param name defines the name of the mesh
  60127. * @param options defines the options used to create the mesh
  60128. * @param scene defines the hosting scene
  60129. * @returns the icosahedron mesh
  60130. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  60131. */
  60132. static CreateIcoSphere(name: string, options: {
  60133. radius?: number;
  60134. radiusX?: number;
  60135. radiusY?: number;
  60136. radiusZ?: number;
  60137. flat?: boolean;
  60138. subdivisions?: number;
  60139. sideOrientation?: number;
  60140. frontUVs?: Vector4;
  60141. backUVs?: Vector4;
  60142. updatable?: boolean;
  60143. }, scene?: Nullable<Scene>): Mesh;
  60144. /**
  60145. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60146. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  60147. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  60148. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  60149. * * 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
  60150. * * 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
  60151. * * 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
  60152. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60153. * * 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
  60154. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60155. * * 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
  60156. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  60157. * * 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
  60158. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  60159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60160. * @param name defines the name of the mesh
  60161. * @param options defines the options used to create the mesh
  60162. * @param scene defines the hosting scene
  60163. * @returns the ribbon mesh
  60164. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  60165. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60166. */
  60167. static CreateRibbon(name: string, options: {
  60168. pathArray: Vector3[][];
  60169. closeArray?: boolean;
  60170. closePath?: boolean;
  60171. offset?: number;
  60172. updatable?: boolean;
  60173. sideOrientation?: number;
  60174. frontUVs?: Vector4;
  60175. backUVs?: Vector4;
  60176. instance?: Mesh;
  60177. invertUV?: boolean;
  60178. uvs?: Vector2[];
  60179. colors?: Color4[];
  60180. }, scene?: Nullable<Scene>): Mesh;
  60181. /**
  60182. * Creates a cylinder or a cone mesh
  60183. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  60184. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  60185. * * 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.
  60186. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  60187. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  60188. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  60189. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  60190. * * 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).
  60191. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  60192. * * 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).
  60193. * * 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
  60194. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  60195. * * 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
  60196. * * 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.
  60197. * * If `enclose` is false, a ring surface is one element.
  60198. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  60199. * * 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
  60200. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60201. * * 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
  60202. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60203. * @param name defines the name of the mesh
  60204. * @param options defines the options used to create the mesh
  60205. * @param scene defines the hosting scene
  60206. * @returns the cylinder mesh
  60207. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  60208. */
  60209. static CreateCylinder(name: string, options: {
  60210. height?: number;
  60211. diameterTop?: number;
  60212. diameterBottom?: number;
  60213. diameter?: number;
  60214. tessellation?: number;
  60215. subdivisions?: number;
  60216. arc?: number;
  60217. faceColors?: Color4[];
  60218. faceUV?: Vector4[];
  60219. updatable?: boolean;
  60220. hasRings?: boolean;
  60221. enclose?: boolean;
  60222. cap?: number;
  60223. sideOrientation?: number;
  60224. frontUVs?: Vector4;
  60225. backUVs?: Vector4;
  60226. }, scene?: Nullable<Scene>): Mesh;
  60227. /**
  60228. * Creates a torus mesh
  60229. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  60230. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  60231. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  60232. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60233. * * 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
  60234. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60235. * @param name defines the name of the mesh
  60236. * @param options defines the options used to create the mesh
  60237. * @param scene defines the hosting scene
  60238. * @returns the torus mesh
  60239. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  60240. */
  60241. static CreateTorus(name: string, options: {
  60242. diameter?: number;
  60243. thickness?: number;
  60244. tessellation?: number;
  60245. updatable?: boolean;
  60246. sideOrientation?: number;
  60247. frontUVs?: Vector4;
  60248. backUVs?: Vector4;
  60249. }, scene?: Nullable<Scene>): Mesh;
  60250. /**
  60251. * Creates a torus knot mesh
  60252. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  60253. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  60254. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  60255. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  60256. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60257. * * 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
  60258. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60259. * @param name defines the name of the mesh
  60260. * @param options defines the options used to create the mesh
  60261. * @param scene defines the hosting scene
  60262. * @returns the torus knot mesh
  60263. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  60264. */
  60265. static CreateTorusKnot(name: string, options: {
  60266. radius?: number;
  60267. tube?: number;
  60268. radialSegments?: number;
  60269. tubularSegments?: number;
  60270. p?: number;
  60271. q?: number;
  60272. updatable?: boolean;
  60273. sideOrientation?: number;
  60274. frontUVs?: Vector4;
  60275. backUVs?: Vector4;
  60276. }, scene?: Nullable<Scene>): Mesh;
  60277. /**
  60278. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  60279. * * 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
  60280. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  60281. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  60282. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  60283. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  60284. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  60285. * * 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
  60286. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  60287. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60288. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  60289. * @param name defines the name of the new line system
  60290. * @param options defines the options used to create the line system
  60291. * @param scene defines the hosting scene
  60292. * @returns a new line system mesh
  60293. */
  60294. static CreateLineSystem(name: string, options: {
  60295. lines: Vector3[][];
  60296. updatable?: boolean;
  60297. instance?: Nullable<LinesMesh>;
  60298. colors?: Nullable<Color4[][]>;
  60299. useVertexAlpha?: boolean;
  60300. }, scene: Nullable<Scene>): LinesMesh;
  60301. /**
  60302. * Creates a line mesh
  60303. * 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
  60304. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60305. * * The parameter `points` is an array successive Vector3
  60306. * * 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
  60307. * * The optional parameter `colors` is an array of successive Color4, one per line point
  60308. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  60309. * * When updating an instance, remember that only point positions can change, not the number of points
  60310. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60311. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  60312. * @param name defines the name of the new line system
  60313. * @param options defines the options used to create the line system
  60314. * @param scene defines the hosting scene
  60315. * @returns a new line mesh
  60316. */
  60317. static CreateLines(name: string, options: {
  60318. points: Vector3[];
  60319. updatable?: boolean;
  60320. instance?: Nullable<LinesMesh>;
  60321. colors?: Color4[];
  60322. useVertexAlpha?: boolean;
  60323. }, scene?: Nullable<Scene>): LinesMesh;
  60324. /**
  60325. * Creates a dashed line mesh
  60326. * * 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
  60327. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  60328. * * The parameter `points` is an array successive Vector3
  60329. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  60330. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  60331. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  60332. * * 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
  60333. * * When updating an instance, remember that only point positions can change, not the number of points
  60334. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60335. * @param name defines the name of the mesh
  60336. * @param options defines the options used to create the mesh
  60337. * @param scene defines the hosting scene
  60338. * @returns the dashed line mesh
  60339. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  60340. */
  60341. static CreateDashedLines(name: string, options: {
  60342. points: Vector3[];
  60343. dashSize?: number;
  60344. gapSize?: number;
  60345. dashNb?: number;
  60346. updatable?: boolean;
  60347. instance?: LinesMesh;
  60348. }, scene?: Nullable<Scene>): LinesMesh;
  60349. /**
  60350. * 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.
  60351. * * 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.
  60352. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60353. * * 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.
  60354. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  60355. * * 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
  60356. * * 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
  60357. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  60358. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60359. * * 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
  60360. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  60361. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60362. * @param name defines the name of the mesh
  60363. * @param options defines the options used to create the mesh
  60364. * @param scene defines the hosting scene
  60365. * @returns the extruded shape mesh
  60366. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60367. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60368. */
  60369. static ExtrudeShape(name: string, options: {
  60370. shape: Vector3[];
  60371. path: Vector3[];
  60372. scale?: number;
  60373. rotation?: number;
  60374. cap?: number;
  60375. updatable?: boolean;
  60376. sideOrientation?: number;
  60377. frontUVs?: Vector4;
  60378. backUVs?: Vector4;
  60379. instance?: Mesh;
  60380. invertUV?: boolean;
  60381. }, scene?: Nullable<Scene>): Mesh;
  60382. /**
  60383. * Creates an custom extruded shape mesh.
  60384. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  60385. * * 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.
  60386. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  60387. * * 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
  60388. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  60389. * * 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
  60390. * * It must returns a float value that will be the scale value applied to the shape on each path point
  60391. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  60392. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  60393. * * 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
  60394. * * 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
  60395. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  60396. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60397. * * 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
  60398. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60399. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60400. * @param name defines the name of the mesh
  60401. * @param options defines the options used to create the mesh
  60402. * @param scene defines the hosting scene
  60403. * @returns the custom extruded shape mesh
  60404. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  60405. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60406. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  60407. */
  60408. static ExtrudeShapeCustom(name: string, options: {
  60409. shape: Vector3[];
  60410. path: Vector3[];
  60411. scaleFunction?: any;
  60412. rotationFunction?: any;
  60413. ribbonCloseArray?: boolean;
  60414. ribbonClosePath?: boolean;
  60415. cap?: number;
  60416. updatable?: boolean;
  60417. sideOrientation?: number;
  60418. frontUVs?: Vector4;
  60419. backUVs?: Vector4;
  60420. instance?: Mesh;
  60421. invertUV?: boolean;
  60422. }, scene?: Nullable<Scene>): Mesh;
  60423. /**
  60424. * Creates lathe mesh.
  60425. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  60426. * * 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
  60427. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  60428. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  60429. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  60430. * * 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
  60431. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  60432. * * 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
  60433. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60434. * * 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
  60435. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60436. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60437. * @param name defines the name of the mesh
  60438. * @param options defines the options used to create the mesh
  60439. * @param scene defines the hosting scene
  60440. * @returns the lathe mesh
  60441. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  60442. */
  60443. static CreateLathe(name: string, options: {
  60444. shape: Vector3[];
  60445. radius?: number;
  60446. tessellation?: number;
  60447. clip?: number;
  60448. arc?: number;
  60449. closed?: boolean;
  60450. updatable?: boolean;
  60451. sideOrientation?: number;
  60452. frontUVs?: Vector4;
  60453. backUVs?: Vector4;
  60454. cap?: number;
  60455. invertUV?: boolean;
  60456. }, scene?: Nullable<Scene>): Mesh;
  60457. /**
  60458. * Creates a tiled plane mesh
  60459. * * You can set a limited pattern arrangement with the tiles
  60460. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60461. * * 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
  60462. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60463. * @param name defines the name of the mesh
  60464. * @param options defines the options used to create the mesh
  60465. * @param scene defines the hosting scene
  60466. * @returns the plane mesh
  60467. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60468. */
  60469. static CreateTiledPlane(name: string, options: {
  60470. pattern?: number;
  60471. tileSize?: number;
  60472. tileWidth?: number;
  60473. tileHeight?: number;
  60474. size?: number;
  60475. width?: number;
  60476. height?: number;
  60477. alignHorizontal?: number;
  60478. alignVertical?: number;
  60479. sideOrientation?: number;
  60480. frontUVs?: Vector4;
  60481. backUVs?: Vector4;
  60482. updatable?: boolean;
  60483. }, scene?: Nullable<Scene>): Mesh;
  60484. /**
  60485. * Creates a plane mesh
  60486. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  60487. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  60488. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  60489. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60490. * * 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
  60491. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60492. * @param name defines the name of the mesh
  60493. * @param options defines the options used to create the mesh
  60494. * @param scene defines the hosting scene
  60495. * @returns the plane mesh
  60496. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  60497. */
  60498. static CreatePlane(name: string, options: {
  60499. size?: number;
  60500. width?: number;
  60501. height?: number;
  60502. sideOrientation?: number;
  60503. frontUVs?: Vector4;
  60504. backUVs?: Vector4;
  60505. updatable?: boolean;
  60506. sourcePlane?: Plane;
  60507. }, scene?: Nullable<Scene>): Mesh;
  60508. /**
  60509. * Creates a ground mesh
  60510. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  60511. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  60512. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60513. * @param name defines the name of the mesh
  60514. * @param options defines the options used to create the mesh
  60515. * @param scene defines the hosting scene
  60516. * @returns the ground mesh
  60517. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  60518. */
  60519. static CreateGround(name: string, options: {
  60520. width?: number;
  60521. height?: number;
  60522. subdivisions?: number;
  60523. subdivisionsX?: number;
  60524. subdivisionsY?: number;
  60525. updatable?: boolean;
  60526. }, scene?: Nullable<Scene>): Mesh;
  60527. /**
  60528. * Creates a tiled ground mesh
  60529. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  60530. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  60531. * * 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
  60532. * * 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
  60533. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60534. * @param name defines the name of the mesh
  60535. * @param options defines the options used to create the mesh
  60536. * @param scene defines the hosting scene
  60537. * @returns the tiled ground mesh
  60538. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  60539. */
  60540. static CreateTiledGround(name: string, options: {
  60541. xmin: number;
  60542. zmin: number;
  60543. xmax: number;
  60544. zmax: number;
  60545. subdivisions?: {
  60546. w: number;
  60547. h: number;
  60548. };
  60549. precision?: {
  60550. w: number;
  60551. h: number;
  60552. };
  60553. updatable?: boolean;
  60554. }, scene?: Nullable<Scene>): Mesh;
  60555. /**
  60556. * Creates a ground mesh from a height map
  60557. * * The parameter `url` sets the URL of the height map image resource.
  60558. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  60559. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  60560. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  60561. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  60562. * * 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.
  60563. * * 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).
  60564. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  60565. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  60566. * @param name defines the name of the mesh
  60567. * @param url defines the url to the height map
  60568. * @param options defines the options used to create the mesh
  60569. * @param scene defines the hosting scene
  60570. * @returns the ground mesh
  60571. * @see https://doc.babylonjs.com/babylon101/height_map
  60572. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  60573. */
  60574. static CreateGroundFromHeightMap(name: string, url: string, options: {
  60575. width?: number;
  60576. height?: number;
  60577. subdivisions?: number;
  60578. minHeight?: number;
  60579. maxHeight?: number;
  60580. colorFilter?: Color3;
  60581. alphaFilter?: number;
  60582. updatable?: boolean;
  60583. onReady?: (mesh: GroundMesh) => void;
  60584. }, scene?: Nullable<Scene>): GroundMesh;
  60585. /**
  60586. * Creates a polygon mesh
  60587. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  60588. * * 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
  60589. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  60590. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60591. * * 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)
  60592. * * Remember you can only change the shape positions, not their number when updating a polygon
  60593. * @param name defines the name of the mesh
  60594. * @param options defines the options used to create the mesh
  60595. * @param scene defines the hosting scene
  60596. * @param earcutInjection can be used to inject your own earcut reference
  60597. * @returns the polygon mesh
  60598. */
  60599. static CreatePolygon(name: string, options: {
  60600. shape: Vector3[];
  60601. holes?: Vector3[][];
  60602. depth?: number;
  60603. faceUV?: Vector4[];
  60604. faceColors?: Color4[];
  60605. updatable?: boolean;
  60606. sideOrientation?: number;
  60607. frontUVs?: Vector4;
  60608. backUVs?: Vector4;
  60609. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60610. /**
  60611. * Creates an extruded polygon mesh, with depth in the Y direction.
  60612. * * 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)
  60613. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  60614. * @param name defines the name of the mesh
  60615. * @param options defines the options used to create the mesh
  60616. * @param scene defines the hosting scene
  60617. * @param earcutInjection can be used to inject your own earcut reference
  60618. * @returns the polygon mesh
  60619. */
  60620. static ExtrudePolygon(name: string, options: {
  60621. shape: Vector3[];
  60622. holes?: Vector3[][];
  60623. depth?: number;
  60624. faceUV?: Vector4[];
  60625. faceColors?: Color4[];
  60626. updatable?: boolean;
  60627. sideOrientation?: number;
  60628. frontUVs?: Vector4;
  60629. backUVs?: Vector4;
  60630. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  60631. /**
  60632. * Creates a tube mesh.
  60633. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  60634. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  60635. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  60636. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  60637. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  60638. * * 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)
  60639. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  60640. * * 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
  60641. * * 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
  60642. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60643. * * 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
  60644. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  60645. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60646. * @param name defines the name of the mesh
  60647. * @param options defines the options used to create the mesh
  60648. * @param scene defines the hosting scene
  60649. * @returns the tube mesh
  60650. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  60651. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  60652. */
  60653. static CreateTube(name: string, options: {
  60654. path: Vector3[];
  60655. radius?: number;
  60656. tessellation?: number;
  60657. radiusFunction?: {
  60658. (i: number, distance: number): number;
  60659. };
  60660. cap?: number;
  60661. arc?: number;
  60662. updatable?: boolean;
  60663. sideOrientation?: number;
  60664. frontUVs?: Vector4;
  60665. backUVs?: Vector4;
  60666. instance?: Mesh;
  60667. invertUV?: boolean;
  60668. }, scene?: Nullable<Scene>): Mesh;
  60669. /**
  60670. * Creates a polyhedron mesh
  60671. * * 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
  60672. * * The parameter `size` (positive float, default 1) sets the polygon size
  60673. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  60674. * * 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`
  60675. * * 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
  60676. * * 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)`)
  60677. * * 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
  60678. * * 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
  60679. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  60680. * * 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
  60681. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  60682. * @param name defines the name of the mesh
  60683. * @param options defines the options used to create the mesh
  60684. * @param scene defines the hosting scene
  60685. * @returns the polyhedron mesh
  60686. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  60687. */
  60688. static CreatePolyhedron(name: string, options: {
  60689. type?: number;
  60690. size?: number;
  60691. sizeX?: number;
  60692. sizeY?: number;
  60693. sizeZ?: number;
  60694. custom?: any;
  60695. faceUV?: Vector4[];
  60696. faceColors?: Color4[];
  60697. flat?: boolean;
  60698. updatable?: boolean;
  60699. sideOrientation?: number;
  60700. frontUVs?: Vector4;
  60701. backUVs?: Vector4;
  60702. }, scene?: Nullable<Scene>): Mesh;
  60703. /**
  60704. * Creates a decal mesh.
  60705. * 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
  60706. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  60707. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  60708. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  60709. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  60710. * @param name defines the name of the mesh
  60711. * @param sourceMesh defines the mesh where the decal must be applied
  60712. * @param options defines the options used to create the mesh
  60713. * @param scene defines the hosting scene
  60714. * @returns the decal mesh
  60715. * @see https://doc.babylonjs.com/how_to/decals
  60716. */
  60717. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  60718. position?: Vector3;
  60719. normal?: Vector3;
  60720. size?: Vector3;
  60721. angle?: number;
  60722. }): Mesh;
  60723. }
  60724. }
  60725. declare module "babylonjs/Meshes/meshSimplification" {
  60726. import { Mesh } from "babylonjs/Meshes/mesh";
  60727. /**
  60728. * A simplifier interface for future simplification implementations
  60729. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60730. */
  60731. export interface ISimplifier {
  60732. /**
  60733. * Simplification of a given mesh according to the given settings.
  60734. * Since this requires computation, it is assumed that the function runs async.
  60735. * @param settings The settings of the simplification, including quality and distance
  60736. * @param successCallback A callback that will be called after the mesh was simplified.
  60737. * @param errorCallback in case of an error, this callback will be called. optional.
  60738. */
  60739. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  60740. }
  60741. /**
  60742. * Expected simplification settings.
  60743. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  60744. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60745. */
  60746. export interface ISimplificationSettings {
  60747. /**
  60748. * Gets or sets the expected quality
  60749. */
  60750. quality: number;
  60751. /**
  60752. * Gets or sets the distance when this optimized version should be used
  60753. */
  60754. distance: number;
  60755. /**
  60756. * Gets an already optimized mesh
  60757. */
  60758. optimizeMesh?: boolean;
  60759. }
  60760. /**
  60761. * Class used to specify simplification options
  60762. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60763. */
  60764. export class SimplificationSettings implements ISimplificationSettings {
  60765. /** expected quality */
  60766. quality: number;
  60767. /** distance when this optimized version should be used */
  60768. distance: number;
  60769. /** already optimized mesh */
  60770. optimizeMesh?: boolean | undefined;
  60771. /**
  60772. * Creates a SimplificationSettings
  60773. * @param quality expected quality
  60774. * @param distance distance when this optimized version should be used
  60775. * @param optimizeMesh already optimized mesh
  60776. */
  60777. constructor(
  60778. /** expected quality */
  60779. quality: number,
  60780. /** distance when this optimized version should be used */
  60781. distance: number,
  60782. /** already optimized mesh */
  60783. optimizeMesh?: boolean | undefined);
  60784. }
  60785. /**
  60786. * Interface used to define a simplification task
  60787. */
  60788. export interface ISimplificationTask {
  60789. /**
  60790. * Array of settings
  60791. */
  60792. settings: Array<ISimplificationSettings>;
  60793. /**
  60794. * Simplification type
  60795. */
  60796. simplificationType: SimplificationType;
  60797. /**
  60798. * Mesh to simplify
  60799. */
  60800. mesh: Mesh;
  60801. /**
  60802. * Callback called on success
  60803. */
  60804. successCallback?: () => void;
  60805. /**
  60806. * Defines if parallel processing can be used
  60807. */
  60808. parallelProcessing: boolean;
  60809. }
  60810. /**
  60811. * Queue used to order the simplification tasks
  60812. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60813. */
  60814. export class SimplificationQueue {
  60815. private _simplificationArray;
  60816. /**
  60817. * Gets a boolean indicating that the process is still running
  60818. */
  60819. running: boolean;
  60820. /**
  60821. * Creates a new queue
  60822. */
  60823. constructor();
  60824. /**
  60825. * Adds a new simplification task
  60826. * @param task defines a task to add
  60827. */
  60828. addTask(task: ISimplificationTask): void;
  60829. /**
  60830. * Execute next task
  60831. */
  60832. executeNext(): void;
  60833. /**
  60834. * Execute a simplification task
  60835. * @param task defines the task to run
  60836. */
  60837. runSimplification(task: ISimplificationTask): void;
  60838. private getSimplifier;
  60839. }
  60840. /**
  60841. * The implemented types of simplification
  60842. * At the moment only Quadratic Error Decimation is implemented
  60843. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60844. */
  60845. export enum SimplificationType {
  60846. /** Quadratic error decimation */
  60847. QUADRATIC = 0
  60848. }
  60849. }
  60850. declare module "babylonjs/Meshes/meshSimplificationSceneComponent" {
  60851. import { Scene } from "babylonjs/scene";
  60852. import { SimplificationQueue, ISimplificationSettings, SimplificationType } from "babylonjs/Meshes/meshSimplification";
  60853. import { ISceneComponent } from "babylonjs/sceneComponent";
  60854. module "babylonjs/scene" {
  60855. interface Scene {
  60856. /** @hidden (Backing field) */
  60857. _simplificationQueue: SimplificationQueue;
  60858. /**
  60859. * Gets or sets the simplification queue attached to the scene
  60860. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  60861. */
  60862. simplificationQueue: SimplificationQueue;
  60863. }
  60864. }
  60865. module "babylonjs/Meshes/mesh" {
  60866. interface Mesh {
  60867. /**
  60868. * Simplify the mesh according to the given array of settings.
  60869. * Function will return immediately and will simplify async
  60870. * @param settings a collection of simplification settings
  60871. * @param parallelProcessing should all levels calculate parallel or one after the other
  60872. * @param simplificationType the type of simplification to run
  60873. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  60874. * @returns the current mesh
  60875. */
  60876. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  60877. }
  60878. }
  60879. /**
  60880. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  60881. * created in a scene
  60882. */
  60883. export class SimplicationQueueSceneComponent implements ISceneComponent {
  60884. /**
  60885. * The component name helpfull to identify the component in the list of scene components.
  60886. */
  60887. readonly name: string;
  60888. /**
  60889. * The scene the component belongs to.
  60890. */
  60891. scene: Scene;
  60892. /**
  60893. * Creates a new instance of the component for the given scene
  60894. * @param scene Defines the scene to register the component in
  60895. */
  60896. constructor(scene: Scene);
  60897. /**
  60898. * Registers the component in a given scene
  60899. */
  60900. register(): void;
  60901. /**
  60902. * Rebuilds the elements related to this component in case of
  60903. * context lost for instance.
  60904. */
  60905. rebuild(): void;
  60906. /**
  60907. * Disposes the component and the associated ressources
  60908. */
  60909. dispose(): void;
  60910. private _beforeCameraUpdate;
  60911. }
  60912. }
  60913. declare module "babylonjs/Meshes/Builders/index" {
  60914. export * from "babylonjs/Meshes/Builders/boxBuilder";
  60915. export * from "babylonjs/Meshes/Builders/tiledBoxBuilder";
  60916. export * from "babylonjs/Meshes/Builders/discBuilder";
  60917. export * from "babylonjs/Meshes/Builders/ribbonBuilder";
  60918. export * from "babylonjs/Meshes/Builders/sphereBuilder";
  60919. export * from "babylonjs/Meshes/Builders/hemisphereBuilder";
  60920. export * from "babylonjs/Meshes/Builders/cylinderBuilder";
  60921. export * from "babylonjs/Meshes/Builders/torusBuilder";
  60922. export * from "babylonjs/Meshes/Builders/torusKnotBuilder";
  60923. export * from "babylonjs/Meshes/Builders/linesBuilder";
  60924. export * from "babylonjs/Meshes/Builders/polygonBuilder";
  60925. export * from "babylonjs/Meshes/Builders/shapeBuilder";
  60926. export * from "babylonjs/Meshes/Builders/latheBuilder";
  60927. export * from "babylonjs/Meshes/Builders/planeBuilder";
  60928. export * from "babylonjs/Meshes/Builders/tiledPlaneBuilder";
  60929. export * from "babylonjs/Meshes/Builders/groundBuilder";
  60930. export * from "babylonjs/Meshes/Builders/tubeBuilder";
  60931. export * from "babylonjs/Meshes/Builders/polyhedronBuilder";
  60932. export * from "babylonjs/Meshes/Builders/icoSphereBuilder";
  60933. export * from "babylonjs/Meshes/Builders/decalBuilder";
  60934. }
  60935. declare module "babylonjs/Meshes/index" {
  60936. export * from "babylonjs/Meshes/abstractMesh";
  60937. export * from "babylonjs/Meshes/buffer";
  60938. export * from "babylonjs/Meshes/Compression/index";
  60939. export * from "babylonjs/Meshes/csg";
  60940. export * from "babylonjs/Meshes/geometry";
  60941. export * from "babylonjs/Meshes/groundMesh";
  60942. export * from "babylonjs/Meshes/trailMesh";
  60943. export * from "babylonjs/Meshes/instancedMesh";
  60944. export * from "babylonjs/Meshes/linesMesh";
  60945. export * from "babylonjs/Meshes/mesh";
  60946. export * from "babylonjs/Meshes/mesh.vertexData";
  60947. export * from "babylonjs/Meshes/meshBuilder";
  60948. export * from "babylonjs/Meshes/meshSimplification";
  60949. export * from "babylonjs/Meshes/meshSimplificationSceneComponent";
  60950. export * from "babylonjs/Meshes/polygonMesh";
  60951. export * from "babylonjs/Meshes/subMesh";
  60952. export * from "babylonjs/Meshes/meshLODLevel";
  60953. export * from "babylonjs/Meshes/transformNode";
  60954. export * from "babylonjs/Meshes/Builders/index";
  60955. export * from "babylonjs/Meshes/dataBuffer";
  60956. export * from "babylonjs/Meshes/WebGL/webGLDataBuffer";
  60957. }
  60958. declare module "babylonjs/Morph/index" {
  60959. export * from "babylonjs/Morph/morphTarget";
  60960. export * from "babylonjs/Morph/morphTargetManager";
  60961. }
  60962. declare module "babylonjs/Navigation/INavigationEngine" {
  60963. import { TransformNode } from "babylonjs/Meshes/transformNode";
  60964. import { Vector3 } from "babylonjs/Maths/math";
  60965. import { Mesh } from "babylonjs/Meshes/mesh";
  60966. import { Scene } from "babylonjs/scene";
  60967. /**
  60968. * Navigation plugin interface to add navigation constrained by a navigation mesh
  60969. */
  60970. export interface INavigationEnginePlugin {
  60971. /**
  60972. * plugin name
  60973. */
  60974. name: string;
  60975. /**
  60976. * Creates a navigation mesh
  60977. * @param meshes array of all the geometry used to compute the navigatio mesh
  60978. * @param parameters bunch of parameters used to filter geometry
  60979. */
  60980. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  60981. /**
  60982. * Create a navigation mesh debug mesh
  60983. * @param scene is where the mesh will be added
  60984. * @returns debug display mesh
  60985. */
  60986. createDebugNavMesh(scene: Scene): Mesh;
  60987. /**
  60988. * Get a navigation mesh constrained position, closest to the parameter position
  60989. * @param position world position
  60990. * @returns the closest point to position constrained by the navigation mesh
  60991. */
  60992. getClosestPoint(position: Vector3): Vector3;
  60993. /**
  60994. * Get a navigation mesh constrained position, within a particular radius
  60995. * @param position world position
  60996. * @param maxRadius the maximum distance to the constrained world position
  60997. * @returns the closest point to position constrained by the navigation mesh
  60998. */
  60999. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61000. /**
  61001. * Compute the final position from a segment made of destination-position
  61002. * @param position world position
  61003. * @param destination world position
  61004. * @returns the resulting point along the navmesh
  61005. */
  61006. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61007. /**
  61008. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61009. * @param start world position
  61010. * @param end world position
  61011. * @returns array containing world position composing the path
  61012. */
  61013. computePath(start: Vector3, end: Vector3): Vector3[];
  61014. /**
  61015. * If this plugin is supported
  61016. * @returns true if plugin is supported
  61017. */
  61018. isSupported(): boolean;
  61019. /**
  61020. * Create a new Crowd so you can add agents
  61021. * @param maxAgents the maximum agent count in the crowd
  61022. * @param maxAgentRadius the maximum radius an agent can have
  61023. * @param scene to attach the crowd to
  61024. * @returns the crowd you can add agents to
  61025. */
  61026. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61027. /**
  61028. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61029. * The queries will try to find a solution within those bounds
  61030. * default is (1,1,1)
  61031. * @param extent x,y,z value that define the extent around the queries point of reference
  61032. */
  61033. setDefaultQueryExtent(extent: Vector3): void;
  61034. /**
  61035. * Get the Bounding box extent specified by setDefaultQueryExtent
  61036. * @returns the box extent values
  61037. */
  61038. getDefaultQueryExtent(): Vector3;
  61039. /**
  61040. * Release all resources
  61041. */
  61042. dispose(): void;
  61043. }
  61044. /**
  61045. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  61046. */
  61047. export interface ICrowd {
  61048. /**
  61049. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61050. * You can attach anything to that node. The node position is updated in the scene update tick.
  61051. * @param pos world position that will be constrained by the navigation mesh
  61052. * @param parameters agent parameters
  61053. * @param transform hooked to the agent that will be update by the scene
  61054. * @returns agent index
  61055. */
  61056. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61057. /**
  61058. * Returns the agent position in world space
  61059. * @param index agent index returned by addAgent
  61060. * @returns world space position
  61061. */
  61062. getAgentPosition(index: number): Vector3;
  61063. /**
  61064. * Gets the agent velocity in world space
  61065. * @param index agent index returned by addAgent
  61066. * @returns world space velocity
  61067. */
  61068. getAgentVelocity(index: number): Vector3;
  61069. /**
  61070. * remove a particular agent previously created
  61071. * @param index agent index returned by addAgent
  61072. */
  61073. removeAgent(index: number): void;
  61074. /**
  61075. * get the list of all agents attached to this crowd
  61076. * @returns list of agent indices
  61077. */
  61078. getAgents(): number[];
  61079. /**
  61080. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61081. * @param deltaTime in seconds
  61082. */
  61083. update(deltaTime: number): void;
  61084. /**
  61085. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61086. * @param index agent index returned by addAgent
  61087. * @param destination targeted world position
  61088. */
  61089. agentGoto(index: number, destination: Vector3): void;
  61090. /**
  61091. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61092. * The queries will try to find a solution within those bounds
  61093. * default is (1,1,1)
  61094. * @param extent x,y,z value that define the extent around the queries point of reference
  61095. */
  61096. setDefaultQueryExtent(extent: Vector3): void;
  61097. /**
  61098. * Get the Bounding box extent specified by setDefaultQueryExtent
  61099. * @returns the box extent values
  61100. */
  61101. getDefaultQueryExtent(): Vector3;
  61102. /**
  61103. * Release all resources
  61104. */
  61105. dispose(): void;
  61106. }
  61107. /**
  61108. * Configures an agent
  61109. */
  61110. export interface IAgentParameters {
  61111. /**
  61112. * Agent radius. [Limit: >= 0]
  61113. */
  61114. radius: number;
  61115. /**
  61116. * Agent height. [Limit: > 0]
  61117. */
  61118. height: number;
  61119. /**
  61120. * Maximum allowed acceleration. [Limit: >= 0]
  61121. */
  61122. maxAcceleration: number;
  61123. /**
  61124. * Maximum allowed speed. [Limit: >= 0]
  61125. */
  61126. maxSpeed: number;
  61127. /**
  61128. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  61129. */
  61130. collisionQueryRange: number;
  61131. /**
  61132. * The path visibility optimization range. [Limit: > 0]
  61133. */
  61134. pathOptimizationRange: number;
  61135. /**
  61136. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  61137. */
  61138. separationWeight: number;
  61139. }
  61140. /**
  61141. * Configures the navigation mesh creation
  61142. */
  61143. export interface INavMeshParameters {
  61144. /**
  61145. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  61146. */
  61147. cs: number;
  61148. /**
  61149. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  61150. */
  61151. ch: number;
  61152. /**
  61153. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  61154. */
  61155. walkableSlopeAngle: number;
  61156. /**
  61157. * Minimum floor to 'ceiling' height that will still allow the floor area to
  61158. * be considered walkable. [Limit: >= 3] [Units: vx]
  61159. */
  61160. walkableHeight: number;
  61161. /**
  61162. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  61163. */
  61164. walkableClimb: number;
  61165. /**
  61166. * The distance to erode/shrink the walkable area of the heightfield away from
  61167. * obstructions. [Limit: >=0] [Units: vx]
  61168. */
  61169. walkableRadius: number;
  61170. /**
  61171. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  61172. */
  61173. maxEdgeLen: number;
  61174. /**
  61175. * The maximum distance a simplfied contour's border edges should deviate
  61176. * the original raw contour. [Limit: >=0] [Units: vx]
  61177. */
  61178. maxSimplificationError: number;
  61179. /**
  61180. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  61181. */
  61182. minRegionArea: number;
  61183. /**
  61184. * Any regions with a span count smaller than this value will, if possible,
  61185. * be merged with larger regions. [Limit: >=0] [Units: vx]
  61186. */
  61187. mergeRegionArea: number;
  61188. /**
  61189. * The maximum number of vertices allowed for polygons generated during the
  61190. * contour to polygon conversion process. [Limit: >= 3]
  61191. */
  61192. maxVertsPerPoly: number;
  61193. /**
  61194. * Sets the sampling distance to use when generating the detail mesh.
  61195. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  61196. */
  61197. detailSampleDist: number;
  61198. /**
  61199. * The maximum distance the detail mesh surface should deviate from heightfield
  61200. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  61201. */
  61202. detailSampleMaxError: number;
  61203. }
  61204. }
  61205. declare module "babylonjs/Navigation/Plugins/recastJSPlugin" {
  61206. import { INavigationEnginePlugin, ICrowd, IAgentParameters, INavMeshParameters } from "babylonjs/Navigation/INavigationEngine";
  61207. import { Mesh } from "babylonjs/Meshes/mesh";
  61208. import { Scene } from "babylonjs/scene";
  61209. import { Vector3 } from "babylonjs/Maths/math";
  61210. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61211. /**
  61212. * RecastJS navigation plugin
  61213. */
  61214. export class RecastJSPlugin implements INavigationEnginePlugin {
  61215. /**
  61216. * Reference to the Recast library
  61217. */
  61218. bjsRECAST: any;
  61219. /**
  61220. * plugin name
  61221. */
  61222. name: string;
  61223. /**
  61224. * the first navmesh created. We might extend this to support multiple navmeshes
  61225. */
  61226. navMesh: any;
  61227. /**
  61228. * Initializes the recastJS plugin
  61229. * @param recastInjection can be used to inject your own recast reference
  61230. */
  61231. constructor(recastInjection?: any);
  61232. /**
  61233. * Creates a navigation mesh
  61234. * @param meshes array of all the geometry used to compute the navigatio mesh
  61235. * @param parameters bunch of parameters used to filter geometry
  61236. */
  61237. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  61238. /**
  61239. * Create a navigation mesh debug mesh
  61240. * @param scene is where the mesh will be added
  61241. * @returns debug display mesh
  61242. */
  61243. createDebugNavMesh(scene: Scene): Mesh;
  61244. /**
  61245. * Get a navigation mesh constrained position, closest to the parameter position
  61246. * @param position world position
  61247. * @returns the closest point to position constrained by the navigation mesh
  61248. */
  61249. getClosestPoint(position: Vector3): Vector3;
  61250. /**
  61251. * Get a navigation mesh constrained position, within a particular radius
  61252. * @param position world position
  61253. * @param maxRadius the maximum distance to the constrained world position
  61254. * @returns the closest point to position constrained by the navigation mesh
  61255. */
  61256. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  61257. /**
  61258. * Compute the final position from a segment made of destination-position
  61259. * @param position world position
  61260. * @param destination world position
  61261. * @returns the resulting point along the navmesh
  61262. */
  61263. moveAlong(position: Vector3, destination: Vector3): Vector3;
  61264. /**
  61265. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  61266. * @param start world position
  61267. * @param end world position
  61268. * @returns array containing world position composing the path
  61269. */
  61270. computePath(start: Vector3, end: Vector3): Vector3[];
  61271. /**
  61272. * Create a new Crowd so you can add agents
  61273. * @param maxAgents the maximum agent count in the crowd
  61274. * @param maxAgentRadius the maximum radius an agent can have
  61275. * @param scene to attach the crowd to
  61276. * @returns the crowd you can add agents to
  61277. */
  61278. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  61279. /**
  61280. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61281. * The queries will try to find a solution within those bounds
  61282. * default is (1,1,1)
  61283. * @param extent x,y,z value that define the extent around the queries point of reference
  61284. */
  61285. setDefaultQueryExtent(extent: Vector3): void;
  61286. /**
  61287. * Get the Bounding box extent specified by setDefaultQueryExtent
  61288. * @returns the box extent values
  61289. */
  61290. getDefaultQueryExtent(): Vector3;
  61291. /**
  61292. * Disposes
  61293. */
  61294. dispose(): void;
  61295. /**
  61296. * If this plugin is supported
  61297. * @returns true if plugin is supported
  61298. */
  61299. isSupported(): boolean;
  61300. }
  61301. /**
  61302. * Recast detour crowd implementation
  61303. */
  61304. export class RecastJSCrowd implements ICrowd {
  61305. /**
  61306. * Recast/detour plugin
  61307. */
  61308. bjsRECASTPlugin: RecastJSPlugin;
  61309. /**
  61310. * Link to the detour crowd
  61311. */
  61312. recastCrowd: any;
  61313. /**
  61314. * One transform per agent
  61315. */
  61316. transforms: TransformNode[];
  61317. /**
  61318. * All agents created
  61319. */
  61320. agents: number[];
  61321. /**
  61322. * Link to the scene is kept to unregister the crowd from the scene
  61323. */
  61324. private _scene;
  61325. /**
  61326. * Observer for crowd updates
  61327. */
  61328. private _onBeforeAnimationsObserver;
  61329. /**
  61330. * Constructor
  61331. * @param plugin recastJS plugin
  61332. * @param maxAgents the maximum agent count in the crowd
  61333. * @param maxAgentRadius the maximum radius an agent can have
  61334. * @param scene to attach the crowd to
  61335. * @returns the crowd you can add agents to
  61336. */
  61337. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  61338. /**
  61339. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  61340. * You can attach anything to that node. The node position is updated in the scene update tick.
  61341. * @param pos world position that will be constrained by the navigation mesh
  61342. * @param parameters agent parameters
  61343. * @param transform hooked to the agent that will be update by the scene
  61344. * @returns agent index
  61345. */
  61346. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  61347. /**
  61348. * Returns the agent position in world space
  61349. * @param index agent index returned by addAgent
  61350. * @returns world space position
  61351. */
  61352. getAgentPosition(index: number): Vector3;
  61353. /**
  61354. * Returns the agent velocity in world space
  61355. * @param index agent index returned by addAgent
  61356. * @returns world space velocity
  61357. */
  61358. getAgentVelocity(index: number): Vector3;
  61359. /**
  61360. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  61361. * @param index agent index returned by addAgent
  61362. * @param destination targeted world position
  61363. */
  61364. agentGoto(index: number, destination: Vector3): void;
  61365. /**
  61366. * remove a particular agent previously created
  61367. * @param index agent index returned by addAgent
  61368. */
  61369. removeAgent(index: number): void;
  61370. /**
  61371. * get the list of all agents attached to this crowd
  61372. * @returns list of agent indices
  61373. */
  61374. getAgents(): number[];
  61375. /**
  61376. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  61377. * @param deltaTime in seconds
  61378. */
  61379. update(deltaTime: number): void;
  61380. /**
  61381. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  61382. * The queries will try to find a solution within those bounds
  61383. * default is (1,1,1)
  61384. * @param extent x,y,z value that define the extent around the queries point of reference
  61385. */
  61386. setDefaultQueryExtent(extent: Vector3): void;
  61387. /**
  61388. * Get the Bounding box extent specified by setDefaultQueryExtent
  61389. * @returns the box extent values
  61390. */
  61391. getDefaultQueryExtent(): Vector3;
  61392. /**
  61393. * Release all resources
  61394. */
  61395. dispose(): void;
  61396. }
  61397. }
  61398. declare module "babylonjs/Navigation/Plugins/index" {
  61399. export * from "babylonjs/Navigation/Plugins/recastJSPlugin";
  61400. }
  61401. declare module "babylonjs/Navigation/index" {
  61402. export * from "babylonjs/Navigation/INavigationEngine";
  61403. export * from "babylonjs/Navigation/Plugins/index";
  61404. }
  61405. declare module "babylonjs/Offline/database" {
  61406. import { IOfflineProvider } from "babylonjs/Offline/IOfflineProvider";
  61407. /**
  61408. * Class used to enable access to IndexedDB
  61409. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  61410. */
  61411. export class Database implements IOfflineProvider {
  61412. private _callbackManifestChecked;
  61413. private _currentSceneUrl;
  61414. private _db;
  61415. private _enableSceneOffline;
  61416. private _enableTexturesOffline;
  61417. private _manifestVersionFound;
  61418. private _mustUpdateRessources;
  61419. private _hasReachedQuota;
  61420. private _isSupported;
  61421. private _idbFactory;
  61422. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  61423. private static IsUASupportingBlobStorage;
  61424. /**
  61425. * Gets a boolean indicating if Database storate is enabled (off by default)
  61426. */
  61427. static IDBStorageEnabled: boolean;
  61428. /**
  61429. * Gets a boolean indicating if scene must be saved in the database
  61430. */
  61431. readonly enableSceneOffline: boolean;
  61432. /**
  61433. * Gets a boolean indicating if textures must be saved in the database
  61434. */
  61435. readonly enableTexturesOffline: boolean;
  61436. /**
  61437. * Creates a new Database
  61438. * @param urlToScene defines the url to load the scene
  61439. * @param callbackManifestChecked defines the callback to use when manifest is checked
  61440. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  61441. */
  61442. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  61443. private static _ParseURL;
  61444. private static _ReturnFullUrlLocation;
  61445. private _checkManifestFile;
  61446. /**
  61447. * Open the database and make it available
  61448. * @param successCallback defines the callback to call on success
  61449. * @param errorCallback defines the callback to call on error
  61450. */
  61451. open(successCallback: () => void, errorCallback: () => void): void;
  61452. /**
  61453. * Loads an image from the database
  61454. * @param url defines the url to load from
  61455. * @param image defines the target DOM image
  61456. */
  61457. loadImage(url: string, image: HTMLImageElement): void;
  61458. private _loadImageFromDBAsync;
  61459. private _saveImageIntoDBAsync;
  61460. private _checkVersionFromDB;
  61461. private _loadVersionFromDBAsync;
  61462. private _saveVersionIntoDBAsync;
  61463. /**
  61464. * Loads a file from database
  61465. * @param url defines the URL to load from
  61466. * @param sceneLoaded defines a callback to call on success
  61467. * @param progressCallBack defines a callback to call when progress changed
  61468. * @param errorCallback defines a callback to call on error
  61469. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  61470. */
  61471. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  61472. private _loadFileAsync;
  61473. private _saveFileAsync;
  61474. /**
  61475. * Validates if xhr data is correct
  61476. * @param xhr defines the request to validate
  61477. * @param dataType defines the expected data type
  61478. * @returns true if data is correct
  61479. */
  61480. private static _ValidateXHRData;
  61481. }
  61482. }
  61483. declare module "babylonjs/Offline/index" {
  61484. export * from "babylonjs/Offline/database";
  61485. export * from "babylonjs/Offline/IOfflineProvider";
  61486. }
  61487. declare module "babylonjs/Shaders/gpuUpdateParticles.fragment" {
  61488. /** @hidden */
  61489. export var gpuUpdateParticlesPixelShader: {
  61490. name: string;
  61491. shader: string;
  61492. };
  61493. }
  61494. declare module "babylonjs/Shaders/gpuUpdateParticles.vertex" {
  61495. /** @hidden */
  61496. export var gpuUpdateParticlesVertexShader: {
  61497. name: string;
  61498. shader: string;
  61499. };
  61500. }
  61501. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2" {
  61502. /** @hidden */
  61503. export var clipPlaneFragmentDeclaration2: {
  61504. name: string;
  61505. shader: string;
  61506. };
  61507. }
  61508. declare module "babylonjs/Shaders/gpuRenderParticles.fragment" {
  61509. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragmentDeclaration2";
  61510. import "babylonjs/Shaders/ShadersInclude/imageProcessingDeclaration";
  61511. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  61512. import "babylonjs/Shaders/ShadersInclude/imageProcessingFunctions";
  61513. import "babylonjs/Shaders/ShadersInclude/clipPlaneFragment";
  61514. /** @hidden */
  61515. export var gpuRenderParticlesPixelShader: {
  61516. name: string;
  61517. shader: string;
  61518. };
  61519. }
  61520. declare module "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2" {
  61521. /** @hidden */
  61522. export var clipPlaneVertexDeclaration2: {
  61523. name: string;
  61524. shader: string;
  61525. };
  61526. }
  61527. declare module "babylonjs/Shaders/gpuRenderParticles.vertex" {
  61528. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertexDeclaration2";
  61529. import "babylonjs/Shaders/ShadersInclude/clipPlaneVertex";
  61530. /** @hidden */
  61531. export var gpuRenderParticlesVertexShader: {
  61532. name: string;
  61533. shader: string;
  61534. };
  61535. }
  61536. declare module "babylonjs/Particles/gpuParticleSystem" {
  61537. import { Nullable } from "babylonjs/types";
  61538. import { Color3Gradient, IValueGradient } from "babylonjs/Misc/gradients";
  61539. import { Observable } from "babylonjs/Misc/observable";
  61540. import { Color4, Color3 } from "babylonjs/Maths/math.color";
  61541. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61542. import { BaseParticleSystem } from "babylonjs/Particles/baseParticleSystem";
  61543. import { Scene, IDisposable } from "babylonjs/scene";
  61544. import { RawTexture } from "babylonjs/Materials/Textures/rawTexture";
  61545. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  61546. import "babylonjs/Shaders/gpuUpdateParticles.fragment";
  61547. import "babylonjs/Shaders/gpuUpdateParticles.vertex";
  61548. import "babylonjs/Shaders/gpuRenderParticles.fragment";
  61549. import "babylonjs/Shaders/gpuRenderParticles.vertex";
  61550. /**
  61551. * This represents a GPU particle system in Babylon
  61552. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  61553. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  61554. */
  61555. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  61556. /**
  61557. * The layer mask we are rendering the particles through.
  61558. */
  61559. layerMask: number;
  61560. private _capacity;
  61561. private _activeCount;
  61562. private _currentActiveCount;
  61563. private _accumulatedCount;
  61564. private _renderEffect;
  61565. private _updateEffect;
  61566. private _buffer0;
  61567. private _buffer1;
  61568. private _spriteBuffer;
  61569. private _updateVAO;
  61570. private _renderVAO;
  61571. private _targetIndex;
  61572. private _sourceBuffer;
  61573. private _targetBuffer;
  61574. private _engine;
  61575. private _currentRenderId;
  61576. private _started;
  61577. private _stopped;
  61578. private _timeDelta;
  61579. private _randomTexture;
  61580. private _randomTexture2;
  61581. private _attributesStrideSize;
  61582. private _updateEffectOptions;
  61583. private _randomTextureSize;
  61584. private _actualFrame;
  61585. private readonly _rawTextureWidth;
  61586. /**
  61587. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  61588. */
  61589. static readonly IsSupported: boolean;
  61590. /**
  61591. * An event triggered when the system is disposed.
  61592. */
  61593. onDisposeObservable: Observable<GPUParticleSystem>;
  61594. /**
  61595. * Gets the maximum number of particles active at the same time.
  61596. * @returns The max number of active particles.
  61597. */
  61598. getCapacity(): number;
  61599. /**
  61600. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  61601. * to override the particles.
  61602. */
  61603. forceDepthWrite: boolean;
  61604. /**
  61605. * Gets or set the number of active particles
  61606. */
  61607. activeParticleCount: number;
  61608. private _preWarmDone;
  61609. /**
  61610. * Is this system ready to be used/rendered
  61611. * @return true if the system is ready
  61612. */
  61613. isReady(): boolean;
  61614. /**
  61615. * Gets if the system has been started. (Note: this will still be true after stop is called)
  61616. * @returns True if it has been started, otherwise false.
  61617. */
  61618. isStarted(): boolean;
  61619. /**
  61620. * Starts the particle system and begins to emit
  61621. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  61622. */
  61623. start(delay?: number): void;
  61624. /**
  61625. * Stops the particle system.
  61626. */
  61627. stop(): void;
  61628. /**
  61629. * Remove all active particles
  61630. */
  61631. reset(): void;
  61632. /**
  61633. * Returns the string "GPUParticleSystem"
  61634. * @returns a string containing the class name
  61635. */
  61636. getClassName(): string;
  61637. private _colorGradientsTexture;
  61638. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  61639. /**
  61640. * Adds a new color gradient
  61641. * @param gradient defines the gradient to use (between 0 and 1)
  61642. * @param color1 defines the color to affect to the specified gradient
  61643. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  61644. * @returns the current particle system
  61645. */
  61646. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  61647. /**
  61648. * Remove a specific color gradient
  61649. * @param gradient defines the gradient to remove
  61650. * @returns the current particle system
  61651. */
  61652. removeColorGradient(gradient: number): GPUParticleSystem;
  61653. private _angularSpeedGradientsTexture;
  61654. private _sizeGradientsTexture;
  61655. private _velocityGradientsTexture;
  61656. private _limitVelocityGradientsTexture;
  61657. private _dragGradientsTexture;
  61658. private _addFactorGradient;
  61659. /**
  61660. * Adds a new size gradient
  61661. * @param gradient defines the gradient to use (between 0 and 1)
  61662. * @param factor defines the size factor to affect to the specified gradient
  61663. * @returns the current particle system
  61664. */
  61665. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  61666. /**
  61667. * Remove a specific size gradient
  61668. * @param gradient defines the gradient to remove
  61669. * @returns the current particle system
  61670. */
  61671. removeSizeGradient(gradient: number): GPUParticleSystem;
  61672. /**
  61673. * Adds a new angular speed gradient
  61674. * @param gradient defines the gradient to use (between 0 and 1)
  61675. * @param factor defines the angular speed to affect to the specified gradient
  61676. * @returns the current particle system
  61677. */
  61678. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  61679. /**
  61680. * Remove a specific angular speed gradient
  61681. * @param gradient defines the gradient to remove
  61682. * @returns the current particle system
  61683. */
  61684. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  61685. /**
  61686. * Adds a new velocity gradient
  61687. * @param gradient defines the gradient to use (between 0 and 1)
  61688. * @param factor defines the velocity to affect to the specified gradient
  61689. * @returns the current particle system
  61690. */
  61691. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61692. /**
  61693. * Remove a specific velocity gradient
  61694. * @param gradient defines the gradient to remove
  61695. * @returns the current particle system
  61696. */
  61697. removeVelocityGradient(gradient: number): GPUParticleSystem;
  61698. /**
  61699. * Adds a new limit velocity gradient
  61700. * @param gradient defines the gradient to use (between 0 and 1)
  61701. * @param factor defines the limit velocity value to affect to the specified gradient
  61702. * @returns the current particle system
  61703. */
  61704. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  61705. /**
  61706. * Remove a specific limit velocity gradient
  61707. * @param gradient defines the gradient to remove
  61708. * @returns the current particle system
  61709. */
  61710. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  61711. /**
  61712. * Adds a new drag gradient
  61713. * @param gradient defines the gradient to use (between 0 and 1)
  61714. * @param factor defines the drag value to affect to the specified gradient
  61715. * @returns the current particle system
  61716. */
  61717. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  61718. /**
  61719. * Remove a specific drag gradient
  61720. * @param gradient defines the gradient to remove
  61721. * @returns the current particle system
  61722. */
  61723. removeDragGradient(gradient: number): GPUParticleSystem;
  61724. /**
  61725. * Not supported by GPUParticleSystem
  61726. * @param gradient defines the gradient to use (between 0 and 1)
  61727. * @param factor defines the emit rate value to affect to the specified gradient
  61728. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61729. * @returns the current particle system
  61730. */
  61731. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61732. /**
  61733. * Not supported by GPUParticleSystem
  61734. * @param gradient defines the gradient to remove
  61735. * @returns the current particle system
  61736. */
  61737. removeEmitRateGradient(gradient: number): IParticleSystem;
  61738. /**
  61739. * Not supported by GPUParticleSystem
  61740. * @param gradient defines the gradient to use (between 0 and 1)
  61741. * @param factor defines the start size value to affect to the specified gradient
  61742. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61743. * @returns the current particle system
  61744. */
  61745. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61746. /**
  61747. * Not supported by GPUParticleSystem
  61748. * @param gradient defines the gradient to remove
  61749. * @returns the current particle system
  61750. */
  61751. removeStartSizeGradient(gradient: number): IParticleSystem;
  61752. /**
  61753. * Not supported by GPUParticleSystem
  61754. * @param gradient defines the gradient to use (between 0 and 1)
  61755. * @param min defines the color remap minimal range
  61756. * @param max defines the color remap maximal range
  61757. * @returns the current particle system
  61758. */
  61759. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61760. /**
  61761. * Not supported by GPUParticleSystem
  61762. * @param gradient defines the gradient to remove
  61763. * @returns the current particle system
  61764. */
  61765. removeColorRemapGradient(): IParticleSystem;
  61766. /**
  61767. * Not supported by GPUParticleSystem
  61768. * @param gradient defines the gradient to use (between 0 and 1)
  61769. * @param min defines the alpha remap minimal range
  61770. * @param max defines the alpha remap maximal range
  61771. * @returns the current particle system
  61772. */
  61773. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  61774. /**
  61775. * Not supported by GPUParticleSystem
  61776. * @param gradient defines the gradient to remove
  61777. * @returns the current particle system
  61778. */
  61779. removeAlphaRemapGradient(): IParticleSystem;
  61780. /**
  61781. * Not supported by GPUParticleSystem
  61782. * @param gradient defines the gradient to use (between 0 and 1)
  61783. * @param color defines the color to affect to the specified gradient
  61784. * @returns the current particle system
  61785. */
  61786. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  61787. /**
  61788. * Not supported by GPUParticleSystem
  61789. * @param gradient defines the gradient to remove
  61790. * @returns the current particle system
  61791. */
  61792. removeRampGradient(): IParticleSystem;
  61793. /**
  61794. * Not supported by GPUParticleSystem
  61795. * @returns the list of ramp gradients
  61796. */
  61797. getRampGradients(): Nullable<Array<Color3Gradient>>;
  61798. /**
  61799. * Not supported by GPUParticleSystem
  61800. * Gets or sets a boolean indicating that ramp gradients must be used
  61801. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  61802. */
  61803. useRampGradients: boolean;
  61804. /**
  61805. * Not supported by GPUParticleSystem
  61806. * @param gradient defines the gradient to use (between 0 and 1)
  61807. * @param factor defines the life time factor to affect to the specified gradient
  61808. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  61809. * @returns the current particle system
  61810. */
  61811. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  61812. /**
  61813. * Not supported by GPUParticleSystem
  61814. * @param gradient defines the gradient to remove
  61815. * @returns the current particle system
  61816. */
  61817. removeLifeTimeGradient(gradient: number): IParticleSystem;
  61818. /**
  61819. * Instantiates a GPU particle system.
  61820. * 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.
  61821. * @param name The name of the particle system
  61822. * @param options The options used to create the system
  61823. * @param scene The scene the particle system belongs to
  61824. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  61825. */
  61826. constructor(name: string, options: Partial<{
  61827. capacity: number;
  61828. randomTextureSize: number;
  61829. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  61830. protected _reset(): void;
  61831. private _createUpdateVAO;
  61832. private _createRenderVAO;
  61833. private _initialize;
  61834. /** @hidden */
  61835. _recreateUpdateEffect(): void;
  61836. /** @hidden */
  61837. _recreateRenderEffect(): void;
  61838. /**
  61839. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  61840. * @param preWarm defines if we are in the pre-warmimg phase
  61841. */
  61842. animate(preWarm?: boolean): void;
  61843. private _createFactorGradientTexture;
  61844. private _createSizeGradientTexture;
  61845. private _createAngularSpeedGradientTexture;
  61846. private _createVelocityGradientTexture;
  61847. private _createLimitVelocityGradientTexture;
  61848. private _createDragGradientTexture;
  61849. private _createColorGradientTexture;
  61850. /**
  61851. * Renders the particle system in its current state
  61852. * @param preWarm defines if the system should only update the particles but not render them
  61853. * @returns the current number of particles
  61854. */
  61855. render(preWarm?: boolean): number;
  61856. /**
  61857. * Rebuilds the particle system
  61858. */
  61859. rebuild(): void;
  61860. private _releaseBuffers;
  61861. private _releaseVAOs;
  61862. /**
  61863. * Disposes the particle system and free the associated resources
  61864. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  61865. */
  61866. dispose(disposeTexture?: boolean): void;
  61867. /**
  61868. * Clones the particle system.
  61869. * @param name The name of the cloned object
  61870. * @param newEmitter The new emitter to use
  61871. * @returns the cloned particle system
  61872. */
  61873. clone(name: string, newEmitter: any): GPUParticleSystem;
  61874. /**
  61875. * Serializes the particle system to a JSON object.
  61876. * @returns the JSON object
  61877. */
  61878. serialize(): any;
  61879. /**
  61880. * Parses a JSON object to create a GPU particle system.
  61881. * @param parsedParticleSystem The JSON object to parse
  61882. * @param scene The scene to create the particle system in
  61883. * @param rootUrl The root url to use to load external dependencies like texture
  61884. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  61885. * @returns the parsed GPU particle system
  61886. */
  61887. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  61888. }
  61889. }
  61890. declare module "babylonjs/Particles/particleSystemSet" {
  61891. import { Nullable } from "babylonjs/types";
  61892. import { Color3 } from "babylonjs/Maths/math.color";
  61893. import { TransformNode } from "babylonjs/Meshes/transformNode";
  61894. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61895. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61896. import { Scene, IDisposable } from "babylonjs/scene";
  61897. /**
  61898. * Represents a set of particle systems working together to create a specific effect
  61899. */
  61900. export class ParticleSystemSet implements IDisposable {
  61901. /**
  61902. * Gets or sets base Assets URL
  61903. */
  61904. static BaseAssetsUrl: string;
  61905. private _emitterCreationOptions;
  61906. private _emitterNode;
  61907. /**
  61908. * Gets the particle system list
  61909. */
  61910. systems: IParticleSystem[];
  61911. /**
  61912. * Gets the emitter node used with this set
  61913. */
  61914. readonly emitterNode: Nullable<TransformNode>;
  61915. /**
  61916. * Creates a new emitter mesh as a sphere
  61917. * @param options defines the options used to create the sphere
  61918. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  61919. * @param scene defines the hosting scene
  61920. */
  61921. setEmitterAsSphere(options: {
  61922. diameter: number;
  61923. segments: number;
  61924. color: Color3;
  61925. }, renderingGroupId: number, scene: Scene): void;
  61926. /**
  61927. * Starts all particle systems of the set
  61928. * @param emitter defines an optional mesh to use as emitter for the particle systems
  61929. */
  61930. start(emitter?: AbstractMesh): void;
  61931. /**
  61932. * Release all associated resources
  61933. */
  61934. dispose(): void;
  61935. /**
  61936. * Serialize the set into a JSON compatible object
  61937. * @returns a JSON compatible representation of the set
  61938. */
  61939. serialize(): any;
  61940. /**
  61941. * Parse a new ParticleSystemSet from a serialized source
  61942. * @param data defines a JSON compatible representation of the set
  61943. * @param scene defines the hosting scene
  61944. * @param gpu defines if we want GPU particles or CPU particles
  61945. * @returns a new ParticleSystemSet
  61946. */
  61947. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  61948. }
  61949. }
  61950. declare module "babylonjs/Particles/particleHelper" {
  61951. import { Nullable } from "babylonjs/types";
  61952. import { Scene } from "babylonjs/scene";
  61953. import { Vector3 } from "babylonjs/Maths/math.vector";
  61954. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  61955. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61956. import { ParticleSystemSet } from "babylonjs/Particles/particleSystemSet";
  61957. /**
  61958. * This class is made for on one-liner static method to help creating particle system set.
  61959. */
  61960. export class ParticleHelper {
  61961. /**
  61962. * Gets or sets base Assets URL
  61963. */
  61964. static BaseAssetsUrl: string;
  61965. /**
  61966. * Create a default particle system that you can tweak
  61967. * @param emitter defines the emitter to use
  61968. * @param capacity defines the system capacity (default is 500 particles)
  61969. * @param scene defines the hosting scene
  61970. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  61971. * @returns the new Particle system
  61972. */
  61973. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  61974. /**
  61975. * This is the main static method (one-liner) of this helper to create different particle systems
  61976. * @param type This string represents the type to the particle system to create
  61977. * @param scene The scene where the particle system should live
  61978. * @param gpu If the system will use gpu
  61979. * @returns the ParticleSystemSet created
  61980. */
  61981. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  61982. /**
  61983. * Static function used to export a particle system to a ParticleSystemSet variable.
  61984. * Please note that the emitter shape is not exported
  61985. * @param systems defines the particle systems to export
  61986. * @returns the created particle system set
  61987. */
  61988. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  61989. }
  61990. }
  61991. declare module "babylonjs/Particles/particleSystemComponent" {
  61992. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  61993. import { Effect } from "babylonjs/Materials/effect";
  61994. import "babylonjs/Shaders/particles.vertex";
  61995. import { EffectFallbacks } from "babylonjs/Materials/effectFallbacks";
  61996. module "babylonjs/Engines/engine" {
  61997. interface Engine {
  61998. /**
  61999. * Create an effect to use with particle systems.
  62000. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  62001. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  62002. * @param uniformsNames defines a list of attribute names
  62003. * @param samplers defines an array of string used to represent textures
  62004. * @param defines defines the string containing the defines to use to compile the shaders
  62005. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  62006. * @param onCompiled defines a function to call when the effect creation is successful
  62007. * @param onError defines a function to call when the effect creation has failed
  62008. * @returns the new Effect
  62009. */
  62010. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  62011. }
  62012. }
  62013. module "babylonjs/Meshes/mesh" {
  62014. interface Mesh {
  62015. /**
  62016. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  62017. * @returns an array of IParticleSystem
  62018. */
  62019. getEmittedParticleSystems(): IParticleSystem[];
  62020. /**
  62021. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  62022. * @returns an array of IParticleSystem
  62023. */
  62024. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  62025. }
  62026. }
  62027. /**
  62028. * @hidden
  62029. */
  62030. export var _IDoNeedToBeInTheBuild: number;
  62031. }
  62032. declare module "babylonjs/Particles/pointsCloudSystem" {
  62033. import { Color4 } from "babylonjs/Maths/math";
  62034. import { Mesh } from "babylonjs/Meshes/mesh";
  62035. import { Scene, IDisposable } from "babylonjs/scene";
  62036. import { CloudPoint } from "babylonjs/Particles/cloudPoint";
  62037. /** Defines the 4 color options */
  62038. export enum PointColor {
  62039. /** color value */
  62040. Color = 2,
  62041. /** uv value */
  62042. UV = 1,
  62043. /** random value */
  62044. Random = 0,
  62045. /** stated value */
  62046. Stated = 3
  62047. }
  62048. /**
  62049. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  62050. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  62051. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  62052. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  62053. *
  62054. * Full documentation here : TO BE ENTERED
  62055. */
  62056. export class PointsCloudSystem implements IDisposable {
  62057. /**
  62058. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  62059. * Example : var p = SPS.particles[i];
  62060. */
  62061. particles: CloudPoint[];
  62062. /**
  62063. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  62064. */
  62065. nbParticles: number;
  62066. /**
  62067. * This a counter for your own usage. It's not set by any SPS functions.
  62068. */
  62069. counter: number;
  62070. /**
  62071. * The PCS name. This name is also given to the underlying mesh.
  62072. */
  62073. name: string;
  62074. /**
  62075. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  62076. */
  62077. mesh: Mesh;
  62078. /**
  62079. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  62080. * Please read :
  62081. */
  62082. vars: any;
  62083. /**
  62084. * @hidden
  62085. */
  62086. _size: number;
  62087. private _scene;
  62088. private _promises;
  62089. private _positions;
  62090. private _indices;
  62091. private _normals;
  62092. private _colors;
  62093. private _uvs;
  62094. private _indices32;
  62095. private _positions32;
  62096. private _colors32;
  62097. private _uvs32;
  62098. private _updatable;
  62099. private _isVisibilityBoxLocked;
  62100. private _alwaysVisible;
  62101. private _groups;
  62102. private _groupCounter;
  62103. private _computeParticleColor;
  62104. private _computeParticleTexture;
  62105. private _computeParticleRotation;
  62106. private _computeBoundingBox;
  62107. private _isReady;
  62108. /**
  62109. * Creates a PCS (Points Cloud System) object
  62110. * @param name (String) is the PCS name, this will be the underlying mesh name
  62111. * @param pointSize (number) is the size for each point
  62112. * @param scene (Scene) is the scene in which the PCS is added
  62113. * @param options defines the options of the PCS e.g.
  62114. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  62115. */
  62116. constructor(name: string, pointSize: number, scene: Scene, options?: {
  62117. updatable?: boolean;
  62118. });
  62119. /**
  62120. * Builds the PCS underlying mesh. Returns a standard Mesh.
  62121. * If no points were added to the PCS, the returned mesh is just a single point.
  62122. * @returns a promise for the created mesh
  62123. */
  62124. buildMeshAsync(): Promise<Mesh>;
  62125. /**
  62126. * @hidden
  62127. */
  62128. private _buildMesh;
  62129. private _addParticle;
  62130. private _randomUnitVector;
  62131. private _getColorIndicesForCoord;
  62132. private _setPointsColorOrUV;
  62133. private _colorFromTexture;
  62134. private _calculateDensity;
  62135. /**
  62136. * Adds points to the PCS in random positions within a unit sphere
  62137. * @param nb (positive integer) the number of particles to be created from this model
  62138. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  62139. * @returns the number of groups in the system
  62140. */
  62141. addPoints(nb: number, pointFunction?: any): number;
  62142. /**
  62143. * Adds points to the PCS from the surface of the model shape
  62144. * @param mesh is any Mesh object that will be used as a surface model for the points
  62145. * @param nb (positive integer) the number of particles to be created from this model
  62146. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62147. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62148. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62149. * @returns the number of groups in the system
  62150. */
  62151. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62152. /**
  62153. * Adds points to the PCS inside the model shape
  62154. * @param mesh is any Mesh object that will be used as a surface model for the points
  62155. * @param nb (positive integer) the number of particles to be created from this model
  62156. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  62157. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  62158. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  62159. * @returns the number of groups in the system
  62160. */
  62161. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  62162. /**
  62163. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  62164. * This method calls `updateParticle()` for each particle of the SPS.
  62165. * For an animated SPS, it is usually called within the render loop.
  62166. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  62167. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  62168. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  62169. * @returns the PCS.
  62170. */
  62171. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  62172. /**
  62173. * Disposes the PCS.
  62174. */
  62175. dispose(): void;
  62176. /**
  62177. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  62178. * doc :
  62179. * @returns the PCS.
  62180. */
  62181. refreshVisibleSize(): PointsCloudSystem;
  62182. /**
  62183. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  62184. * @param size the size (float) of the visibility box
  62185. * note : this doesn't lock the PCS mesh bounding box.
  62186. * doc :
  62187. */
  62188. setVisibilityBox(size: number): void;
  62189. /**
  62190. * Gets whether the PCS is always visible or not
  62191. * doc :
  62192. */
  62193. /**
  62194. * Sets the PCS as always visible or not
  62195. * doc :
  62196. */
  62197. isAlwaysVisible: boolean;
  62198. /**
  62199. * Tells to `setParticles()` to compute the particle rotations or not
  62200. * Default value : false. The PCS is faster when it's set to false
  62201. * Note : particle rotations are only applied to parent particles
  62202. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  62203. */
  62204. computeParticleRotation: boolean;
  62205. /**
  62206. * Tells to `setParticles()` to compute the particle colors or not.
  62207. * Default value : true. The PCS is faster when it's set to false.
  62208. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62209. */
  62210. /**
  62211. * Gets if `setParticles()` computes the particle colors or not.
  62212. * Default value : false. The PCS is faster when it's set to false.
  62213. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  62214. */
  62215. computeParticleColor: boolean;
  62216. /**
  62217. * Gets if `setParticles()` computes the particle textures or not.
  62218. * Default value : false. The PCS is faster when it's set to false.
  62219. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  62220. */
  62221. computeParticleTexture: boolean;
  62222. /**
  62223. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  62224. */
  62225. /**
  62226. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  62227. */
  62228. computeBoundingBox: boolean;
  62229. /**
  62230. * This function does nothing. It may be overwritten to set all the particle first values.
  62231. * The PCS doesn't call this function, you may have to call it by your own.
  62232. * doc :
  62233. */
  62234. initParticles(): void;
  62235. /**
  62236. * This function does nothing. It may be overwritten to recycle a particle
  62237. * The PCS doesn't call this function, you can to call it
  62238. * doc :
  62239. * @param particle The particle to recycle
  62240. * @returns the recycled particle
  62241. */
  62242. recycleParticle(particle: CloudPoint): CloudPoint;
  62243. /**
  62244. * Updates a particle : this function should be overwritten by the user.
  62245. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  62246. * doc :
  62247. * @example : just set a particle position or velocity and recycle conditions
  62248. * @param particle The particle to update
  62249. * @returns the updated particle
  62250. */
  62251. updateParticle(particle: CloudPoint): CloudPoint;
  62252. /**
  62253. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  62254. * This does nothing and may be overwritten by the user.
  62255. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62256. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62257. * @param update the boolean update value actually passed to setParticles()
  62258. */
  62259. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62260. /**
  62261. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  62262. * This will be passed three parameters.
  62263. * This does nothing and may be overwritten by the user.
  62264. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  62265. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  62266. * @param update the boolean update value actually passed to setParticles()
  62267. */
  62268. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  62269. }
  62270. }
  62271. declare module "babylonjs/Particles/cloudPoint" {
  62272. import { Nullable } from "babylonjs/types";
  62273. import { Color4, Vector2, Vector3, Matrix, Quaternion } from "babylonjs/Maths/math";
  62274. import { Mesh } from "babylonjs/Meshes/mesh";
  62275. import { BoundingInfo } from "babylonjs/Culling/boundingInfo";
  62276. import { PointsCloudSystem } from "babylonjs/Particles/pointsCloudSystem";
  62277. /**
  62278. * Represents one particle of a points cloud system.
  62279. */
  62280. export class CloudPoint {
  62281. /**
  62282. * particle global index
  62283. */
  62284. idx: number;
  62285. /**
  62286. * The color of the particle
  62287. */
  62288. color: Nullable<Color4>;
  62289. /**
  62290. * The world space position of the particle.
  62291. */
  62292. position: Vector3;
  62293. /**
  62294. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  62295. */
  62296. rotation: Vector3;
  62297. /**
  62298. * The world space rotation quaternion of the particle.
  62299. */
  62300. rotationQuaternion: Nullable<Quaternion>;
  62301. /**
  62302. * The uv of the particle.
  62303. */
  62304. uv: Nullable<Vector2>;
  62305. /**
  62306. * The current speed of the particle.
  62307. */
  62308. velocity: Vector3;
  62309. /**
  62310. * The pivot point in the particle local space.
  62311. */
  62312. pivot: Vector3;
  62313. /**
  62314. * Must the particle be translated from its pivot point in its local space ?
  62315. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  62316. * Default : false
  62317. */
  62318. translateFromPivot: boolean;
  62319. /**
  62320. * Index of this particle in the global "positions" array (Internal use)
  62321. * @hidden
  62322. */
  62323. _pos: number;
  62324. /**
  62325. * @hidden Index of this particle in the global "indices" array (Internal use)
  62326. */
  62327. _ind: number;
  62328. /**
  62329. * Group this particle belongs to
  62330. */
  62331. _group: PointsGroup;
  62332. /**
  62333. * Group id of this particle
  62334. */
  62335. groupId: number;
  62336. /**
  62337. * Index of the particle in its group id (Internal use)
  62338. */
  62339. idxInGroup: number;
  62340. /**
  62341. * @hidden Particle BoundingInfo object (Internal use)
  62342. */
  62343. _boundingInfo: BoundingInfo;
  62344. /**
  62345. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  62346. */
  62347. _pcs: PointsCloudSystem;
  62348. /**
  62349. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  62350. */
  62351. _stillInvisible: boolean;
  62352. /**
  62353. * @hidden Last computed particle rotation matrix
  62354. */
  62355. _rotationMatrix: number[];
  62356. /**
  62357. * Parent particle Id, if any.
  62358. * Default null.
  62359. */
  62360. parentId: Nullable<number>;
  62361. /**
  62362. * @hidden Internal global position in the PCS.
  62363. */
  62364. _globalPosition: Vector3;
  62365. /**
  62366. * Creates a Point Cloud object.
  62367. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  62368. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  62369. * @param group (PointsGroup) is the group the particle belongs to
  62370. * @param groupId (integer) is the group identifier in the PCS.
  62371. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  62372. * @param pcs defines the PCS it is associated to
  62373. */
  62374. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  62375. /**
  62376. * get point size
  62377. */
  62378. /**
  62379. * Set point size
  62380. */
  62381. size: Vector3;
  62382. /**
  62383. * Legacy support, changed quaternion to rotationQuaternion
  62384. */
  62385. /**
  62386. * Legacy support, changed quaternion to rotationQuaternion
  62387. */
  62388. quaternion: Nullable<Quaternion>;
  62389. /**
  62390. * Returns a boolean. True if the particle intersects a mesh, else false
  62391. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  62392. * @param target is the object (point or mesh) what the intersection is computed against
  62393. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  62394. * @returns true if it intersects
  62395. */
  62396. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  62397. /**
  62398. * get the rotation matrix of the particle
  62399. * @hidden
  62400. */
  62401. getRotationMatrix(m: Matrix): void;
  62402. }
  62403. /**
  62404. * Represents a group of points in a points cloud system
  62405. * * PCS internal tool, don't use it manually.
  62406. */
  62407. export class PointsGroup {
  62408. /**
  62409. * The group id
  62410. * @hidden
  62411. */
  62412. groupID: number;
  62413. /**
  62414. * image data for group (internal use)
  62415. * @hidden
  62416. */
  62417. _groupImageData: Nullable<ArrayBufferView>;
  62418. /**
  62419. * Image Width (internal use)
  62420. * @hidden
  62421. */
  62422. _groupImgWidth: number;
  62423. /**
  62424. * Image Height (internal use)
  62425. * @hidden
  62426. */
  62427. _groupImgHeight: number;
  62428. /**
  62429. * Custom position function (internal use)
  62430. * @hidden
  62431. */
  62432. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  62433. /**
  62434. * density per facet for surface points
  62435. * @hidden
  62436. */
  62437. _groupDensity: number[];
  62438. /**
  62439. * Only when points are colored by texture carries pointer to texture list array
  62440. * @hidden
  62441. */
  62442. _textureNb: number;
  62443. /**
  62444. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  62445. * PCS internal tool, don't use it manually.
  62446. * @hidden
  62447. */
  62448. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  62449. }
  62450. }
  62451. declare module "babylonjs/Particles/index" {
  62452. export * from "babylonjs/Particles/baseParticleSystem";
  62453. export * from "babylonjs/Particles/EmitterTypes/index";
  62454. export * from "babylonjs/Particles/gpuParticleSystem";
  62455. export * from "babylonjs/Particles/IParticleSystem";
  62456. export * from "babylonjs/Particles/particle";
  62457. export * from "babylonjs/Particles/particleHelper";
  62458. export * from "babylonjs/Particles/particleSystem";
  62459. export * from "babylonjs/Particles/particleSystemComponent";
  62460. export * from "babylonjs/Particles/particleSystemSet";
  62461. export * from "babylonjs/Particles/solidParticle";
  62462. export * from "babylonjs/Particles/solidParticleSystem";
  62463. export * from "babylonjs/Particles/cloudPoint";
  62464. export * from "babylonjs/Particles/pointsCloudSystem";
  62465. export * from "babylonjs/Particles/subEmitter";
  62466. }
  62467. declare module "babylonjs/Physics/physicsEngineComponent" {
  62468. import { Nullable } from "babylonjs/types";
  62469. import { Observable, Observer } from "babylonjs/Misc/observable";
  62470. import { Vector3 } from "babylonjs/Maths/math.vector";
  62471. import { Mesh } from "babylonjs/Meshes/mesh";
  62472. import { ISceneComponent } from "babylonjs/sceneComponent";
  62473. import { Scene } from "babylonjs/scene";
  62474. import { Node } from "babylonjs/node";
  62475. import { IPhysicsEngine, IPhysicsEnginePlugin } from "babylonjs/Physics/IPhysicsEngine";
  62476. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62477. module "babylonjs/scene" {
  62478. interface Scene {
  62479. /** @hidden (Backing field) */
  62480. _physicsEngine: Nullable<IPhysicsEngine>;
  62481. /**
  62482. * Gets the current physics engine
  62483. * @returns a IPhysicsEngine or null if none attached
  62484. */
  62485. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  62486. /**
  62487. * Enables physics to the current scene
  62488. * @param gravity defines the scene's gravity for the physics engine
  62489. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  62490. * @return a boolean indicating if the physics engine was initialized
  62491. */
  62492. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  62493. /**
  62494. * Disables and disposes the physics engine associated with the scene
  62495. */
  62496. disablePhysicsEngine(): void;
  62497. /**
  62498. * Gets a boolean indicating if there is an active physics engine
  62499. * @returns a boolean indicating if there is an active physics engine
  62500. */
  62501. isPhysicsEnabled(): boolean;
  62502. /**
  62503. * Deletes a physics compound impostor
  62504. * @param compound defines the compound to delete
  62505. */
  62506. deleteCompoundImpostor(compound: any): void;
  62507. /**
  62508. * An event triggered when physic simulation is about to be run
  62509. */
  62510. onBeforePhysicsObservable: Observable<Scene>;
  62511. /**
  62512. * An event triggered when physic simulation has been done
  62513. */
  62514. onAfterPhysicsObservable: Observable<Scene>;
  62515. }
  62516. }
  62517. module "babylonjs/Meshes/abstractMesh" {
  62518. interface AbstractMesh {
  62519. /** @hidden */
  62520. _physicsImpostor: Nullable<PhysicsImpostor>;
  62521. /**
  62522. * Gets or sets impostor used for physic simulation
  62523. * @see http://doc.babylonjs.com/features/physics_engine
  62524. */
  62525. physicsImpostor: Nullable<PhysicsImpostor>;
  62526. /**
  62527. * Gets the current physics impostor
  62528. * @see http://doc.babylonjs.com/features/physics_engine
  62529. * @returns a physics impostor or null
  62530. */
  62531. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  62532. /** Apply a physic impulse to the mesh
  62533. * @param force defines the force to apply
  62534. * @param contactPoint defines where to apply the force
  62535. * @returns the current mesh
  62536. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  62537. */
  62538. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  62539. /**
  62540. * Creates a physic joint between two meshes
  62541. * @param otherMesh defines the other mesh to use
  62542. * @param pivot1 defines the pivot to use on this mesh
  62543. * @param pivot2 defines the pivot to use on the other mesh
  62544. * @param options defines additional options (can be plugin dependent)
  62545. * @returns the current mesh
  62546. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  62547. */
  62548. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  62549. /** @hidden */
  62550. _disposePhysicsObserver: Nullable<Observer<Node>>;
  62551. }
  62552. }
  62553. /**
  62554. * Defines the physics engine scene component responsible to manage a physics engine
  62555. */
  62556. export class PhysicsEngineSceneComponent implements ISceneComponent {
  62557. /**
  62558. * The component name helpful to identify the component in the list of scene components.
  62559. */
  62560. readonly name: string;
  62561. /**
  62562. * The scene the component belongs to.
  62563. */
  62564. scene: Scene;
  62565. /**
  62566. * Creates a new instance of the component for the given scene
  62567. * @param scene Defines the scene to register the component in
  62568. */
  62569. constructor(scene: Scene);
  62570. /**
  62571. * Registers the component in a given scene
  62572. */
  62573. register(): void;
  62574. /**
  62575. * Rebuilds the elements related to this component in case of
  62576. * context lost for instance.
  62577. */
  62578. rebuild(): void;
  62579. /**
  62580. * Disposes the component and the associated ressources
  62581. */
  62582. dispose(): void;
  62583. }
  62584. }
  62585. declare module "babylonjs/Physics/physicsHelper" {
  62586. import { Nullable } from "babylonjs/types";
  62587. import { Vector3 } from "babylonjs/Maths/math.vector";
  62588. import { Mesh } from "babylonjs/Meshes/mesh";
  62589. import { Scene } from "babylonjs/scene";
  62590. import { PhysicsImpostor } from "babylonjs/Physics/physicsImpostor";
  62591. /**
  62592. * A helper for physics simulations
  62593. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62594. */
  62595. export class PhysicsHelper {
  62596. private _scene;
  62597. private _physicsEngine;
  62598. /**
  62599. * Initializes the Physics helper
  62600. * @param scene Babylon.js scene
  62601. */
  62602. constructor(scene: Scene);
  62603. /**
  62604. * Applies a radial explosion impulse
  62605. * @param origin the origin of the explosion
  62606. * @param radiusOrEventOptions the radius or the options of radial explosion
  62607. * @param strength the explosion strength
  62608. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62609. * @returns A physics radial explosion event, or null
  62610. */
  62611. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62612. /**
  62613. * Applies a radial explosion force
  62614. * @param origin the origin of the explosion
  62615. * @param radiusOrEventOptions the radius or the options of radial explosion
  62616. * @param strength the explosion strength
  62617. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62618. * @returns A physics radial explosion event, or null
  62619. */
  62620. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  62621. /**
  62622. * Creates a gravitational field
  62623. * @param origin the origin of the explosion
  62624. * @param radiusOrEventOptions the radius or the options of radial explosion
  62625. * @param strength the explosion strength
  62626. * @param falloff possible options: Constant & Linear. Defaults to Constant
  62627. * @returns A physics gravitational field event, or null
  62628. */
  62629. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  62630. /**
  62631. * Creates a physics updraft event
  62632. * @param origin the origin of the updraft
  62633. * @param radiusOrEventOptions the radius or the options of the updraft
  62634. * @param strength the strength of the updraft
  62635. * @param height the height of the updraft
  62636. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  62637. * @returns A physics updraft event, or null
  62638. */
  62639. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  62640. /**
  62641. * Creates a physics vortex event
  62642. * @param origin the of the vortex
  62643. * @param radiusOrEventOptions the radius or the options of the vortex
  62644. * @param strength the strength of the vortex
  62645. * @param height the height of the vortex
  62646. * @returns a Physics vortex event, or null
  62647. * A physics vortex event or null
  62648. */
  62649. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  62650. }
  62651. /**
  62652. * Represents a physics radial explosion event
  62653. */
  62654. class PhysicsRadialExplosionEvent {
  62655. private _scene;
  62656. private _options;
  62657. private _sphere;
  62658. private _dataFetched;
  62659. /**
  62660. * Initializes a radial explosioin event
  62661. * @param _scene BabylonJS scene
  62662. * @param _options The options for the vortex event
  62663. */
  62664. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  62665. /**
  62666. * Returns the data related to the radial explosion event (sphere).
  62667. * @returns The radial explosion event data
  62668. */
  62669. getData(): PhysicsRadialExplosionEventData;
  62670. /**
  62671. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  62672. * @param impostor A physics imposter
  62673. * @param origin the origin of the explosion
  62674. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  62675. */
  62676. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  62677. /**
  62678. * Triggers affecterd impostors callbacks
  62679. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  62680. */
  62681. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  62682. /**
  62683. * Disposes the sphere.
  62684. * @param force Specifies if the sphere should be disposed by force
  62685. */
  62686. dispose(force?: boolean): void;
  62687. /*** Helpers ***/
  62688. private _prepareSphere;
  62689. private _intersectsWithSphere;
  62690. }
  62691. /**
  62692. * Represents a gravitational field event
  62693. */
  62694. class PhysicsGravitationalFieldEvent {
  62695. private _physicsHelper;
  62696. private _scene;
  62697. private _origin;
  62698. private _options;
  62699. private _tickCallback;
  62700. private _sphere;
  62701. private _dataFetched;
  62702. /**
  62703. * Initializes the physics gravitational field event
  62704. * @param _physicsHelper A physics helper
  62705. * @param _scene BabylonJS scene
  62706. * @param _origin The origin position of the gravitational field event
  62707. * @param _options The options for the vortex event
  62708. */
  62709. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  62710. /**
  62711. * Returns the data related to the gravitational field event (sphere).
  62712. * @returns A gravitational field event
  62713. */
  62714. getData(): PhysicsGravitationalFieldEventData;
  62715. /**
  62716. * Enables the gravitational field.
  62717. */
  62718. enable(): void;
  62719. /**
  62720. * Disables the gravitational field.
  62721. */
  62722. disable(): void;
  62723. /**
  62724. * Disposes the sphere.
  62725. * @param force The force to dispose from the gravitational field event
  62726. */
  62727. dispose(force?: boolean): void;
  62728. private _tick;
  62729. }
  62730. /**
  62731. * Represents a physics updraft event
  62732. */
  62733. class PhysicsUpdraftEvent {
  62734. private _scene;
  62735. private _origin;
  62736. private _options;
  62737. private _physicsEngine;
  62738. private _originTop;
  62739. private _originDirection;
  62740. private _tickCallback;
  62741. private _cylinder;
  62742. private _cylinderPosition;
  62743. private _dataFetched;
  62744. /**
  62745. * Initializes the physics updraft event
  62746. * @param _scene BabylonJS scene
  62747. * @param _origin The origin position of the updraft
  62748. * @param _options The options for the updraft event
  62749. */
  62750. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  62751. /**
  62752. * Returns the data related to the updraft event (cylinder).
  62753. * @returns A physics updraft event
  62754. */
  62755. getData(): PhysicsUpdraftEventData;
  62756. /**
  62757. * Enables the updraft.
  62758. */
  62759. enable(): void;
  62760. /**
  62761. * Disables the updraft.
  62762. */
  62763. disable(): void;
  62764. /**
  62765. * Disposes the cylinder.
  62766. * @param force Specifies if the updraft should be disposed by force
  62767. */
  62768. dispose(force?: boolean): void;
  62769. private getImpostorHitData;
  62770. private _tick;
  62771. /*** Helpers ***/
  62772. private _prepareCylinder;
  62773. private _intersectsWithCylinder;
  62774. }
  62775. /**
  62776. * Represents a physics vortex event
  62777. */
  62778. class PhysicsVortexEvent {
  62779. private _scene;
  62780. private _origin;
  62781. private _options;
  62782. private _physicsEngine;
  62783. private _originTop;
  62784. private _tickCallback;
  62785. private _cylinder;
  62786. private _cylinderPosition;
  62787. private _dataFetched;
  62788. /**
  62789. * Initializes the physics vortex event
  62790. * @param _scene The BabylonJS scene
  62791. * @param _origin The origin position of the vortex
  62792. * @param _options The options for the vortex event
  62793. */
  62794. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  62795. /**
  62796. * Returns the data related to the vortex event (cylinder).
  62797. * @returns The physics vortex event data
  62798. */
  62799. getData(): PhysicsVortexEventData;
  62800. /**
  62801. * Enables the vortex.
  62802. */
  62803. enable(): void;
  62804. /**
  62805. * Disables the cortex.
  62806. */
  62807. disable(): void;
  62808. /**
  62809. * Disposes the sphere.
  62810. * @param force
  62811. */
  62812. dispose(force?: boolean): void;
  62813. private getImpostorHitData;
  62814. private _tick;
  62815. /*** Helpers ***/
  62816. private _prepareCylinder;
  62817. private _intersectsWithCylinder;
  62818. }
  62819. /**
  62820. * Options fot the radial explosion event
  62821. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62822. */
  62823. export class PhysicsRadialExplosionEventOptions {
  62824. /**
  62825. * The radius of the sphere for the radial explosion.
  62826. */
  62827. radius: number;
  62828. /**
  62829. * The strenth of the explosion.
  62830. */
  62831. strength: number;
  62832. /**
  62833. * The strenght of the force in correspondence to the distance of the affected object
  62834. */
  62835. falloff: PhysicsRadialImpulseFalloff;
  62836. /**
  62837. * Sphere options for the radial explosion.
  62838. */
  62839. sphere: {
  62840. segments: number;
  62841. diameter: number;
  62842. };
  62843. /**
  62844. * Sphere options for the radial explosion.
  62845. */
  62846. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  62847. }
  62848. /**
  62849. * Options fot the updraft event
  62850. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62851. */
  62852. export class PhysicsUpdraftEventOptions {
  62853. /**
  62854. * The radius of the cylinder for the vortex
  62855. */
  62856. radius: number;
  62857. /**
  62858. * The strenth of the updraft.
  62859. */
  62860. strength: number;
  62861. /**
  62862. * The height of the cylinder for the updraft.
  62863. */
  62864. height: number;
  62865. /**
  62866. * The mode for the the updraft.
  62867. */
  62868. updraftMode: PhysicsUpdraftMode;
  62869. }
  62870. /**
  62871. * Options fot the vortex event
  62872. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62873. */
  62874. export class PhysicsVortexEventOptions {
  62875. /**
  62876. * The radius of the cylinder for the vortex
  62877. */
  62878. radius: number;
  62879. /**
  62880. * The strenth of the vortex.
  62881. */
  62882. strength: number;
  62883. /**
  62884. * The height of the cylinder for the vortex.
  62885. */
  62886. height: number;
  62887. /**
  62888. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  62889. */
  62890. centripetalForceThreshold: number;
  62891. /**
  62892. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  62893. */
  62894. centripetalForceMultiplier: number;
  62895. /**
  62896. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  62897. */
  62898. centrifugalForceMultiplier: number;
  62899. /**
  62900. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  62901. */
  62902. updraftForceMultiplier: number;
  62903. }
  62904. /**
  62905. * The strenght of the force in correspondence to the distance of the affected object
  62906. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62907. */
  62908. export enum PhysicsRadialImpulseFalloff {
  62909. /** Defines that impulse is constant in strength across it's whole radius */
  62910. Constant = 0,
  62911. /** Defines that impulse gets weaker if it's further from the origin */
  62912. Linear = 1
  62913. }
  62914. /**
  62915. * The strength of the force in correspondence to the distance of the affected object
  62916. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62917. */
  62918. export enum PhysicsUpdraftMode {
  62919. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  62920. Center = 0,
  62921. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  62922. Perpendicular = 1
  62923. }
  62924. /**
  62925. * Interface for a physics hit data
  62926. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62927. */
  62928. export interface PhysicsHitData {
  62929. /**
  62930. * The force applied at the contact point
  62931. */
  62932. force: Vector3;
  62933. /**
  62934. * The contact point
  62935. */
  62936. contactPoint: Vector3;
  62937. /**
  62938. * The distance from the origin to the contact point
  62939. */
  62940. distanceFromOrigin: number;
  62941. }
  62942. /**
  62943. * Interface for radial explosion event data
  62944. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62945. */
  62946. export interface PhysicsRadialExplosionEventData {
  62947. /**
  62948. * A sphere used for the radial explosion event
  62949. */
  62950. sphere: Mesh;
  62951. }
  62952. /**
  62953. * Interface for gravitational field event data
  62954. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62955. */
  62956. export interface PhysicsGravitationalFieldEventData {
  62957. /**
  62958. * A sphere mesh used for the gravitational field event
  62959. */
  62960. sphere: Mesh;
  62961. }
  62962. /**
  62963. * Interface for updraft event data
  62964. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62965. */
  62966. export interface PhysicsUpdraftEventData {
  62967. /**
  62968. * A cylinder used for the updraft event
  62969. */
  62970. cylinder: Mesh;
  62971. }
  62972. /**
  62973. * Interface for vortex event data
  62974. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62975. */
  62976. export interface PhysicsVortexEventData {
  62977. /**
  62978. * A cylinder used for the vortex event
  62979. */
  62980. cylinder: Mesh;
  62981. }
  62982. /**
  62983. * Interface for an affected physics impostor
  62984. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  62985. */
  62986. export interface PhysicsAffectedImpostorWithData {
  62987. /**
  62988. * The impostor affected by the effect
  62989. */
  62990. impostor: PhysicsImpostor;
  62991. /**
  62992. * The data about the hit/horce from the explosion
  62993. */
  62994. hitData: PhysicsHitData;
  62995. }
  62996. }
  62997. declare module "babylonjs/Physics/Plugins/index" {
  62998. export * from "babylonjs/Physics/Plugins/cannonJSPlugin";
  62999. export * from "babylonjs/Physics/Plugins/ammoJSPlugin";
  63000. export * from "babylonjs/Physics/Plugins/oimoJSPlugin";
  63001. }
  63002. declare module "babylonjs/Physics/index" {
  63003. export * from "babylonjs/Physics/IPhysicsEngine";
  63004. export * from "babylonjs/Physics/physicsEngine";
  63005. export * from "babylonjs/Physics/physicsEngineComponent";
  63006. export * from "babylonjs/Physics/physicsHelper";
  63007. export * from "babylonjs/Physics/physicsImpostor";
  63008. export * from "babylonjs/Physics/physicsJoint";
  63009. export * from "babylonjs/Physics/Plugins/index";
  63010. }
  63011. declare module "babylonjs/Shaders/blackAndWhite.fragment" {
  63012. /** @hidden */
  63013. export var blackAndWhitePixelShader: {
  63014. name: string;
  63015. shader: string;
  63016. };
  63017. }
  63018. declare module "babylonjs/PostProcesses/blackAndWhitePostProcess" {
  63019. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63020. import { Camera } from "babylonjs/Cameras/camera";
  63021. import { Engine } from "babylonjs/Engines/engine";
  63022. import "babylonjs/Shaders/blackAndWhite.fragment";
  63023. /**
  63024. * Post process used to render in black and white
  63025. */
  63026. export class BlackAndWhitePostProcess extends PostProcess {
  63027. /**
  63028. * Linear about to convert he result to black and white (default: 1)
  63029. */
  63030. degree: number;
  63031. /**
  63032. * Creates a black and white post process
  63033. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  63034. * @param name The name of the effect.
  63035. * @param options The required width/height ratio to downsize to before computing the render pass.
  63036. * @param camera The camera to apply the render pass to.
  63037. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63038. * @param engine The engine which the post process will be applied. (default: current engine)
  63039. * @param reusable If the post process can be reused on the same frame. (default: false)
  63040. */
  63041. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63042. }
  63043. }
  63044. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect" {
  63045. import { Nullable } from "babylonjs/types";
  63046. import { Camera } from "babylonjs/Cameras/camera";
  63047. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63048. import { Engine } from "babylonjs/Engines/engine";
  63049. /**
  63050. * This represents a set of one or more post processes in Babylon.
  63051. * A post process can be used to apply a shader to a texture after it is rendered.
  63052. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  63053. */
  63054. export class PostProcessRenderEffect {
  63055. private _postProcesses;
  63056. private _getPostProcesses;
  63057. private _singleInstance;
  63058. private _cameras;
  63059. private _indicesForCamera;
  63060. /**
  63061. * Name of the effect
  63062. * @hidden
  63063. */
  63064. _name: string;
  63065. /**
  63066. * Instantiates a post process render effect.
  63067. * A post process can be used to apply a shader to a texture after it is rendered.
  63068. * @param engine The engine the effect is tied to
  63069. * @param name The name of the effect
  63070. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  63071. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  63072. */
  63073. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  63074. /**
  63075. * Checks if all the post processes in the effect are supported.
  63076. */
  63077. readonly isSupported: boolean;
  63078. /**
  63079. * Updates the current state of the effect
  63080. * @hidden
  63081. */
  63082. _update(): void;
  63083. /**
  63084. * Attaches the effect on cameras
  63085. * @param cameras The camera to attach to.
  63086. * @hidden
  63087. */
  63088. _attachCameras(cameras: Camera): void;
  63089. /**
  63090. * Attaches the effect on cameras
  63091. * @param cameras The camera to attach to.
  63092. * @hidden
  63093. */
  63094. _attachCameras(cameras: Camera[]): void;
  63095. /**
  63096. * Detaches the effect on cameras
  63097. * @param cameras The camera to detatch from.
  63098. * @hidden
  63099. */
  63100. _detachCameras(cameras: Camera): void;
  63101. /**
  63102. * Detatches the effect on cameras
  63103. * @param cameras The camera to detatch from.
  63104. * @hidden
  63105. */
  63106. _detachCameras(cameras: Camera[]): void;
  63107. /**
  63108. * Enables the effect on given cameras
  63109. * @param cameras The camera to enable.
  63110. * @hidden
  63111. */
  63112. _enable(cameras: Camera): void;
  63113. /**
  63114. * Enables the effect on given cameras
  63115. * @param cameras The camera to enable.
  63116. * @hidden
  63117. */
  63118. _enable(cameras: Nullable<Camera[]>): void;
  63119. /**
  63120. * Disables the effect on the given cameras
  63121. * @param cameras The camera to disable.
  63122. * @hidden
  63123. */
  63124. _disable(cameras: Camera): void;
  63125. /**
  63126. * Disables the effect on the given cameras
  63127. * @param cameras The camera to disable.
  63128. * @hidden
  63129. */
  63130. _disable(cameras: Nullable<Camera[]>): void;
  63131. /**
  63132. * Gets a list of the post processes contained in the effect.
  63133. * @param camera The camera to get the post processes on.
  63134. * @returns The list of the post processes in the effect.
  63135. */
  63136. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  63137. }
  63138. }
  63139. declare module "babylonjs/Shaders/extractHighlights.fragment" {
  63140. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63141. /** @hidden */
  63142. export var extractHighlightsPixelShader: {
  63143. name: string;
  63144. shader: string;
  63145. };
  63146. }
  63147. declare module "babylonjs/PostProcesses/extractHighlightsPostProcess" {
  63148. import { Nullable } from "babylonjs/types";
  63149. import { Camera } from "babylonjs/Cameras/camera";
  63150. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63151. import { Engine } from "babylonjs/Engines/engine";
  63152. import "babylonjs/Shaders/extractHighlights.fragment";
  63153. /**
  63154. * 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.
  63155. */
  63156. export class ExtractHighlightsPostProcess extends PostProcess {
  63157. /**
  63158. * The luminance threshold, pixels below this value will be set to black.
  63159. */
  63160. threshold: number;
  63161. /** @hidden */
  63162. _exposure: number;
  63163. /**
  63164. * Post process which has the input texture to be used when performing highlight extraction
  63165. * @hidden
  63166. */
  63167. _inputPostProcess: Nullable<PostProcess>;
  63168. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63169. }
  63170. }
  63171. declare module "babylonjs/Shaders/bloomMerge.fragment" {
  63172. /** @hidden */
  63173. export var bloomMergePixelShader: {
  63174. name: string;
  63175. shader: string;
  63176. };
  63177. }
  63178. declare module "babylonjs/PostProcesses/bloomMergePostProcess" {
  63179. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63180. import { Nullable } from "babylonjs/types";
  63181. import { Engine } from "babylonjs/Engines/engine";
  63182. import { Camera } from "babylonjs/Cameras/camera";
  63183. import "babylonjs/Shaders/bloomMerge.fragment";
  63184. /**
  63185. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63186. */
  63187. export class BloomMergePostProcess extends PostProcess {
  63188. /** Weight of the bloom to be added to the original input. */
  63189. weight: number;
  63190. /**
  63191. * Creates a new instance of @see BloomMergePostProcess
  63192. * @param name The name of the effect.
  63193. * @param originalFromInput Post process which's input will be used for the merge.
  63194. * @param blurred Blurred highlights post process which's output will be used.
  63195. * @param weight Weight of the bloom to be added to the original input.
  63196. * @param options The required width/height ratio to downsize to before computing the render pass.
  63197. * @param camera The camera to apply the render pass to.
  63198. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63199. * @param engine The engine which the post process will be applied. (default: current engine)
  63200. * @param reusable If the post process can be reused on the same frame. (default: false)
  63201. * @param textureType Type of textures used when performing the post process. (default: 0)
  63202. * @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)
  63203. */
  63204. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  63205. /** Weight of the bloom to be added to the original input. */
  63206. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63207. }
  63208. }
  63209. declare module "babylonjs/PostProcesses/bloomEffect" {
  63210. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63211. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63212. import { ExtractHighlightsPostProcess } from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  63213. import { Camera } from "babylonjs/Cameras/camera";
  63214. import { Scene } from "babylonjs/scene";
  63215. /**
  63216. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  63217. */
  63218. export class BloomEffect extends PostProcessRenderEffect {
  63219. private bloomScale;
  63220. /**
  63221. * @hidden Internal
  63222. */
  63223. _effects: Array<PostProcess>;
  63224. /**
  63225. * @hidden Internal
  63226. */
  63227. _downscale: ExtractHighlightsPostProcess;
  63228. private _blurX;
  63229. private _blurY;
  63230. private _merge;
  63231. /**
  63232. * The luminance threshold to find bright areas of the image to bloom.
  63233. */
  63234. threshold: number;
  63235. /**
  63236. * The strength of the bloom.
  63237. */
  63238. weight: number;
  63239. /**
  63240. * Specifies the size of the bloom blur kernel, relative to the final output size
  63241. */
  63242. kernel: number;
  63243. /**
  63244. * Creates a new instance of @see BloomEffect
  63245. * @param scene The scene the effect belongs to.
  63246. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  63247. * @param bloomKernel The size of the kernel to be used when applying the blur.
  63248. * @param bloomWeight The the strength of bloom.
  63249. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63250. * @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)
  63251. */
  63252. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  63253. /**
  63254. * Disposes each of the internal effects for a given camera.
  63255. * @param camera The camera to dispose the effect on.
  63256. */
  63257. disposeEffects(camera: Camera): void;
  63258. /**
  63259. * @hidden Internal
  63260. */
  63261. _updateEffects(): void;
  63262. /**
  63263. * Internal
  63264. * @returns if all the contained post processes are ready.
  63265. * @hidden
  63266. */
  63267. _isReady(): boolean;
  63268. }
  63269. }
  63270. declare module "babylonjs/Shaders/chromaticAberration.fragment" {
  63271. /** @hidden */
  63272. export var chromaticAberrationPixelShader: {
  63273. name: string;
  63274. shader: string;
  63275. };
  63276. }
  63277. declare module "babylonjs/PostProcesses/chromaticAberrationPostProcess" {
  63278. import { Vector2 } from "babylonjs/Maths/math.vector";
  63279. import { Nullable } from "babylonjs/types";
  63280. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63281. import { Camera } from "babylonjs/Cameras/camera";
  63282. import { Engine } from "babylonjs/Engines/engine";
  63283. import "babylonjs/Shaders/chromaticAberration.fragment";
  63284. /**
  63285. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  63286. */
  63287. export class ChromaticAberrationPostProcess extends PostProcess {
  63288. /**
  63289. * The amount of seperation of rgb channels (default: 30)
  63290. */
  63291. aberrationAmount: number;
  63292. /**
  63293. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  63294. */
  63295. radialIntensity: number;
  63296. /**
  63297. * 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))
  63298. */
  63299. direction: Vector2;
  63300. /**
  63301. * 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))
  63302. */
  63303. centerPosition: Vector2;
  63304. /**
  63305. * Creates a new instance ChromaticAberrationPostProcess
  63306. * @param name The name of the effect.
  63307. * @param screenWidth The width of the screen to apply the effect on.
  63308. * @param screenHeight The height of the screen to apply the effect on.
  63309. * @param options The required width/height ratio to downsize to before computing the render pass.
  63310. * @param camera The camera to apply the render pass to.
  63311. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63312. * @param engine The engine which the post process will be applied. (default: current engine)
  63313. * @param reusable If the post process can be reused on the same frame. (default: false)
  63314. * @param textureType Type of textures used when performing the post process. (default: 0)
  63315. * @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)
  63316. */
  63317. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63318. }
  63319. }
  63320. declare module "babylonjs/Shaders/circleOfConfusion.fragment" {
  63321. /** @hidden */
  63322. export var circleOfConfusionPixelShader: {
  63323. name: string;
  63324. shader: string;
  63325. };
  63326. }
  63327. declare module "babylonjs/PostProcesses/circleOfConfusionPostProcess" {
  63328. import { Nullable } from "babylonjs/types";
  63329. import { Engine } from "babylonjs/Engines/engine";
  63330. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63331. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63332. import { Camera } from "babylonjs/Cameras/camera";
  63333. import "babylonjs/Shaders/circleOfConfusion.fragment";
  63334. /**
  63335. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  63336. */
  63337. export class CircleOfConfusionPostProcess extends PostProcess {
  63338. /**
  63339. * 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.
  63340. */
  63341. lensSize: number;
  63342. /**
  63343. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63344. */
  63345. fStop: number;
  63346. /**
  63347. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63348. */
  63349. focusDistance: number;
  63350. /**
  63351. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  63352. */
  63353. focalLength: number;
  63354. private _depthTexture;
  63355. /**
  63356. * Creates a new instance CircleOfConfusionPostProcess
  63357. * @param name The name of the effect.
  63358. * @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.
  63359. * @param options The required width/height ratio to downsize to before computing the render pass.
  63360. * @param camera The camera to apply the render pass to.
  63361. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63362. * @param engine The engine which the post process will be applied. (default: current engine)
  63363. * @param reusable If the post process can be reused on the same frame. (default: false)
  63364. * @param textureType Type of textures used when performing the post process. (default: 0)
  63365. * @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)
  63366. */
  63367. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63368. /**
  63369. * 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.
  63370. */
  63371. depthTexture: RenderTargetTexture;
  63372. }
  63373. }
  63374. declare module "babylonjs/Shaders/colorCorrection.fragment" {
  63375. /** @hidden */
  63376. export var colorCorrectionPixelShader: {
  63377. name: string;
  63378. shader: string;
  63379. };
  63380. }
  63381. declare module "babylonjs/PostProcesses/colorCorrectionPostProcess" {
  63382. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63383. import { Engine } from "babylonjs/Engines/engine";
  63384. import { Camera } from "babylonjs/Cameras/camera";
  63385. import "babylonjs/Shaders/colorCorrection.fragment";
  63386. /**
  63387. *
  63388. * This post-process allows the modification of rendered colors by using
  63389. * a 'look-up table' (LUT). This effect is also called Color Grading.
  63390. *
  63391. * The object needs to be provided an url to a texture containing the color
  63392. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  63393. * Use an image editing software to tweak the LUT to match your needs.
  63394. *
  63395. * For an example of a color LUT, see here:
  63396. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  63397. * For explanations on color grading, see here:
  63398. * @see http://udn.epicgames.com/Three/ColorGrading.html
  63399. *
  63400. */
  63401. export class ColorCorrectionPostProcess extends PostProcess {
  63402. private _colorTableTexture;
  63403. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63404. }
  63405. }
  63406. declare module "babylonjs/Shaders/convolution.fragment" {
  63407. /** @hidden */
  63408. export var convolutionPixelShader: {
  63409. name: string;
  63410. shader: string;
  63411. };
  63412. }
  63413. declare module "babylonjs/PostProcesses/convolutionPostProcess" {
  63414. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63415. import { Nullable } from "babylonjs/types";
  63416. import { Camera } from "babylonjs/Cameras/camera";
  63417. import { Engine } from "babylonjs/Engines/engine";
  63418. import "babylonjs/Shaders/convolution.fragment";
  63419. /**
  63420. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  63421. * input texture to perform effects such as edge detection or sharpening
  63422. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  63423. */
  63424. export class ConvolutionPostProcess extends PostProcess {
  63425. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63426. kernel: number[];
  63427. /**
  63428. * Creates a new instance ConvolutionPostProcess
  63429. * @param name The name of the effect.
  63430. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  63431. * @param options The required width/height ratio to downsize to before computing the render pass.
  63432. * @param camera The camera to apply the render pass to.
  63433. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63434. * @param engine The engine which the post process will be applied. (default: current engine)
  63435. * @param reusable If the post process can be reused on the same frame. (default: false)
  63436. * @param textureType Type of textures used when performing the post process. (default: 0)
  63437. */
  63438. constructor(name: string,
  63439. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  63440. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63441. /**
  63442. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63443. */
  63444. static EdgeDetect0Kernel: number[];
  63445. /**
  63446. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63447. */
  63448. static EdgeDetect1Kernel: number[];
  63449. /**
  63450. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63451. */
  63452. static EdgeDetect2Kernel: number[];
  63453. /**
  63454. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63455. */
  63456. static SharpenKernel: number[];
  63457. /**
  63458. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63459. */
  63460. static EmbossKernel: number[];
  63461. /**
  63462. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  63463. */
  63464. static GaussianKernel: number[];
  63465. }
  63466. }
  63467. declare module "babylonjs/PostProcesses/depthOfFieldBlurPostProcess" {
  63468. import { Nullable } from "babylonjs/types";
  63469. import { Vector2 } from "babylonjs/Maths/math.vector";
  63470. import { Camera } from "babylonjs/Cameras/camera";
  63471. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63472. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  63473. import { Engine } from "babylonjs/Engines/engine";
  63474. import { Scene } from "babylonjs/scene";
  63475. /**
  63476. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  63477. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  63478. * based on samples that have a large difference in distance than the center pixel.
  63479. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  63480. */
  63481. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  63482. direction: Vector2;
  63483. /**
  63484. * Creates a new instance CircleOfConfusionPostProcess
  63485. * @param name The name of the effect.
  63486. * @param scene The scene the effect belongs to.
  63487. * @param direction The direction the blur should be applied.
  63488. * @param kernel The size of the kernel used to blur.
  63489. * @param options The required width/height ratio to downsize to before computing the render pass.
  63490. * @param camera The camera to apply the render pass to.
  63491. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  63492. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  63493. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63494. * @param engine The engine which the post process will be applied. (default: current engine)
  63495. * @param reusable If the post process can be reused on the same frame. (default: false)
  63496. * @param textureType Type of textures used when performing the post process. (default: 0)
  63497. * @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)
  63498. */
  63499. 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);
  63500. }
  63501. }
  63502. declare module "babylonjs/Shaders/depthOfFieldMerge.fragment" {
  63503. /** @hidden */
  63504. export var depthOfFieldMergePixelShader: {
  63505. name: string;
  63506. shader: string;
  63507. };
  63508. }
  63509. declare module "babylonjs/PostProcesses/depthOfFieldMergePostProcess" {
  63510. import { Nullable } from "babylonjs/types";
  63511. import { Camera } from "babylonjs/Cameras/camera";
  63512. import { Effect } from "babylonjs/Materials/effect";
  63513. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63514. import { Engine } from "babylonjs/Engines/engine";
  63515. import "babylonjs/Shaders/depthOfFieldMerge.fragment";
  63516. /**
  63517. * Options to be set when merging outputs from the default pipeline.
  63518. */
  63519. export class DepthOfFieldMergePostProcessOptions {
  63520. /**
  63521. * The original image to merge on top of
  63522. */
  63523. originalFromInput: PostProcess;
  63524. /**
  63525. * Parameters to perform the merge of the depth of field effect
  63526. */
  63527. depthOfField?: {
  63528. circleOfConfusion: PostProcess;
  63529. blurSteps: Array<PostProcess>;
  63530. };
  63531. /**
  63532. * Parameters to perform the merge of bloom effect
  63533. */
  63534. bloom?: {
  63535. blurred: PostProcess;
  63536. weight: number;
  63537. };
  63538. }
  63539. /**
  63540. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  63541. */
  63542. export class DepthOfFieldMergePostProcess extends PostProcess {
  63543. private blurSteps;
  63544. /**
  63545. * Creates a new instance of DepthOfFieldMergePostProcess
  63546. * @param name The name of the effect.
  63547. * @param originalFromInput Post process which's input will be used for the merge.
  63548. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  63549. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  63550. * @param options The required width/height ratio to downsize to before computing the render pass.
  63551. * @param camera The camera to apply the render pass to.
  63552. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63553. * @param engine The engine which the post process will be applied. (default: current engine)
  63554. * @param reusable If the post process can be reused on the same frame. (default: false)
  63555. * @param textureType Type of textures used when performing the post process. (default: 0)
  63556. * @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)
  63557. */
  63558. 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);
  63559. /**
  63560. * Updates the effect with the current post process compile time values and recompiles the shader.
  63561. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  63562. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  63563. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  63564. * @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
  63565. * @param onCompiled Called when the shader has been compiled.
  63566. * @param onError Called if there is an error when compiling a shader.
  63567. */
  63568. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  63569. }
  63570. }
  63571. declare module "babylonjs/PostProcesses/depthOfFieldEffect" {
  63572. import { Nullable } from "babylonjs/types";
  63573. import { Camera } from "babylonjs/Cameras/camera";
  63574. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  63575. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  63576. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  63577. import { DepthOfFieldBlurPostProcess } from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  63578. import { Scene } from "babylonjs/scene";
  63579. /**
  63580. * Specifies the level of max blur that should be applied when using the depth of field effect
  63581. */
  63582. export enum DepthOfFieldEffectBlurLevel {
  63583. /**
  63584. * Subtle blur
  63585. */
  63586. Low = 0,
  63587. /**
  63588. * Medium blur
  63589. */
  63590. Medium = 1,
  63591. /**
  63592. * Large blur
  63593. */
  63594. High = 2
  63595. }
  63596. /**
  63597. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  63598. */
  63599. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  63600. private _circleOfConfusion;
  63601. /**
  63602. * @hidden Internal, blurs from high to low
  63603. */
  63604. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  63605. private _depthOfFieldBlurY;
  63606. private _dofMerge;
  63607. /**
  63608. * @hidden Internal post processes in depth of field effect
  63609. */
  63610. _effects: Array<PostProcess>;
  63611. /**
  63612. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  63613. */
  63614. focalLength: number;
  63615. /**
  63616. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  63617. */
  63618. fStop: number;
  63619. /**
  63620. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  63621. */
  63622. focusDistance: number;
  63623. /**
  63624. * 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.
  63625. */
  63626. lensSize: number;
  63627. /**
  63628. * Creates a new instance DepthOfFieldEffect
  63629. * @param scene The scene the effect belongs to.
  63630. * @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.
  63631. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  63632. * @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)
  63633. */
  63634. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  63635. /**
  63636. * Get the current class name of the current effet
  63637. * @returns "DepthOfFieldEffect"
  63638. */
  63639. getClassName(): string;
  63640. /**
  63641. * 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.
  63642. */
  63643. depthTexture: RenderTargetTexture;
  63644. /**
  63645. * Disposes each of the internal effects for a given camera.
  63646. * @param camera The camera to dispose the effect on.
  63647. */
  63648. disposeEffects(camera: Camera): void;
  63649. /**
  63650. * @hidden Internal
  63651. */
  63652. _updateEffects(): void;
  63653. /**
  63654. * Internal
  63655. * @returns if all the contained post processes are ready.
  63656. * @hidden
  63657. */
  63658. _isReady(): boolean;
  63659. }
  63660. }
  63661. declare module "babylonjs/Shaders/displayPass.fragment" {
  63662. /** @hidden */
  63663. export var displayPassPixelShader: {
  63664. name: string;
  63665. shader: string;
  63666. };
  63667. }
  63668. declare module "babylonjs/PostProcesses/displayPassPostProcess" {
  63669. import { Nullable } from "babylonjs/types";
  63670. import { Camera } from "babylonjs/Cameras/camera";
  63671. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63672. import { Engine } from "babylonjs/Engines/engine";
  63673. import "babylonjs/Shaders/displayPass.fragment";
  63674. /**
  63675. * DisplayPassPostProcess which produces an output the same as it's input
  63676. */
  63677. export class DisplayPassPostProcess extends PostProcess {
  63678. /**
  63679. * Creates the DisplayPassPostProcess
  63680. * @param name The name of the effect.
  63681. * @param options The required width/height ratio to downsize to before computing the render pass.
  63682. * @param camera The camera to apply the render pass to.
  63683. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63684. * @param engine The engine which the post process will be applied. (default: current engine)
  63685. * @param reusable If the post process can be reused on the same frame. (default: false)
  63686. */
  63687. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63688. }
  63689. }
  63690. declare module "babylonjs/Shaders/filter.fragment" {
  63691. /** @hidden */
  63692. export var filterPixelShader: {
  63693. name: string;
  63694. shader: string;
  63695. };
  63696. }
  63697. declare module "babylonjs/PostProcesses/filterPostProcess" {
  63698. import { Nullable } from "babylonjs/types";
  63699. import { Matrix } from "babylonjs/Maths/math.vector";
  63700. import { Camera } from "babylonjs/Cameras/camera";
  63701. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63702. import { Engine } from "babylonjs/Engines/engine";
  63703. import "babylonjs/Shaders/filter.fragment";
  63704. /**
  63705. * Applies a kernel filter to the image
  63706. */
  63707. export class FilterPostProcess extends PostProcess {
  63708. /** The matrix to be applied to the image */
  63709. kernelMatrix: Matrix;
  63710. /**
  63711. *
  63712. * @param name The name of the effect.
  63713. * @param kernelMatrix The matrix to be applied to the image
  63714. * @param options The required width/height ratio to downsize to before computing the render pass.
  63715. * @param camera The camera to apply the render pass to.
  63716. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63717. * @param engine The engine which the post process will be applied. (default: current engine)
  63718. * @param reusable If the post process can be reused on the same frame. (default: false)
  63719. */
  63720. constructor(name: string,
  63721. /** The matrix to be applied to the image */
  63722. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  63723. }
  63724. }
  63725. declare module "babylonjs/Shaders/fxaa.fragment" {
  63726. /** @hidden */
  63727. export var fxaaPixelShader: {
  63728. name: string;
  63729. shader: string;
  63730. };
  63731. }
  63732. declare module "babylonjs/Shaders/fxaa.vertex" {
  63733. /** @hidden */
  63734. export var fxaaVertexShader: {
  63735. name: string;
  63736. shader: string;
  63737. };
  63738. }
  63739. declare module "babylonjs/PostProcesses/fxaaPostProcess" {
  63740. import { Nullable } from "babylonjs/types";
  63741. import { Camera } from "babylonjs/Cameras/camera";
  63742. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63743. import { Engine } from "babylonjs/Engines/engine";
  63744. import "babylonjs/Shaders/fxaa.fragment";
  63745. import "babylonjs/Shaders/fxaa.vertex";
  63746. /**
  63747. * Fxaa post process
  63748. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  63749. */
  63750. export class FxaaPostProcess extends PostProcess {
  63751. /** @hidden */
  63752. texelWidth: number;
  63753. /** @hidden */
  63754. texelHeight: number;
  63755. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63756. private _getDefines;
  63757. }
  63758. }
  63759. declare module "babylonjs/Shaders/grain.fragment" {
  63760. import "babylonjs/Shaders/ShadersInclude/helperFunctions";
  63761. /** @hidden */
  63762. export var grainPixelShader: {
  63763. name: string;
  63764. shader: string;
  63765. };
  63766. }
  63767. declare module "babylonjs/PostProcesses/grainPostProcess" {
  63768. import { Nullable } from "babylonjs/types";
  63769. import { Camera } from "babylonjs/Cameras/camera";
  63770. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63771. import { Engine } from "babylonjs/Engines/engine";
  63772. import "babylonjs/Shaders/grain.fragment";
  63773. /**
  63774. * The GrainPostProcess adds noise to the image at mid luminance levels
  63775. */
  63776. export class GrainPostProcess extends PostProcess {
  63777. /**
  63778. * The intensity of the grain added (default: 30)
  63779. */
  63780. intensity: number;
  63781. /**
  63782. * If the grain should be randomized on every frame
  63783. */
  63784. animated: boolean;
  63785. /**
  63786. * Creates a new instance of @see GrainPostProcess
  63787. * @param name The name of the effect.
  63788. * @param options The required width/height ratio to downsize to before computing the render pass.
  63789. * @param camera The camera to apply the render pass to.
  63790. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63791. * @param engine The engine which the post process will be applied. (default: current engine)
  63792. * @param reusable If the post process can be reused on the same frame. (default: false)
  63793. * @param textureType Type of textures used when performing the post process. (default: 0)
  63794. * @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)
  63795. */
  63796. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  63797. }
  63798. }
  63799. declare module "babylonjs/Shaders/highlights.fragment" {
  63800. /** @hidden */
  63801. export var highlightsPixelShader: {
  63802. name: string;
  63803. shader: string;
  63804. };
  63805. }
  63806. declare module "babylonjs/PostProcesses/highlightsPostProcess" {
  63807. import { Nullable } from "babylonjs/types";
  63808. import { Camera } from "babylonjs/Cameras/camera";
  63809. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  63810. import { Engine } from "babylonjs/Engines/engine";
  63811. import "babylonjs/Shaders/highlights.fragment";
  63812. /**
  63813. * Extracts highlights from the image
  63814. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63815. */
  63816. export class HighlightsPostProcess extends PostProcess {
  63817. /**
  63818. * Extracts highlights from the image
  63819. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  63820. * @param name The name of the effect.
  63821. * @param options The required width/height ratio to downsize to before computing the render pass.
  63822. * @param camera The camera to apply the render pass to.
  63823. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  63824. * @param engine The engine which the post process will be applied. (default: current engine)
  63825. * @param reusable If the post process can be reused on the same frame. (default: false)
  63826. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  63827. */
  63828. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  63829. }
  63830. }
  63831. declare module "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration" {
  63832. /** @hidden */
  63833. export var mrtFragmentDeclaration: {
  63834. name: string;
  63835. shader: string;
  63836. };
  63837. }
  63838. declare module "babylonjs/Shaders/geometry.fragment" {
  63839. import "babylonjs/Shaders/ShadersInclude/mrtFragmentDeclaration";
  63840. /** @hidden */
  63841. export var geometryPixelShader: {
  63842. name: string;
  63843. shader: string;
  63844. };
  63845. }
  63846. declare module "babylonjs/Shaders/geometry.vertex" {
  63847. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  63848. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  63849. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  63850. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  63851. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  63852. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  63853. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  63854. /** @hidden */
  63855. export var geometryVertexShader: {
  63856. name: string;
  63857. shader: string;
  63858. };
  63859. }
  63860. declare module "babylonjs/Rendering/geometryBufferRenderer" {
  63861. import { Matrix } from "babylonjs/Maths/math.vector";
  63862. import { SubMesh } from "babylonjs/Meshes/subMesh";
  63863. import { Mesh } from "babylonjs/Meshes/mesh";
  63864. import { MultiRenderTarget } from "babylonjs/Materials/Textures/multiRenderTarget";
  63865. import { Effect } from "babylonjs/Materials/effect";
  63866. import { Scene } from "babylonjs/scene";
  63867. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  63868. import "babylonjs/Shaders/geometry.fragment";
  63869. import "babylonjs/Shaders/geometry.vertex";
  63870. /** @hidden */
  63871. interface ISavedTransformationMatrix {
  63872. world: Matrix;
  63873. viewProjection: Matrix;
  63874. }
  63875. /**
  63876. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  63877. */
  63878. export class GeometryBufferRenderer {
  63879. /**
  63880. * Constant used to retrieve the position texture index in the G-Buffer textures array
  63881. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  63882. */
  63883. static readonly POSITION_TEXTURE_TYPE: number;
  63884. /**
  63885. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  63886. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  63887. */
  63888. static readonly VELOCITY_TEXTURE_TYPE: number;
  63889. /**
  63890. * Dictionary used to store the previous transformation matrices of each rendered mesh
  63891. * in order to compute objects velocities when enableVelocity is set to "true"
  63892. * @hidden
  63893. */
  63894. _previousTransformationMatrices: {
  63895. [index: number]: ISavedTransformationMatrix;
  63896. };
  63897. /**
  63898. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  63899. * in order to compute objects velocities when enableVelocity is set to "true"
  63900. * @hidden
  63901. */
  63902. _previousBonesTransformationMatrices: {
  63903. [index: number]: Float32Array;
  63904. };
  63905. /**
  63906. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  63907. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  63908. */
  63909. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  63910. private _scene;
  63911. private _multiRenderTarget;
  63912. private _ratio;
  63913. private _enablePosition;
  63914. private _enableVelocity;
  63915. private _positionIndex;
  63916. private _velocityIndex;
  63917. protected _effect: Effect;
  63918. protected _cachedDefines: string;
  63919. /**
  63920. * Set the render list (meshes to be rendered) used in the G buffer.
  63921. */
  63922. renderList: Mesh[];
  63923. /**
  63924. * Gets wether or not G buffer are supported by the running hardware.
  63925. * This requires draw buffer supports
  63926. */
  63927. readonly isSupported: boolean;
  63928. /**
  63929. * Returns the index of the given texture type in the G-Buffer textures array
  63930. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  63931. * @returns the index of the given texture type in the G-Buffer textures array
  63932. */
  63933. getTextureIndex(textureType: number): number;
  63934. /**
  63935. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  63936. */
  63937. /**
  63938. * Sets whether or not objects positions are enabled for the G buffer.
  63939. */
  63940. enablePosition: boolean;
  63941. /**
  63942. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  63943. */
  63944. /**
  63945. * Sets wether or not objects velocities are enabled for the G buffer.
  63946. */
  63947. enableVelocity: boolean;
  63948. /**
  63949. * Gets the scene associated with the buffer.
  63950. */
  63951. readonly scene: Scene;
  63952. /**
  63953. * Gets the ratio used by the buffer during its creation.
  63954. * How big is the buffer related to the main canvas.
  63955. */
  63956. readonly ratio: number;
  63957. /** @hidden */
  63958. static _SceneComponentInitialization: (scene: Scene) => void;
  63959. /**
  63960. * Creates a new G Buffer for the scene
  63961. * @param scene The scene the buffer belongs to
  63962. * @param ratio How big is the buffer related to the main canvas.
  63963. */
  63964. constructor(scene: Scene, ratio?: number);
  63965. /**
  63966. * Checks wether everything is ready to render a submesh to the G buffer.
  63967. * @param subMesh the submesh to check readiness for
  63968. * @param useInstances is the mesh drawn using instance or not
  63969. * @returns true if ready otherwise false
  63970. */
  63971. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  63972. /**
  63973. * Gets the current underlying G Buffer.
  63974. * @returns the buffer
  63975. */
  63976. getGBuffer(): MultiRenderTarget;
  63977. /**
  63978. * Gets the number of samples used to render the buffer (anti aliasing).
  63979. */
  63980. /**
  63981. * Sets the number of samples used to render the buffer (anti aliasing).
  63982. */
  63983. samples: number;
  63984. /**
  63985. * Disposes the renderer and frees up associated resources.
  63986. */
  63987. dispose(): void;
  63988. protected _createRenderTargets(): void;
  63989. private _copyBonesTransformationMatrices;
  63990. }
  63991. }
  63992. declare module "babylonjs/Rendering/geometryBufferRendererSceneComponent" {
  63993. import { Nullable } from "babylonjs/types";
  63994. import { Scene } from "babylonjs/scene";
  63995. import { ISceneComponent } from "babylonjs/sceneComponent";
  63996. import { GeometryBufferRenderer } from "babylonjs/Rendering/geometryBufferRenderer";
  63997. module "babylonjs/scene" {
  63998. interface Scene {
  63999. /** @hidden (Backing field) */
  64000. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64001. /**
  64002. * Gets or Sets the current geometry buffer associated to the scene.
  64003. */
  64004. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  64005. /**
  64006. * Enables a GeometryBufferRender and associates it with the scene
  64007. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  64008. * @returns the GeometryBufferRenderer
  64009. */
  64010. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  64011. /**
  64012. * Disables the GeometryBufferRender associated with the scene
  64013. */
  64014. disableGeometryBufferRenderer(): void;
  64015. }
  64016. }
  64017. /**
  64018. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  64019. * in several rendering techniques.
  64020. */
  64021. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  64022. /**
  64023. * The component name helpful to identify the component in the list of scene components.
  64024. */
  64025. readonly name: string;
  64026. /**
  64027. * The scene the component belongs to.
  64028. */
  64029. scene: Scene;
  64030. /**
  64031. * Creates a new instance of the component for the given scene
  64032. * @param scene Defines the scene to register the component in
  64033. */
  64034. constructor(scene: Scene);
  64035. /**
  64036. * Registers the component in a given scene
  64037. */
  64038. register(): void;
  64039. /**
  64040. * Rebuilds the elements related to this component in case of
  64041. * context lost for instance.
  64042. */
  64043. rebuild(): void;
  64044. /**
  64045. * Disposes the component and the associated ressources
  64046. */
  64047. dispose(): void;
  64048. private _gatherRenderTargets;
  64049. }
  64050. }
  64051. declare module "babylonjs/Shaders/motionBlur.fragment" {
  64052. /** @hidden */
  64053. export var motionBlurPixelShader: {
  64054. name: string;
  64055. shader: string;
  64056. };
  64057. }
  64058. declare module "babylonjs/PostProcesses/motionBlurPostProcess" {
  64059. import { Nullable } from "babylonjs/types";
  64060. import { Camera } from "babylonjs/Cameras/camera";
  64061. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64062. import { Scene } from "babylonjs/scene";
  64063. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  64064. import "babylonjs/Animations/animatable";
  64065. import "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  64066. import "babylonjs/Shaders/motionBlur.fragment";
  64067. import { Engine } from "babylonjs/Engines/engine";
  64068. /**
  64069. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  64070. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  64071. * As an example, all you have to do is to create the post-process:
  64072. * var mb = new BABYLON.MotionBlurPostProcess(
  64073. * 'mb', // The name of the effect.
  64074. * scene, // The scene containing the objects to blur according to their velocity.
  64075. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  64076. * camera // The camera to apply the render pass to.
  64077. * );
  64078. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  64079. */
  64080. export class MotionBlurPostProcess extends PostProcess {
  64081. /**
  64082. * Defines how much the image is blurred by the movement. Default value is equal to 1
  64083. */
  64084. motionStrength: number;
  64085. /**
  64086. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  64087. */
  64088. /**
  64089. * Sets the number of iterations to be used for motion blur quality
  64090. */
  64091. motionBlurSamples: number;
  64092. private _motionBlurSamples;
  64093. private _geometryBufferRenderer;
  64094. /**
  64095. * Creates a new instance MotionBlurPostProcess
  64096. * @param name The name of the effect.
  64097. * @param scene The scene containing the objects to blur according to their velocity.
  64098. * @param options The required width/height ratio to downsize to before computing the render pass.
  64099. * @param camera The camera to apply the render pass to.
  64100. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64101. * @param engine The engine which the post process will be applied. (default: current engine)
  64102. * @param reusable If the post process can be reused on the same frame. (default: false)
  64103. * @param textureType Type of textures used when performing the post process. (default: 0)
  64104. * @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)
  64105. */
  64106. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64107. /**
  64108. * Excludes the given skinned mesh from computing bones velocities.
  64109. * 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.
  64110. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  64111. */
  64112. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64113. /**
  64114. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  64115. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  64116. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  64117. */
  64118. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  64119. /**
  64120. * Disposes the post process.
  64121. * @param camera The camera to dispose the post process on.
  64122. */
  64123. dispose(camera?: Camera): void;
  64124. }
  64125. }
  64126. declare module "babylonjs/Shaders/refraction.fragment" {
  64127. /** @hidden */
  64128. export var refractionPixelShader: {
  64129. name: string;
  64130. shader: string;
  64131. };
  64132. }
  64133. declare module "babylonjs/PostProcesses/refractionPostProcess" {
  64134. import { Color3 } from "babylonjs/Maths/math.color";
  64135. import { Camera } from "babylonjs/Cameras/camera";
  64136. import { Texture } from "babylonjs/Materials/Textures/texture";
  64137. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64138. import { Engine } from "babylonjs/Engines/engine";
  64139. import "babylonjs/Shaders/refraction.fragment";
  64140. /**
  64141. * Post process which applies a refractin texture
  64142. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64143. */
  64144. export class RefractionPostProcess extends PostProcess {
  64145. /** the base color of the refraction (used to taint the rendering) */
  64146. color: Color3;
  64147. /** simulated refraction depth */
  64148. depth: number;
  64149. /** the coefficient of the base color (0 to remove base color tainting) */
  64150. colorLevel: number;
  64151. private _refTexture;
  64152. private _ownRefractionTexture;
  64153. /**
  64154. * Gets or sets the refraction texture
  64155. * Please note that you are responsible for disposing the texture if you set it manually
  64156. */
  64157. refractionTexture: Texture;
  64158. /**
  64159. * Initializes the RefractionPostProcess
  64160. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  64161. * @param name The name of the effect.
  64162. * @param refractionTextureUrl Url of the refraction texture to use
  64163. * @param color the base color of the refraction (used to taint the rendering)
  64164. * @param depth simulated refraction depth
  64165. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  64166. * @param camera The camera to apply the render pass to.
  64167. * @param options The required width/height ratio to downsize to before computing the render pass.
  64168. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64169. * @param engine The engine which the post process will be applied. (default: current engine)
  64170. * @param reusable If the post process can be reused on the same frame. (default: false)
  64171. */
  64172. constructor(name: string, refractionTextureUrl: string,
  64173. /** the base color of the refraction (used to taint the rendering) */
  64174. color: Color3,
  64175. /** simulated refraction depth */
  64176. depth: number,
  64177. /** the coefficient of the base color (0 to remove base color tainting) */
  64178. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  64179. /**
  64180. * Disposes of the post process
  64181. * @param camera Camera to dispose post process on
  64182. */
  64183. dispose(camera: Camera): void;
  64184. }
  64185. }
  64186. declare module "babylonjs/Shaders/sharpen.fragment" {
  64187. /** @hidden */
  64188. export var sharpenPixelShader: {
  64189. name: string;
  64190. shader: string;
  64191. };
  64192. }
  64193. declare module "babylonjs/PostProcesses/sharpenPostProcess" {
  64194. import { Nullable } from "babylonjs/types";
  64195. import { Camera } from "babylonjs/Cameras/camera";
  64196. import { PostProcess, PostProcessOptions } from "babylonjs/PostProcesses/postProcess";
  64197. import "babylonjs/Shaders/sharpen.fragment";
  64198. import { Engine } from "babylonjs/Engines/engine";
  64199. /**
  64200. * The SharpenPostProcess applies a sharpen kernel to every pixel
  64201. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  64202. */
  64203. export class SharpenPostProcess extends PostProcess {
  64204. /**
  64205. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  64206. */
  64207. colorAmount: number;
  64208. /**
  64209. * How much sharpness should be applied (default: 0.3)
  64210. */
  64211. edgeAmount: number;
  64212. /**
  64213. * Creates a new instance ConvolutionPostProcess
  64214. * @param name The name of the effect.
  64215. * @param options The required width/height ratio to downsize to before computing the render pass.
  64216. * @param camera The camera to apply the render pass to.
  64217. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  64218. * @param engine The engine which the post process will be applied. (default: current engine)
  64219. * @param reusable If the post process can be reused on the same frame. (default: false)
  64220. * @param textureType Type of textures used when performing the post process. (default: 0)
  64221. * @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)
  64222. */
  64223. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  64224. }
  64225. }
  64226. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline" {
  64227. import { Nullable } from "babylonjs/types";
  64228. import { Camera } from "babylonjs/Cameras/camera";
  64229. import { Engine } from "babylonjs/Engines/engine";
  64230. import { PostProcessRenderEffect } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  64231. import { IInspectable } from "babylonjs/Misc/iInspectable";
  64232. /**
  64233. * PostProcessRenderPipeline
  64234. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64235. */
  64236. export class PostProcessRenderPipeline {
  64237. private engine;
  64238. private _renderEffects;
  64239. private _renderEffectsForIsolatedPass;
  64240. /**
  64241. * List of inspectable custom properties (used by the Inspector)
  64242. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  64243. */
  64244. inspectableCustomProperties: IInspectable[];
  64245. /**
  64246. * @hidden
  64247. */
  64248. protected _cameras: Camera[];
  64249. /** @hidden */
  64250. _name: string;
  64251. /**
  64252. * Gets pipeline name
  64253. */
  64254. readonly name: string;
  64255. /** Gets the list of attached cameras */
  64256. readonly cameras: Camera[];
  64257. /**
  64258. * Initializes a PostProcessRenderPipeline
  64259. * @param engine engine to add the pipeline to
  64260. * @param name name of the pipeline
  64261. */
  64262. constructor(engine: Engine, name: string);
  64263. /**
  64264. * Gets the class name
  64265. * @returns "PostProcessRenderPipeline"
  64266. */
  64267. getClassName(): string;
  64268. /**
  64269. * If all the render effects in the pipeline are supported
  64270. */
  64271. readonly isSupported: boolean;
  64272. /**
  64273. * Adds an effect to the pipeline
  64274. * @param renderEffect the effect to add
  64275. */
  64276. addEffect(renderEffect: PostProcessRenderEffect): void;
  64277. /** @hidden */
  64278. _rebuild(): void;
  64279. /** @hidden */
  64280. _enableEffect(renderEffectName: string, cameras: Camera): void;
  64281. /** @hidden */
  64282. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  64283. /** @hidden */
  64284. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64285. /** @hidden */
  64286. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  64287. /** @hidden */
  64288. _attachCameras(cameras: Camera, unique: boolean): void;
  64289. /** @hidden */
  64290. _attachCameras(cameras: Camera[], unique: boolean): void;
  64291. /** @hidden */
  64292. _detachCameras(cameras: Camera): void;
  64293. /** @hidden */
  64294. _detachCameras(cameras: Nullable<Camera[]>): void;
  64295. /** @hidden */
  64296. _update(): void;
  64297. /** @hidden */
  64298. _reset(): void;
  64299. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  64300. /**
  64301. * Disposes of the pipeline
  64302. */
  64303. dispose(): void;
  64304. }
  64305. }
  64306. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager" {
  64307. import { Camera } from "babylonjs/Cameras/camera";
  64308. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64309. /**
  64310. * PostProcessRenderPipelineManager class
  64311. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64312. */
  64313. export class PostProcessRenderPipelineManager {
  64314. private _renderPipelines;
  64315. /**
  64316. * Initializes a PostProcessRenderPipelineManager
  64317. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64318. */
  64319. constructor();
  64320. /**
  64321. * Gets the list of supported render pipelines
  64322. */
  64323. readonly supportedPipelines: PostProcessRenderPipeline[];
  64324. /**
  64325. * Adds a pipeline to the manager
  64326. * @param renderPipeline The pipeline to add
  64327. */
  64328. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  64329. /**
  64330. * Attaches a camera to the pipeline
  64331. * @param renderPipelineName The name of the pipeline to attach to
  64332. * @param cameras the camera to attach
  64333. * @param unique if the camera can be attached multiple times to the pipeline
  64334. */
  64335. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  64336. /**
  64337. * Detaches a camera from the pipeline
  64338. * @param renderPipelineName The name of the pipeline to detach from
  64339. * @param cameras the camera to detach
  64340. */
  64341. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  64342. /**
  64343. * Enables an effect by name on a pipeline
  64344. * @param renderPipelineName the name of the pipeline to enable the effect in
  64345. * @param renderEffectName the name of the effect to enable
  64346. * @param cameras the cameras that the effect should be enabled on
  64347. */
  64348. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64349. /**
  64350. * Disables an effect by name on a pipeline
  64351. * @param renderPipelineName the name of the pipeline to disable the effect in
  64352. * @param renderEffectName the name of the effect to disable
  64353. * @param cameras the cameras that the effect should be disabled on
  64354. */
  64355. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  64356. /**
  64357. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  64358. */
  64359. update(): void;
  64360. /** @hidden */
  64361. _rebuild(): void;
  64362. /**
  64363. * Disposes of the manager and pipelines
  64364. */
  64365. dispose(): void;
  64366. }
  64367. }
  64368. declare module "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent" {
  64369. import { ISceneComponent } from "babylonjs/sceneComponent";
  64370. import { PostProcessRenderPipelineManager } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  64371. import { Scene } from "babylonjs/scene";
  64372. module "babylonjs/scene" {
  64373. interface Scene {
  64374. /** @hidden (Backing field) */
  64375. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64376. /**
  64377. * Gets the postprocess render pipeline manager
  64378. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  64379. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64380. */
  64381. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  64382. }
  64383. }
  64384. /**
  64385. * Defines the Render Pipeline scene component responsible to rendering pipelines
  64386. */
  64387. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  64388. /**
  64389. * The component name helpfull to identify the component in the list of scene components.
  64390. */
  64391. readonly name: string;
  64392. /**
  64393. * The scene the component belongs to.
  64394. */
  64395. scene: Scene;
  64396. /**
  64397. * Creates a new instance of the component for the given scene
  64398. * @param scene Defines the scene to register the component in
  64399. */
  64400. constructor(scene: Scene);
  64401. /**
  64402. * Registers the component in a given scene
  64403. */
  64404. register(): void;
  64405. /**
  64406. * Rebuilds the elements related to this component in case of
  64407. * context lost for instance.
  64408. */
  64409. rebuild(): void;
  64410. /**
  64411. * Disposes the component and the associated ressources
  64412. */
  64413. dispose(): void;
  64414. private _gatherRenderTargets;
  64415. }
  64416. }
  64417. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline" {
  64418. import { Nullable } from "babylonjs/types";
  64419. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  64420. import { Camera } from "babylonjs/Cameras/camera";
  64421. import { IDisposable } from "babylonjs/scene";
  64422. import { GlowLayer } from "babylonjs/Layers/glowLayer";
  64423. import { Scene } from "babylonjs/scene";
  64424. import { SharpenPostProcess } from "babylonjs/PostProcesses/sharpenPostProcess";
  64425. import { ImageProcessingPostProcess } from "babylonjs/PostProcesses/imageProcessingPostProcess";
  64426. import { ChromaticAberrationPostProcess } from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  64427. import { GrainPostProcess } from "babylonjs/PostProcesses/grainPostProcess";
  64428. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  64429. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64430. import { DepthOfFieldEffect, DepthOfFieldEffectBlurLevel } from "babylonjs/PostProcesses/depthOfFieldEffect";
  64431. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64432. import { Animation } from "babylonjs/Animations/animation";
  64433. /**
  64434. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  64435. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  64436. */
  64437. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  64438. private _scene;
  64439. private _camerasToBeAttached;
  64440. /**
  64441. * ID of the sharpen post process,
  64442. */
  64443. private readonly SharpenPostProcessId;
  64444. /**
  64445. * @ignore
  64446. * ID of the image processing post process;
  64447. */
  64448. readonly ImageProcessingPostProcessId: string;
  64449. /**
  64450. * @ignore
  64451. * ID of the Fast Approximate Anti-Aliasing post process;
  64452. */
  64453. readonly FxaaPostProcessId: string;
  64454. /**
  64455. * ID of the chromatic aberration post process,
  64456. */
  64457. private readonly ChromaticAberrationPostProcessId;
  64458. /**
  64459. * ID of the grain post process
  64460. */
  64461. private readonly GrainPostProcessId;
  64462. /**
  64463. * Sharpen post process which will apply a sharpen convolution to enhance edges
  64464. */
  64465. sharpen: SharpenPostProcess;
  64466. private _sharpenEffect;
  64467. private bloom;
  64468. /**
  64469. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  64470. */
  64471. depthOfField: DepthOfFieldEffect;
  64472. /**
  64473. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  64474. */
  64475. fxaa: FxaaPostProcess;
  64476. /**
  64477. * Image post processing pass used to perform operations such as tone mapping or color grading.
  64478. */
  64479. imageProcessing: ImageProcessingPostProcess;
  64480. /**
  64481. * Chromatic aberration post process which will shift rgb colors in the image
  64482. */
  64483. chromaticAberration: ChromaticAberrationPostProcess;
  64484. private _chromaticAberrationEffect;
  64485. /**
  64486. * Grain post process which add noise to the image
  64487. */
  64488. grain: GrainPostProcess;
  64489. private _grainEffect;
  64490. /**
  64491. * Glow post process which adds a glow to emissive areas of the image
  64492. */
  64493. private _glowLayer;
  64494. /**
  64495. * Animations which can be used to tweak settings over a period of time
  64496. */
  64497. animations: Animation[];
  64498. private _imageProcessingConfigurationObserver;
  64499. private _sharpenEnabled;
  64500. private _bloomEnabled;
  64501. private _depthOfFieldEnabled;
  64502. private _depthOfFieldBlurLevel;
  64503. private _fxaaEnabled;
  64504. private _imageProcessingEnabled;
  64505. private _defaultPipelineTextureType;
  64506. private _bloomScale;
  64507. private _chromaticAberrationEnabled;
  64508. private _grainEnabled;
  64509. private _buildAllowed;
  64510. /**
  64511. * Gets active scene
  64512. */
  64513. readonly scene: Scene;
  64514. /**
  64515. * Enable or disable the sharpen process from the pipeline
  64516. */
  64517. sharpenEnabled: boolean;
  64518. private _resizeObserver;
  64519. private _hardwareScaleLevel;
  64520. private _bloomKernel;
  64521. /**
  64522. * Specifies the size of the bloom blur kernel, relative to the final output size
  64523. */
  64524. bloomKernel: number;
  64525. /**
  64526. * Specifies the weight of the bloom in the final rendering
  64527. */
  64528. private _bloomWeight;
  64529. /**
  64530. * Specifies the luma threshold for the area that will be blurred by the bloom
  64531. */
  64532. private _bloomThreshold;
  64533. private _hdr;
  64534. /**
  64535. * The strength of the bloom.
  64536. */
  64537. bloomWeight: number;
  64538. /**
  64539. * The strength of the bloom.
  64540. */
  64541. bloomThreshold: number;
  64542. /**
  64543. * The scale of the bloom, lower value will provide better performance.
  64544. */
  64545. bloomScale: number;
  64546. /**
  64547. * Enable or disable the bloom from the pipeline
  64548. */
  64549. bloomEnabled: boolean;
  64550. private _rebuildBloom;
  64551. /**
  64552. * If the depth of field is enabled.
  64553. */
  64554. depthOfFieldEnabled: boolean;
  64555. /**
  64556. * Blur level of the depth of field effect. (Higher blur will effect performance)
  64557. */
  64558. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  64559. /**
  64560. * If the anti aliasing is enabled.
  64561. */
  64562. fxaaEnabled: boolean;
  64563. private _samples;
  64564. /**
  64565. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  64566. */
  64567. samples: number;
  64568. /**
  64569. * If image processing is enabled.
  64570. */
  64571. imageProcessingEnabled: boolean;
  64572. /**
  64573. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  64574. */
  64575. glowLayerEnabled: boolean;
  64576. /**
  64577. * Gets the glow layer (or null if not defined)
  64578. */
  64579. readonly glowLayer: Nullable<GlowLayer>;
  64580. /**
  64581. * Enable or disable the chromaticAberration process from the pipeline
  64582. */
  64583. chromaticAberrationEnabled: boolean;
  64584. /**
  64585. * Enable or disable the grain process from the pipeline
  64586. */
  64587. grainEnabled: boolean;
  64588. /**
  64589. * @constructor
  64590. * @param name - The rendering pipeline name (default: "")
  64591. * @param hdr - If high dynamic range textures should be used (default: true)
  64592. * @param scene - The scene linked to this pipeline (default: the last created scene)
  64593. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  64594. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  64595. */
  64596. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  64597. /**
  64598. * Get the class name
  64599. * @returns "DefaultRenderingPipeline"
  64600. */
  64601. getClassName(): string;
  64602. /**
  64603. * Force the compilation of the entire pipeline.
  64604. */
  64605. prepare(): void;
  64606. private _hasCleared;
  64607. private _prevPostProcess;
  64608. private _prevPrevPostProcess;
  64609. private _setAutoClearAndTextureSharing;
  64610. private _depthOfFieldSceneObserver;
  64611. private _buildPipeline;
  64612. private _disposePostProcesses;
  64613. /**
  64614. * Adds a camera to the pipeline
  64615. * @param camera the camera to be added
  64616. */
  64617. addCamera(camera: Camera): void;
  64618. /**
  64619. * Removes a camera from the pipeline
  64620. * @param camera the camera to remove
  64621. */
  64622. removeCamera(camera: Camera): void;
  64623. /**
  64624. * Dispose of the pipeline and stop all post processes
  64625. */
  64626. dispose(): void;
  64627. /**
  64628. * Serialize the rendering pipeline (Used when exporting)
  64629. * @returns the serialized object
  64630. */
  64631. serialize(): any;
  64632. /**
  64633. * Parse the serialized pipeline
  64634. * @param source Source pipeline.
  64635. * @param scene The scene to load the pipeline to.
  64636. * @param rootUrl The URL of the serialized pipeline.
  64637. * @returns An instantiated pipeline from the serialized object.
  64638. */
  64639. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  64640. }
  64641. }
  64642. declare module "babylonjs/Shaders/lensHighlights.fragment" {
  64643. /** @hidden */
  64644. export var lensHighlightsPixelShader: {
  64645. name: string;
  64646. shader: string;
  64647. };
  64648. }
  64649. declare module "babylonjs/Shaders/depthOfField.fragment" {
  64650. /** @hidden */
  64651. export var depthOfFieldPixelShader: {
  64652. name: string;
  64653. shader: string;
  64654. };
  64655. }
  64656. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline" {
  64657. import { Camera } from "babylonjs/Cameras/camera";
  64658. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64659. import { Scene } from "babylonjs/scene";
  64660. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64661. import "babylonjs/Shaders/chromaticAberration.fragment";
  64662. import "babylonjs/Shaders/lensHighlights.fragment";
  64663. import "babylonjs/Shaders/depthOfField.fragment";
  64664. /**
  64665. * BABYLON.JS Chromatic Aberration GLSL Shader
  64666. * Author: Olivier Guyot
  64667. * Separates very slightly R, G and B colors on the edges of the screen
  64668. * Inspired by Francois Tarlier & Martins Upitis
  64669. */
  64670. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  64671. /**
  64672. * @ignore
  64673. * The chromatic aberration PostProcess id in the pipeline
  64674. */
  64675. LensChromaticAberrationEffect: string;
  64676. /**
  64677. * @ignore
  64678. * The highlights enhancing PostProcess id in the pipeline
  64679. */
  64680. HighlightsEnhancingEffect: string;
  64681. /**
  64682. * @ignore
  64683. * The depth-of-field PostProcess id in the pipeline
  64684. */
  64685. LensDepthOfFieldEffect: string;
  64686. private _scene;
  64687. private _depthTexture;
  64688. private _grainTexture;
  64689. private _chromaticAberrationPostProcess;
  64690. private _highlightsPostProcess;
  64691. private _depthOfFieldPostProcess;
  64692. private _edgeBlur;
  64693. private _grainAmount;
  64694. private _chromaticAberration;
  64695. private _distortion;
  64696. private _highlightsGain;
  64697. private _highlightsThreshold;
  64698. private _dofDistance;
  64699. private _dofAperture;
  64700. private _dofDarken;
  64701. private _dofPentagon;
  64702. private _blurNoise;
  64703. /**
  64704. * @constructor
  64705. *
  64706. * Effect parameters are as follow:
  64707. * {
  64708. * chromatic_aberration: number; // from 0 to x (1 for realism)
  64709. * edge_blur: number; // from 0 to x (1 for realism)
  64710. * distortion: number; // from 0 to x (1 for realism)
  64711. * grain_amount: number; // from 0 to 1
  64712. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  64713. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  64714. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  64715. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  64716. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  64717. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  64718. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  64719. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  64720. * }
  64721. * Note: if an effect parameter is unset, effect is disabled
  64722. *
  64723. * @param name The rendering pipeline name
  64724. * @param parameters - An object containing all parameters (see above)
  64725. * @param scene The scene linked to this pipeline
  64726. * @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)
  64727. * @param cameras The array of cameras that the rendering pipeline will be attached to
  64728. */
  64729. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  64730. /**
  64731. * Get the class name
  64732. * @returns "LensRenderingPipeline"
  64733. */
  64734. getClassName(): string;
  64735. /**
  64736. * Gets associated scene
  64737. */
  64738. readonly scene: Scene;
  64739. /**
  64740. * Gets or sets the edge blur
  64741. */
  64742. edgeBlur: number;
  64743. /**
  64744. * Gets or sets the grain amount
  64745. */
  64746. grainAmount: number;
  64747. /**
  64748. * Gets or sets the chromatic aberration amount
  64749. */
  64750. chromaticAberration: number;
  64751. /**
  64752. * Gets or sets the depth of field aperture
  64753. */
  64754. dofAperture: number;
  64755. /**
  64756. * Gets or sets the edge distortion
  64757. */
  64758. edgeDistortion: number;
  64759. /**
  64760. * Gets or sets the depth of field distortion
  64761. */
  64762. dofDistortion: number;
  64763. /**
  64764. * Gets or sets the darken out of focus amount
  64765. */
  64766. darkenOutOfFocus: number;
  64767. /**
  64768. * Gets or sets a boolean indicating if blur noise is enabled
  64769. */
  64770. blurNoise: boolean;
  64771. /**
  64772. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  64773. */
  64774. pentagonBokeh: boolean;
  64775. /**
  64776. * Gets or sets the highlight grain amount
  64777. */
  64778. highlightsGain: number;
  64779. /**
  64780. * Gets or sets the highlight threshold
  64781. */
  64782. highlightsThreshold: number;
  64783. /**
  64784. * Sets the amount of blur at the edges
  64785. * @param amount blur amount
  64786. */
  64787. setEdgeBlur(amount: number): void;
  64788. /**
  64789. * Sets edge blur to 0
  64790. */
  64791. disableEdgeBlur(): void;
  64792. /**
  64793. * Sets the amout of grain
  64794. * @param amount Amount of grain
  64795. */
  64796. setGrainAmount(amount: number): void;
  64797. /**
  64798. * Set grain amount to 0
  64799. */
  64800. disableGrain(): void;
  64801. /**
  64802. * Sets the chromatic aberration amount
  64803. * @param amount amount of chromatic aberration
  64804. */
  64805. setChromaticAberration(amount: number): void;
  64806. /**
  64807. * Sets chromatic aberration amount to 0
  64808. */
  64809. disableChromaticAberration(): void;
  64810. /**
  64811. * Sets the EdgeDistortion amount
  64812. * @param amount amount of EdgeDistortion
  64813. */
  64814. setEdgeDistortion(amount: number): void;
  64815. /**
  64816. * Sets edge distortion to 0
  64817. */
  64818. disableEdgeDistortion(): void;
  64819. /**
  64820. * Sets the FocusDistance amount
  64821. * @param amount amount of FocusDistance
  64822. */
  64823. setFocusDistance(amount: number): void;
  64824. /**
  64825. * Disables depth of field
  64826. */
  64827. disableDepthOfField(): void;
  64828. /**
  64829. * Sets the Aperture amount
  64830. * @param amount amount of Aperture
  64831. */
  64832. setAperture(amount: number): void;
  64833. /**
  64834. * Sets the DarkenOutOfFocus amount
  64835. * @param amount amount of DarkenOutOfFocus
  64836. */
  64837. setDarkenOutOfFocus(amount: number): void;
  64838. private _pentagonBokehIsEnabled;
  64839. /**
  64840. * Creates a pentagon bokeh effect
  64841. */
  64842. enablePentagonBokeh(): void;
  64843. /**
  64844. * Disables the pentagon bokeh effect
  64845. */
  64846. disablePentagonBokeh(): void;
  64847. /**
  64848. * Enables noise blur
  64849. */
  64850. enableNoiseBlur(): void;
  64851. /**
  64852. * Disables noise blur
  64853. */
  64854. disableNoiseBlur(): void;
  64855. /**
  64856. * Sets the HighlightsGain amount
  64857. * @param amount amount of HighlightsGain
  64858. */
  64859. setHighlightsGain(amount: number): void;
  64860. /**
  64861. * Sets the HighlightsThreshold amount
  64862. * @param amount amount of HighlightsThreshold
  64863. */
  64864. setHighlightsThreshold(amount: number): void;
  64865. /**
  64866. * Disables highlights
  64867. */
  64868. disableHighlights(): void;
  64869. /**
  64870. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  64871. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  64872. */
  64873. dispose(disableDepthRender?: boolean): void;
  64874. private _createChromaticAberrationPostProcess;
  64875. private _createHighlightsPostProcess;
  64876. private _createDepthOfFieldPostProcess;
  64877. private _createGrainTexture;
  64878. }
  64879. }
  64880. declare module "babylonjs/Shaders/ssao2.fragment" {
  64881. /** @hidden */
  64882. export var ssao2PixelShader: {
  64883. name: string;
  64884. shader: string;
  64885. };
  64886. }
  64887. declare module "babylonjs/Shaders/ssaoCombine.fragment" {
  64888. /** @hidden */
  64889. export var ssaoCombinePixelShader: {
  64890. name: string;
  64891. shader: string;
  64892. };
  64893. }
  64894. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline" {
  64895. import { Camera } from "babylonjs/Cameras/camera";
  64896. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  64897. import { Scene } from "babylonjs/scene";
  64898. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  64899. import "babylonjs/Shaders/ssao2.fragment";
  64900. import "babylonjs/Shaders/ssaoCombine.fragment";
  64901. /**
  64902. * Render pipeline to produce ssao effect
  64903. */
  64904. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  64905. /**
  64906. * @ignore
  64907. * The PassPostProcess id in the pipeline that contains the original scene color
  64908. */
  64909. SSAOOriginalSceneColorEffect: string;
  64910. /**
  64911. * @ignore
  64912. * The SSAO PostProcess id in the pipeline
  64913. */
  64914. SSAORenderEffect: string;
  64915. /**
  64916. * @ignore
  64917. * The horizontal blur PostProcess id in the pipeline
  64918. */
  64919. SSAOBlurHRenderEffect: string;
  64920. /**
  64921. * @ignore
  64922. * The vertical blur PostProcess id in the pipeline
  64923. */
  64924. SSAOBlurVRenderEffect: string;
  64925. /**
  64926. * @ignore
  64927. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  64928. */
  64929. SSAOCombineRenderEffect: string;
  64930. /**
  64931. * The output strength of the SSAO post-process. Default value is 1.0.
  64932. */
  64933. totalStrength: number;
  64934. /**
  64935. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  64936. */
  64937. maxZ: number;
  64938. /**
  64939. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  64940. */
  64941. minZAspect: number;
  64942. private _samples;
  64943. /**
  64944. * Number of samples used for the SSAO calculations. Default value is 8
  64945. */
  64946. samples: number;
  64947. private _textureSamples;
  64948. /**
  64949. * Number of samples to use for antialiasing
  64950. */
  64951. textureSamples: number;
  64952. /**
  64953. * Ratio object used for SSAO ratio and blur ratio
  64954. */
  64955. private _ratio;
  64956. /**
  64957. * Dynamically generated sphere sampler.
  64958. */
  64959. private _sampleSphere;
  64960. /**
  64961. * Blur filter offsets
  64962. */
  64963. private _samplerOffsets;
  64964. private _expensiveBlur;
  64965. /**
  64966. * If bilateral blur should be used
  64967. */
  64968. expensiveBlur: boolean;
  64969. /**
  64970. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  64971. */
  64972. radius: number;
  64973. /**
  64974. * The base color of the SSAO post-process
  64975. * The final result is "base + ssao" between [0, 1]
  64976. */
  64977. base: number;
  64978. /**
  64979. * Support test.
  64980. */
  64981. static readonly IsSupported: boolean;
  64982. private _scene;
  64983. private _depthTexture;
  64984. private _normalTexture;
  64985. private _randomTexture;
  64986. private _originalColorPostProcess;
  64987. private _ssaoPostProcess;
  64988. private _blurHPostProcess;
  64989. private _blurVPostProcess;
  64990. private _ssaoCombinePostProcess;
  64991. private _firstUpdate;
  64992. /**
  64993. * Gets active scene
  64994. */
  64995. readonly scene: Scene;
  64996. /**
  64997. * @constructor
  64998. * @param name The rendering pipeline name
  64999. * @param scene The scene linked to this pipeline
  65000. * @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 }
  65001. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65002. */
  65003. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65004. /**
  65005. * Get the class name
  65006. * @returns "SSAO2RenderingPipeline"
  65007. */
  65008. getClassName(): string;
  65009. /**
  65010. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65011. */
  65012. dispose(disableGeometryBufferRenderer?: boolean): void;
  65013. private _createBlurPostProcess;
  65014. /** @hidden */
  65015. _rebuild(): void;
  65016. private _bits;
  65017. private _radicalInverse_VdC;
  65018. private _hammersley;
  65019. private _hemisphereSample_uniform;
  65020. private _generateHemisphere;
  65021. private _createSSAOPostProcess;
  65022. private _createSSAOCombinePostProcess;
  65023. private _createRandomTexture;
  65024. /**
  65025. * Serialize the rendering pipeline (Used when exporting)
  65026. * @returns the serialized object
  65027. */
  65028. serialize(): any;
  65029. /**
  65030. * Parse the serialized pipeline
  65031. * @param source Source pipeline.
  65032. * @param scene The scene to load the pipeline to.
  65033. * @param rootUrl The URL of the serialized pipeline.
  65034. * @returns An instantiated pipeline from the serialized object.
  65035. */
  65036. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  65037. }
  65038. }
  65039. declare module "babylonjs/Shaders/ssao.fragment" {
  65040. /** @hidden */
  65041. export var ssaoPixelShader: {
  65042. name: string;
  65043. shader: string;
  65044. };
  65045. }
  65046. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline" {
  65047. import { Camera } from "babylonjs/Cameras/camera";
  65048. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65049. import { Scene } from "babylonjs/scene";
  65050. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65051. import "babylonjs/Shaders/ssao.fragment";
  65052. import "babylonjs/Shaders/ssaoCombine.fragment";
  65053. /**
  65054. * Render pipeline to produce ssao effect
  65055. */
  65056. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  65057. /**
  65058. * @ignore
  65059. * The PassPostProcess id in the pipeline that contains the original scene color
  65060. */
  65061. SSAOOriginalSceneColorEffect: string;
  65062. /**
  65063. * @ignore
  65064. * The SSAO PostProcess id in the pipeline
  65065. */
  65066. SSAORenderEffect: string;
  65067. /**
  65068. * @ignore
  65069. * The horizontal blur PostProcess id in the pipeline
  65070. */
  65071. SSAOBlurHRenderEffect: string;
  65072. /**
  65073. * @ignore
  65074. * The vertical blur PostProcess id in the pipeline
  65075. */
  65076. SSAOBlurVRenderEffect: string;
  65077. /**
  65078. * @ignore
  65079. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  65080. */
  65081. SSAOCombineRenderEffect: string;
  65082. /**
  65083. * The output strength of the SSAO post-process. Default value is 1.0.
  65084. */
  65085. totalStrength: number;
  65086. /**
  65087. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  65088. */
  65089. radius: number;
  65090. /**
  65091. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  65092. * Must not be equal to fallOff and superior to fallOff.
  65093. * Default value is 0.0075
  65094. */
  65095. area: number;
  65096. /**
  65097. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  65098. * Must not be equal to area and inferior to area.
  65099. * Default value is 0.000001
  65100. */
  65101. fallOff: number;
  65102. /**
  65103. * The base color of the SSAO post-process
  65104. * The final result is "base + ssao" between [0, 1]
  65105. */
  65106. base: number;
  65107. private _scene;
  65108. private _depthTexture;
  65109. private _randomTexture;
  65110. private _originalColorPostProcess;
  65111. private _ssaoPostProcess;
  65112. private _blurHPostProcess;
  65113. private _blurVPostProcess;
  65114. private _ssaoCombinePostProcess;
  65115. private _firstUpdate;
  65116. /**
  65117. * Gets active scene
  65118. */
  65119. readonly scene: Scene;
  65120. /**
  65121. * @constructor
  65122. * @param name - The rendering pipeline name
  65123. * @param scene - The scene linked to this pipeline
  65124. * @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 }
  65125. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  65126. */
  65127. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  65128. /**
  65129. * Get the class name
  65130. * @returns "SSAORenderingPipeline"
  65131. */
  65132. getClassName(): string;
  65133. /**
  65134. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  65135. */
  65136. dispose(disableDepthRender?: boolean): void;
  65137. private _createBlurPostProcess;
  65138. /** @hidden */
  65139. _rebuild(): void;
  65140. private _createSSAOPostProcess;
  65141. private _createSSAOCombinePostProcess;
  65142. private _createRandomTexture;
  65143. }
  65144. }
  65145. declare module "babylonjs/Shaders/standard.fragment" {
  65146. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65147. /** @hidden */
  65148. export var standardPixelShader: {
  65149. name: string;
  65150. shader: string;
  65151. };
  65152. }
  65153. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline" {
  65154. import { Nullable } from "babylonjs/types";
  65155. import { IAnimatable } from "babylonjs/Animations/animatable.interface";
  65156. import { Camera } from "babylonjs/Cameras/camera";
  65157. import { Texture } from "babylonjs/Materials/Textures/texture";
  65158. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65159. import { PostProcessRenderPipeline } from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65160. import { BlurPostProcess } from "babylonjs/PostProcesses/blurPostProcess";
  65161. import { FxaaPostProcess } from "babylonjs/PostProcesses/fxaaPostProcess";
  65162. import { IDisposable } from "babylonjs/scene";
  65163. import { SpotLight } from "babylonjs/Lights/spotLight";
  65164. import { DirectionalLight } from "babylonjs/Lights/directionalLight";
  65165. import { Scene } from "babylonjs/scene";
  65166. import { Animation } from "babylonjs/Animations/animation";
  65167. import "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65168. import "babylonjs/Shaders/standard.fragment";
  65169. /**
  65170. * Standard rendering pipeline
  65171. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65172. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  65173. */
  65174. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  65175. /**
  65176. * Public members
  65177. */
  65178. /**
  65179. * Post-process which contains the original scene color before the pipeline applies all the effects
  65180. */
  65181. originalPostProcess: Nullable<PostProcess>;
  65182. /**
  65183. * Post-process used to down scale an image x4
  65184. */
  65185. downSampleX4PostProcess: Nullable<PostProcess>;
  65186. /**
  65187. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  65188. */
  65189. brightPassPostProcess: Nullable<PostProcess>;
  65190. /**
  65191. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  65192. */
  65193. blurHPostProcesses: PostProcess[];
  65194. /**
  65195. * Post-process array storing all the vertical blur post-processes used by the pipeline
  65196. */
  65197. blurVPostProcesses: PostProcess[];
  65198. /**
  65199. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  65200. */
  65201. textureAdderPostProcess: Nullable<PostProcess>;
  65202. /**
  65203. * Post-process used to create volumetric lighting effect
  65204. */
  65205. volumetricLightPostProcess: Nullable<PostProcess>;
  65206. /**
  65207. * Post-process used to smooth the previous volumetric light post-process on the X axis
  65208. */
  65209. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  65210. /**
  65211. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  65212. */
  65213. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  65214. /**
  65215. * Post-process used to merge the volumetric light effect and the real scene color
  65216. */
  65217. volumetricLightMergePostProces: Nullable<PostProcess>;
  65218. /**
  65219. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  65220. */
  65221. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  65222. /**
  65223. * Base post-process used to calculate the average luminance of the final image for HDR
  65224. */
  65225. luminancePostProcess: Nullable<PostProcess>;
  65226. /**
  65227. * Post-processes used to create down sample post-processes in order to get
  65228. * the average luminance of the final image for HDR
  65229. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  65230. */
  65231. luminanceDownSamplePostProcesses: PostProcess[];
  65232. /**
  65233. * Post-process used to create a HDR effect (light adaptation)
  65234. */
  65235. hdrPostProcess: Nullable<PostProcess>;
  65236. /**
  65237. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  65238. */
  65239. textureAdderFinalPostProcess: Nullable<PostProcess>;
  65240. /**
  65241. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  65242. */
  65243. lensFlareFinalPostProcess: Nullable<PostProcess>;
  65244. /**
  65245. * Post-process used to merge the final HDR post-process and the real scene color
  65246. */
  65247. hdrFinalPostProcess: Nullable<PostProcess>;
  65248. /**
  65249. * Post-process used to create a lens flare effect
  65250. */
  65251. lensFlarePostProcess: Nullable<PostProcess>;
  65252. /**
  65253. * Post-process that merges the result of the lens flare post-process and the real scene color
  65254. */
  65255. lensFlareComposePostProcess: Nullable<PostProcess>;
  65256. /**
  65257. * Post-process used to create a motion blur effect
  65258. */
  65259. motionBlurPostProcess: Nullable<PostProcess>;
  65260. /**
  65261. * Post-process used to create a depth of field effect
  65262. */
  65263. depthOfFieldPostProcess: Nullable<PostProcess>;
  65264. /**
  65265. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  65266. */
  65267. fxaaPostProcess: Nullable<FxaaPostProcess>;
  65268. /**
  65269. * Represents the brightness threshold in order to configure the illuminated surfaces
  65270. */
  65271. brightThreshold: number;
  65272. /**
  65273. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  65274. */
  65275. blurWidth: number;
  65276. /**
  65277. * Sets if the blur for highlighted surfaces must be only horizontal
  65278. */
  65279. horizontalBlur: boolean;
  65280. /**
  65281. * Gets the overall exposure used by the pipeline
  65282. */
  65283. /**
  65284. * Sets the overall exposure used by the pipeline
  65285. */
  65286. exposure: number;
  65287. /**
  65288. * Texture used typically to simulate "dirty" on camera lens
  65289. */
  65290. lensTexture: Nullable<Texture>;
  65291. /**
  65292. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  65293. */
  65294. volumetricLightCoefficient: number;
  65295. /**
  65296. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  65297. */
  65298. volumetricLightPower: number;
  65299. /**
  65300. * Used the set the blur intensity to smooth the volumetric lights
  65301. */
  65302. volumetricLightBlurScale: number;
  65303. /**
  65304. * Light (spot or directional) used to generate the volumetric lights rays
  65305. * The source light must have a shadow generate so the pipeline can get its
  65306. * depth map
  65307. */
  65308. sourceLight: Nullable<SpotLight | DirectionalLight>;
  65309. /**
  65310. * For eye adaptation, represents the minimum luminance the eye can see
  65311. */
  65312. hdrMinimumLuminance: number;
  65313. /**
  65314. * For eye adaptation, represents the decrease luminance speed
  65315. */
  65316. hdrDecreaseRate: number;
  65317. /**
  65318. * For eye adaptation, represents the increase luminance speed
  65319. */
  65320. hdrIncreaseRate: number;
  65321. /**
  65322. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65323. */
  65324. /**
  65325. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  65326. */
  65327. hdrAutoExposure: boolean;
  65328. /**
  65329. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  65330. */
  65331. lensColorTexture: Nullable<Texture>;
  65332. /**
  65333. * The overall strengh for the lens flare effect
  65334. */
  65335. lensFlareStrength: number;
  65336. /**
  65337. * Dispersion coefficient for lens flare ghosts
  65338. */
  65339. lensFlareGhostDispersal: number;
  65340. /**
  65341. * Main lens flare halo width
  65342. */
  65343. lensFlareHaloWidth: number;
  65344. /**
  65345. * Based on the lens distortion effect, defines how much the lens flare result
  65346. * is distorted
  65347. */
  65348. lensFlareDistortionStrength: number;
  65349. /**
  65350. * Configures the blur intensity used for for lens flare (halo)
  65351. */
  65352. lensFlareBlurWidth: number;
  65353. /**
  65354. * Lens star texture must be used to simulate rays on the flares and is available
  65355. * in the documentation
  65356. */
  65357. lensStarTexture: Nullable<Texture>;
  65358. /**
  65359. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  65360. * flare effect by taking account of the dirt texture
  65361. */
  65362. lensFlareDirtTexture: Nullable<Texture>;
  65363. /**
  65364. * Represents the focal length for the depth of field effect
  65365. */
  65366. depthOfFieldDistance: number;
  65367. /**
  65368. * Represents the blur intensity for the blurred part of the depth of field effect
  65369. */
  65370. depthOfFieldBlurWidth: number;
  65371. /**
  65372. * Gets how much the image is blurred by the movement while using the motion blur post-process
  65373. */
  65374. /**
  65375. * Sets how much the image is blurred by the movement while using the motion blur post-process
  65376. */
  65377. motionStrength: number;
  65378. /**
  65379. * Gets wether or not the motion blur post-process is object based or screen based.
  65380. */
  65381. /**
  65382. * Sets wether or not the motion blur post-process should be object based or screen based
  65383. */
  65384. objectBasedMotionBlur: boolean;
  65385. /**
  65386. * List of animations for the pipeline (IAnimatable implementation)
  65387. */
  65388. animations: Animation[];
  65389. /**
  65390. * Private members
  65391. */
  65392. private _scene;
  65393. private _currentDepthOfFieldSource;
  65394. private _basePostProcess;
  65395. private _fixedExposure;
  65396. private _currentExposure;
  65397. private _hdrAutoExposure;
  65398. private _hdrCurrentLuminance;
  65399. private _motionStrength;
  65400. private _isObjectBasedMotionBlur;
  65401. private _floatTextureType;
  65402. private _camerasToBeAttached;
  65403. private _ratio;
  65404. private _bloomEnabled;
  65405. private _depthOfFieldEnabled;
  65406. private _vlsEnabled;
  65407. private _lensFlareEnabled;
  65408. private _hdrEnabled;
  65409. private _motionBlurEnabled;
  65410. private _fxaaEnabled;
  65411. private _motionBlurSamples;
  65412. private _volumetricLightStepsCount;
  65413. private _samples;
  65414. /**
  65415. * @ignore
  65416. * Specifies if the bloom pipeline is enabled
  65417. */
  65418. BloomEnabled: boolean;
  65419. /**
  65420. * @ignore
  65421. * Specifies if the depth of field pipeline is enabed
  65422. */
  65423. DepthOfFieldEnabled: boolean;
  65424. /**
  65425. * @ignore
  65426. * Specifies if the lens flare pipeline is enabed
  65427. */
  65428. LensFlareEnabled: boolean;
  65429. /**
  65430. * @ignore
  65431. * Specifies if the HDR pipeline is enabled
  65432. */
  65433. HDREnabled: boolean;
  65434. /**
  65435. * @ignore
  65436. * Specifies if the volumetric lights scattering effect is enabled
  65437. */
  65438. VLSEnabled: boolean;
  65439. /**
  65440. * @ignore
  65441. * Specifies if the motion blur effect is enabled
  65442. */
  65443. MotionBlurEnabled: boolean;
  65444. /**
  65445. * Specifies if anti-aliasing is enabled
  65446. */
  65447. fxaaEnabled: boolean;
  65448. /**
  65449. * Specifies the number of steps used to calculate the volumetric lights
  65450. * Typically in interval [50, 200]
  65451. */
  65452. volumetricLightStepsCount: number;
  65453. /**
  65454. * Specifies the number of samples used for the motion blur effect
  65455. * Typically in interval [16, 64]
  65456. */
  65457. motionBlurSamples: number;
  65458. /**
  65459. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  65460. */
  65461. samples: number;
  65462. /**
  65463. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  65464. * @constructor
  65465. * @param name The rendering pipeline name
  65466. * @param scene The scene linked to this pipeline
  65467. * @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)
  65468. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  65469. * @param cameras The array of cameras that the rendering pipeline will be attached to
  65470. */
  65471. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  65472. private _buildPipeline;
  65473. private _createDownSampleX4PostProcess;
  65474. private _createBrightPassPostProcess;
  65475. private _createBlurPostProcesses;
  65476. private _createTextureAdderPostProcess;
  65477. private _createVolumetricLightPostProcess;
  65478. private _createLuminancePostProcesses;
  65479. private _createHdrPostProcess;
  65480. private _createLensFlarePostProcess;
  65481. private _createDepthOfFieldPostProcess;
  65482. private _createMotionBlurPostProcess;
  65483. private _getDepthTexture;
  65484. private _disposePostProcesses;
  65485. /**
  65486. * Dispose of the pipeline and stop all post processes
  65487. */
  65488. dispose(): void;
  65489. /**
  65490. * Serialize the rendering pipeline (Used when exporting)
  65491. * @returns the serialized object
  65492. */
  65493. serialize(): any;
  65494. /**
  65495. * Parse the serialized pipeline
  65496. * @param source Source pipeline.
  65497. * @param scene The scene to load the pipeline to.
  65498. * @param rootUrl The URL of the serialized pipeline.
  65499. * @returns An instantiated pipeline from the serialized object.
  65500. */
  65501. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  65502. /**
  65503. * Luminance steps
  65504. */
  65505. static LuminanceSteps: number;
  65506. }
  65507. }
  65508. declare module "babylonjs/PostProcesses/RenderPipeline/Pipelines/index" {
  65509. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/defaultRenderingPipeline";
  65510. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/lensRenderingPipeline";
  65511. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssao2RenderingPipeline";
  65512. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/ssaoRenderingPipeline";
  65513. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/standardRenderingPipeline";
  65514. }
  65515. declare module "babylonjs/PostProcesses/RenderPipeline/index" {
  65516. export * from "babylonjs/PostProcesses/RenderPipeline/Pipelines/index";
  65517. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderEffect";
  65518. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipeline";
  65519. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManager";
  65520. export * from "babylonjs/PostProcesses/RenderPipeline/postProcessRenderPipelineManagerSceneComponent";
  65521. }
  65522. declare module "babylonjs/Shaders/tonemap.fragment" {
  65523. /** @hidden */
  65524. export var tonemapPixelShader: {
  65525. name: string;
  65526. shader: string;
  65527. };
  65528. }
  65529. declare module "babylonjs/PostProcesses/tonemapPostProcess" {
  65530. import { Camera } from "babylonjs/Cameras/camera";
  65531. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65532. import "babylonjs/Shaders/tonemap.fragment";
  65533. import { Engine } from "babylonjs/Engines/engine";
  65534. /** Defines operator used for tonemapping */
  65535. export enum TonemappingOperator {
  65536. /** Hable */
  65537. Hable = 0,
  65538. /** Reinhard */
  65539. Reinhard = 1,
  65540. /** HejiDawson */
  65541. HejiDawson = 2,
  65542. /** Photographic */
  65543. Photographic = 3
  65544. }
  65545. /**
  65546. * Defines a post process to apply tone mapping
  65547. */
  65548. export class TonemapPostProcess extends PostProcess {
  65549. private _operator;
  65550. /** Defines the required exposure adjustement */
  65551. exposureAdjustment: number;
  65552. /**
  65553. * Creates a new TonemapPostProcess
  65554. * @param name defines the name of the postprocess
  65555. * @param _operator defines the operator to use
  65556. * @param exposureAdjustment defines the required exposure adjustement
  65557. * @param camera defines the camera to use (can be null)
  65558. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  65559. * @param engine defines the hosting engine (can be ignore if camera is set)
  65560. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  65561. */
  65562. constructor(name: string, _operator: TonemappingOperator,
  65563. /** Defines the required exposure adjustement */
  65564. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  65565. }
  65566. }
  65567. declare module "babylonjs/Shaders/depth.vertex" {
  65568. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65569. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65570. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65571. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65572. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65573. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65574. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65575. /** @hidden */
  65576. export var depthVertexShader: {
  65577. name: string;
  65578. shader: string;
  65579. };
  65580. }
  65581. declare module "babylonjs/Shaders/volumetricLightScattering.fragment" {
  65582. /** @hidden */
  65583. export var volumetricLightScatteringPixelShader: {
  65584. name: string;
  65585. shader: string;
  65586. };
  65587. }
  65588. declare module "babylonjs/Shaders/volumetricLightScatteringPass.vertex" {
  65589. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  65590. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  65591. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  65592. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  65593. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  65594. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  65595. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  65596. /** @hidden */
  65597. export var volumetricLightScatteringPassVertexShader: {
  65598. name: string;
  65599. shader: string;
  65600. };
  65601. }
  65602. declare module "babylonjs/Shaders/volumetricLightScatteringPass.fragment" {
  65603. /** @hidden */
  65604. export var volumetricLightScatteringPassPixelShader: {
  65605. name: string;
  65606. shader: string;
  65607. };
  65608. }
  65609. declare module "babylonjs/PostProcesses/volumetricLightScatteringPostProcess" {
  65610. import { Vector3 } from "babylonjs/Maths/math.vector";
  65611. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65612. import { Mesh } from "babylonjs/Meshes/mesh";
  65613. import { Camera } from "babylonjs/Cameras/camera";
  65614. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65615. import { PostProcess } from "babylonjs/PostProcesses/postProcess";
  65616. import { Scene } from "babylonjs/scene";
  65617. import "babylonjs/Meshes/Builders/planeBuilder";
  65618. import "babylonjs/Shaders/depth.vertex";
  65619. import "babylonjs/Shaders/volumetricLightScattering.fragment";
  65620. import "babylonjs/Shaders/volumetricLightScatteringPass.vertex";
  65621. import "babylonjs/Shaders/volumetricLightScatteringPass.fragment";
  65622. import { Engine } from "babylonjs/Engines/engine";
  65623. /**
  65624. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  65625. */
  65626. export class VolumetricLightScatteringPostProcess extends PostProcess {
  65627. private _volumetricLightScatteringPass;
  65628. private _volumetricLightScatteringRTT;
  65629. private _viewPort;
  65630. private _screenCoordinates;
  65631. private _cachedDefines;
  65632. /**
  65633. * If not undefined, the mesh position is computed from the attached node position
  65634. */
  65635. attachedNode: {
  65636. position: Vector3;
  65637. };
  65638. /**
  65639. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  65640. */
  65641. customMeshPosition: Vector3;
  65642. /**
  65643. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  65644. */
  65645. useCustomMeshPosition: boolean;
  65646. /**
  65647. * If the post-process should inverse the light scattering direction
  65648. */
  65649. invert: boolean;
  65650. /**
  65651. * The internal mesh used by the post-process
  65652. */
  65653. mesh: Mesh;
  65654. /**
  65655. * @hidden
  65656. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  65657. */
  65658. useDiffuseColor: boolean;
  65659. /**
  65660. * Array containing the excluded meshes not rendered in the internal pass
  65661. */
  65662. excludedMeshes: AbstractMesh[];
  65663. /**
  65664. * Controls the overall intensity of the post-process
  65665. */
  65666. exposure: number;
  65667. /**
  65668. * Dissipates each sample's contribution in range [0, 1]
  65669. */
  65670. decay: number;
  65671. /**
  65672. * Controls the overall intensity of each sample
  65673. */
  65674. weight: number;
  65675. /**
  65676. * Controls the density of each sample
  65677. */
  65678. density: number;
  65679. /**
  65680. * @constructor
  65681. * @param name The post-process name
  65682. * @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)
  65683. * @param camera The camera that the post-process will be attached to
  65684. * @param mesh The mesh used to create the light scattering
  65685. * @param samples The post-process quality, default 100
  65686. * @param samplingModeThe post-process filtering mode
  65687. * @param engine The babylon engine
  65688. * @param reusable If the post-process is reusable
  65689. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  65690. */
  65691. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  65692. /**
  65693. * Returns the string "VolumetricLightScatteringPostProcess"
  65694. * @returns "VolumetricLightScatteringPostProcess"
  65695. */
  65696. getClassName(): string;
  65697. private _isReady;
  65698. /**
  65699. * Sets the new light position for light scattering effect
  65700. * @param position The new custom light position
  65701. */
  65702. setCustomMeshPosition(position: Vector3): void;
  65703. /**
  65704. * Returns the light position for light scattering effect
  65705. * @return Vector3 The custom light position
  65706. */
  65707. getCustomMeshPosition(): Vector3;
  65708. /**
  65709. * Disposes the internal assets and detaches the post-process from the camera
  65710. */
  65711. dispose(camera: Camera): void;
  65712. /**
  65713. * Returns the render target texture used by the post-process
  65714. * @return the render target texture used by the post-process
  65715. */
  65716. getPass(): RenderTargetTexture;
  65717. private _meshExcluded;
  65718. private _createPass;
  65719. private _updateMeshScreenCoordinates;
  65720. /**
  65721. * Creates a default mesh for the Volumeric Light Scattering post-process
  65722. * @param name The mesh name
  65723. * @param scene The scene where to create the mesh
  65724. * @return the default mesh
  65725. */
  65726. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  65727. }
  65728. }
  65729. declare module "babylonjs/PostProcesses/index" {
  65730. export * from "babylonjs/PostProcesses/anaglyphPostProcess";
  65731. export * from "babylonjs/PostProcesses/blackAndWhitePostProcess";
  65732. export * from "babylonjs/PostProcesses/bloomEffect";
  65733. export * from "babylonjs/PostProcesses/bloomMergePostProcess";
  65734. export * from "babylonjs/PostProcesses/blurPostProcess";
  65735. export * from "babylonjs/PostProcesses/chromaticAberrationPostProcess";
  65736. export * from "babylonjs/PostProcesses/circleOfConfusionPostProcess";
  65737. export * from "babylonjs/PostProcesses/colorCorrectionPostProcess";
  65738. export * from "babylonjs/PostProcesses/convolutionPostProcess";
  65739. export * from "babylonjs/PostProcesses/depthOfFieldBlurPostProcess";
  65740. export * from "babylonjs/PostProcesses/depthOfFieldEffect";
  65741. export * from "babylonjs/PostProcesses/depthOfFieldMergePostProcess";
  65742. export * from "babylonjs/PostProcesses/displayPassPostProcess";
  65743. export * from "babylonjs/PostProcesses/extractHighlightsPostProcess";
  65744. export * from "babylonjs/PostProcesses/filterPostProcess";
  65745. export * from "babylonjs/PostProcesses/fxaaPostProcess";
  65746. export * from "babylonjs/PostProcesses/grainPostProcess";
  65747. export * from "babylonjs/PostProcesses/highlightsPostProcess";
  65748. export * from "babylonjs/PostProcesses/imageProcessingPostProcess";
  65749. export * from "babylonjs/PostProcesses/motionBlurPostProcess";
  65750. export * from "babylonjs/PostProcesses/passPostProcess";
  65751. export * from "babylonjs/PostProcesses/postProcess";
  65752. export * from "babylonjs/PostProcesses/postProcessManager";
  65753. export * from "babylonjs/PostProcesses/refractionPostProcess";
  65754. export * from "babylonjs/PostProcesses/RenderPipeline/index";
  65755. export * from "babylonjs/PostProcesses/sharpenPostProcess";
  65756. export * from "babylonjs/PostProcesses/stereoscopicInterlacePostProcess";
  65757. export * from "babylonjs/PostProcesses/tonemapPostProcess";
  65758. export * from "babylonjs/PostProcesses/volumetricLightScatteringPostProcess";
  65759. export * from "babylonjs/PostProcesses/vrDistortionCorrectionPostProcess";
  65760. export * from "babylonjs/PostProcesses/vrMultiviewToSingleviewPostProcess";
  65761. }
  65762. declare module "babylonjs/Probes/index" {
  65763. export * from "babylonjs/Probes/reflectionProbe";
  65764. }
  65765. declare module "babylonjs/Rendering/boundingBoxRenderer" {
  65766. import { Scene } from "babylonjs/scene";
  65767. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  65768. import { SmartArray } from "babylonjs/Misc/smartArray";
  65769. import { ISceneComponent } from "babylonjs/sceneComponent";
  65770. import { BoundingBox } from "babylonjs/Culling/boundingBox";
  65771. import "babylonjs/Meshes/Builders/boxBuilder";
  65772. import "babylonjs/Shaders/color.fragment";
  65773. import "babylonjs/Shaders/color.vertex";
  65774. import { Color3 } from "babylonjs/Maths/math.color";
  65775. module "babylonjs/scene" {
  65776. interface Scene {
  65777. /** @hidden (Backing field) */
  65778. _boundingBoxRenderer: BoundingBoxRenderer;
  65779. /** @hidden (Backing field) */
  65780. _forceShowBoundingBoxes: boolean;
  65781. /**
  65782. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  65783. */
  65784. forceShowBoundingBoxes: boolean;
  65785. /**
  65786. * Gets the bounding box renderer associated with the scene
  65787. * @returns a BoundingBoxRenderer
  65788. */
  65789. getBoundingBoxRenderer(): BoundingBoxRenderer;
  65790. }
  65791. }
  65792. module "babylonjs/Meshes/abstractMesh" {
  65793. interface AbstractMesh {
  65794. /** @hidden (Backing field) */
  65795. _showBoundingBox: boolean;
  65796. /**
  65797. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  65798. */
  65799. showBoundingBox: boolean;
  65800. }
  65801. }
  65802. /**
  65803. * Component responsible of rendering the bounding box of the meshes in a scene.
  65804. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  65805. */
  65806. export class BoundingBoxRenderer implements ISceneComponent {
  65807. /**
  65808. * The component name helpfull to identify the component in the list of scene components.
  65809. */
  65810. readonly name: string;
  65811. /**
  65812. * The scene the component belongs to.
  65813. */
  65814. scene: Scene;
  65815. /**
  65816. * Color of the bounding box lines placed in front of an object
  65817. */
  65818. frontColor: Color3;
  65819. /**
  65820. * Color of the bounding box lines placed behind an object
  65821. */
  65822. backColor: Color3;
  65823. /**
  65824. * Defines if the renderer should show the back lines or not
  65825. */
  65826. showBackLines: boolean;
  65827. /**
  65828. * @hidden
  65829. */
  65830. renderList: SmartArray<BoundingBox>;
  65831. private _colorShader;
  65832. private _vertexBuffers;
  65833. private _indexBuffer;
  65834. private _fillIndexBuffer;
  65835. private _fillIndexData;
  65836. /**
  65837. * Instantiates a new bounding box renderer in a scene.
  65838. * @param scene the scene the renderer renders in
  65839. */
  65840. constructor(scene: Scene);
  65841. /**
  65842. * Registers the component in a given scene
  65843. */
  65844. register(): void;
  65845. private _evaluateSubMesh;
  65846. private _activeMesh;
  65847. private _prepareRessources;
  65848. private _createIndexBuffer;
  65849. /**
  65850. * Rebuilds the elements related to this component in case of
  65851. * context lost for instance.
  65852. */
  65853. rebuild(): void;
  65854. /**
  65855. * @hidden
  65856. */
  65857. reset(): void;
  65858. /**
  65859. * Render the bounding boxes of a specific rendering group
  65860. * @param renderingGroupId defines the rendering group to render
  65861. */
  65862. render(renderingGroupId: number): void;
  65863. /**
  65864. * In case of occlusion queries, we can render the occlusion bounding box through this method
  65865. * @param mesh Define the mesh to render the occlusion bounding box for
  65866. */
  65867. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  65868. /**
  65869. * Dispose and release the resources attached to this renderer.
  65870. */
  65871. dispose(): void;
  65872. }
  65873. }
  65874. declare module "babylonjs/Shaders/depth.fragment" {
  65875. import "babylonjs/Shaders/ShadersInclude/packingFunctions";
  65876. /** @hidden */
  65877. export var depthPixelShader: {
  65878. name: string;
  65879. shader: string;
  65880. };
  65881. }
  65882. declare module "babylonjs/Rendering/depthRenderer" {
  65883. import { Nullable } from "babylonjs/types";
  65884. import { SubMesh } from "babylonjs/Meshes/subMesh";
  65885. import { Scene } from "babylonjs/scene";
  65886. import { RenderTargetTexture } from "babylonjs/Materials/Textures/renderTargetTexture";
  65887. import { Camera } from "babylonjs/Cameras/camera";
  65888. import "babylonjs/Shaders/depth.fragment";
  65889. import "babylonjs/Shaders/depth.vertex";
  65890. /**
  65891. * This represents a depth renderer in Babylon.
  65892. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  65893. */
  65894. export class DepthRenderer {
  65895. private _scene;
  65896. private _depthMap;
  65897. private _effect;
  65898. private readonly _storeNonLinearDepth;
  65899. private readonly _clearColor;
  65900. /** Get if the depth renderer is using packed depth or not */
  65901. readonly isPacked: boolean;
  65902. private _cachedDefines;
  65903. private _camera;
  65904. /**
  65905. * Specifiess that the depth renderer will only be used within
  65906. * the camera it is created for.
  65907. * This can help forcing its rendering during the camera processing.
  65908. */
  65909. useOnlyInActiveCamera: boolean;
  65910. /** @hidden */
  65911. static _SceneComponentInitialization: (scene: Scene) => void;
  65912. /**
  65913. * Instantiates a depth renderer
  65914. * @param scene The scene the renderer belongs to
  65915. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  65916. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  65917. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65918. */
  65919. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  65920. /**
  65921. * Creates the depth rendering effect and checks if the effect is ready.
  65922. * @param subMesh The submesh to be used to render the depth map of
  65923. * @param useInstances If multiple world instances should be used
  65924. * @returns if the depth renderer is ready to render the depth map
  65925. */
  65926. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  65927. /**
  65928. * Gets the texture which the depth map will be written to.
  65929. * @returns The depth map texture
  65930. */
  65931. getDepthMap(): RenderTargetTexture;
  65932. /**
  65933. * Disposes of the depth renderer.
  65934. */
  65935. dispose(): void;
  65936. }
  65937. }
  65938. declare module "babylonjs/Rendering/depthRendererSceneComponent" {
  65939. import { Nullable } from "babylonjs/types";
  65940. import { Scene } from "babylonjs/scene";
  65941. import { DepthRenderer } from "babylonjs/Rendering/depthRenderer";
  65942. import { Camera } from "babylonjs/Cameras/camera";
  65943. import { ISceneComponent } from "babylonjs/sceneComponent";
  65944. module "babylonjs/scene" {
  65945. interface Scene {
  65946. /** @hidden (Backing field) */
  65947. _depthRenderer: {
  65948. [id: string]: DepthRenderer;
  65949. };
  65950. /**
  65951. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  65952. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  65953. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  65954. * @returns the created depth renderer
  65955. */
  65956. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  65957. /**
  65958. * Disables a depth renderer for a given camera
  65959. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  65960. */
  65961. disableDepthRenderer(camera?: Nullable<Camera>): void;
  65962. }
  65963. }
  65964. /**
  65965. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  65966. * in several rendering techniques.
  65967. */
  65968. export class DepthRendererSceneComponent implements ISceneComponent {
  65969. /**
  65970. * The component name helpfull to identify the component in the list of scene components.
  65971. */
  65972. readonly name: string;
  65973. /**
  65974. * The scene the component belongs to.
  65975. */
  65976. scene: Scene;
  65977. /**
  65978. * Creates a new instance of the component for the given scene
  65979. * @param scene Defines the scene to register the component in
  65980. */
  65981. constructor(scene: Scene);
  65982. /**
  65983. * Registers the component in a given scene
  65984. */
  65985. register(): void;
  65986. /**
  65987. * Rebuilds the elements related to this component in case of
  65988. * context lost for instance.
  65989. */
  65990. rebuild(): void;
  65991. /**
  65992. * Disposes the component and the associated ressources
  65993. */
  65994. dispose(): void;
  65995. private _gatherRenderTargets;
  65996. private _gatherActiveCameraRenderTargets;
  65997. }
  65998. }
  65999. declare module "babylonjs/Shaders/outline.fragment" {
  66000. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66001. import "babylonjs/Shaders/ShadersInclude/logDepthFragment";
  66002. /** @hidden */
  66003. export var outlinePixelShader: {
  66004. name: string;
  66005. shader: string;
  66006. };
  66007. }
  66008. declare module "babylonjs/Shaders/outline.vertex" {
  66009. import "babylonjs/Shaders/ShadersInclude/bonesDeclaration";
  66010. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexGlobalDeclaration";
  66011. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertexDeclaration";
  66012. import "babylonjs/Shaders/ShadersInclude/instancesDeclaration";
  66013. import "babylonjs/Shaders/ShadersInclude/logDepthDeclaration";
  66014. import "babylonjs/Shaders/ShadersInclude/morphTargetsVertex";
  66015. import "babylonjs/Shaders/ShadersInclude/instancesVertex";
  66016. import "babylonjs/Shaders/ShadersInclude/bonesVertex";
  66017. import "babylonjs/Shaders/ShadersInclude/logDepthVertex";
  66018. /** @hidden */
  66019. export var outlineVertexShader: {
  66020. name: string;
  66021. shader: string;
  66022. };
  66023. }
  66024. declare module "babylonjs/Rendering/outlineRenderer" {
  66025. import { SubMesh } from "babylonjs/Meshes/subMesh";
  66026. import { _InstancesBatch } from "babylonjs/Meshes/mesh";
  66027. import { Scene } from "babylonjs/scene";
  66028. import { ISceneComponent } from "babylonjs/sceneComponent";
  66029. import "babylonjs/Shaders/outline.fragment";
  66030. import "babylonjs/Shaders/outline.vertex";
  66031. module "babylonjs/scene" {
  66032. interface Scene {
  66033. /** @hidden */
  66034. _outlineRenderer: OutlineRenderer;
  66035. /**
  66036. * Gets the outline renderer associated with the scene
  66037. * @returns a OutlineRenderer
  66038. */
  66039. getOutlineRenderer(): OutlineRenderer;
  66040. }
  66041. }
  66042. module "babylonjs/Meshes/abstractMesh" {
  66043. interface AbstractMesh {
  66044. /** @hidden (Backing field) */
  66045. _renderOutline: boolean;
  66046. /**
  66047. * Gets or sets a boolean indicating if the outline must be rendered as well
  66048. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  66049. */
  66050. renderOutline: boolean;
  66051. /** @hidden (Backing field) */
  66052. _renderOverlay: boolean;
  66053. /**
  66054. * Gets or sets a boolean indicating if the overlay must be rendered as well
  66055. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  66056. */
  66057. renderOverlay: boolean;
  66058. }
  66059. }
  66060. /**
  66061. * This class is responsible to draw bothe outline/overlay of meshes.
  66062. * It should not be used directly but through the available method on mesh.
  66063. */
  66064. export class OutlineRenderer implements ISceneComponent {
  66065. /**
  66066. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  66067. */
  66068. private static _StencilReference;
  66069. /**
  66070. * The name of the component. Each component must have a unique name.
  66071. */
  66072. name: string;
  66073. /**
  66074. * The scene the component belongs to.
  66075. */
  66076. scene: Scene;
  66077. /**
  66078. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  66079. */
  66080. zOffset: number;
  66081. private _engine;
  66082. private _effect;
  66083. private _cachedDefines;
  66084. private _savedDepthWrite;
  66085. /**
  66086. * Instantiates a new outline renderer. (There could be only one per scene).
  66087. * @param scene Defines the scene it belongs to
  66088. */
  66089. constructor(scene: Scene);
  66090. /**
  66091. * Register the component to one instance of a scene.
  66092. */
  66093. register(): void;
  66094. /**
  66095. * Rebuilds the elements related to this component in case of
  66096. * context lost for instance.
  66097. */
  66098. rebuild(): void;
  66099. /**
  66100. * Disposes the component and the associated ressources.
  66101. */
  66102. dispose(): void;
  66103. /**
  66104. * Renders the outline in the canvas.
  66105. * @param subMesh Defines the sumesh to render
  66106. * @param batch Defines the batch of meshes in case of instances
  66107. * @param useOverlay Defines if the rendering is for the overlay or the outline
  66108. */
  66109. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  66110. /**
  66111. * Returns whether or not the outline renderer is ready for a given submesh.
  66112. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  66113. * @param subMesh Defines the submesh to check readyness for
  66114. * @param useInstances Defines wheter wee are trying to render instances or not
  66115. * @returns true if ready otherwise false
  66116. */
  66117. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  66118. private _beforeRenderingMesh;
  66119. private _afterRenderingMesh;
  66120. }
  66121. }
  66122. declare module "babylonjs/Rendering/index" {
  66123. export * from "babylonjs/Rendering/boundingBoxRenderer";
  66124. export * from "babylonjs/Rendering/depthRenderer";
  66125. export * from "babylonjs/Rendering/depthRendererSceneComponent";
  66126. export * from "babylonjs/Rendering/edgesRenderer";
  66127. export * from "babylonjs/Rendering/geometryBufferRenderer";
  66128. export * from "babylonjs/Rendering/geometryBufferRendererSceneComponent";
  66129. export * from "babylonjs/Rendering/outlineRenderer";
  66130. export * from "babylonjs/Rendering/renderingGroup";
  66131. export * from "babylonjs/Rendering/renderingManager";
  66132. export * from "babylonjs/Rendering/utilityLayerRenderer";
  66133. }
  66134. declare module "babylonjs/Sprites/spritePackedManager" {
  66135. import { SpriteManager } from "babylonjs/Sprites/spriteManager";
  66136. import { Scene } from "babylonjs/scene";
  66137. /**
  66138. * Class used to manage multiple sprites of different sizes on the same spritesheet
  66139. * @see http://doc.babylonjs.com/babylon101/sprites
  66140. */
  66141. export class SpritePackedManager extends SpriteManager {
  66142. /** defines the packed manager's name */
  66143. name: string;
  66144. /**
  66145. * Creates a new sprite manager from a packed sprite sheet
  66146. * @param name defines the manager's name
  66147. * @param imgUrl defines the sprite sheet url
  66148. * @param capacity defines the maximum allowed number of sprites
  66149. * @param scene defines the hosting scene
  66150. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  66151. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  66152. * @param samplingMode defines the smapling mode to use with spritesheet
  66153. * @param fromPacked set to true; do not alter
  66154. */
  66155. constructor(
  66156. /** defines the packed manager's name */
  66157. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  66158. }
  66159. }
  66160. declare module "babylonjs/Sprites/index" {
  66161. export * from "babylonjs/Sprites/sprite";
  66162. export * from "babylonjs/Sprites/spriteManager";
  66163. export * from "babylonjs/Sprites/spritePackedManager";
  66164. export * from "babylonjs/Sprites/spriteSceneComponent";
  66165. }
  66166. declare module "babylonjs/States/index" {
  66167. export * from "babylonjs/States/alphaCullingState";
  66168. export * from "babylonjs/States/depthCullingState";
  66169. export * from "babylonjs/States/stencilState";
  66170. }
  66171. declare module "babylonjs/Misc/assetsManager" {
  66172. import { Scene } from "babylonjs/scene";
  66173. import { AbstractMesh } from "babylonjs/Meshes/abstractMesh";
  66174. import { IParticleSystem } from "babylonjs/Particles/IParticleSystem";
  66175. import { Skeleton } from "babylonjs/Bones/skeleton";
  66176. import { Observable } from "babylonjs/Misc/observable";
  66177. import { BaseTexture } from "babylonjs/Materials/Textures/baseTexture";
  66178. import { Texture } from "babylonjs/Materials/Textures/texture";
  66179. import { CubeTexture } from "babylonjs/Materials/Textures/cubeTexture";
  66180. import { HDRCubeTexture } from "babylonjs/Materials/Textures/hdrCubeTexture";
  66181. import { EquiRectangularCubeTexture } from "babylonjs/Materials/Textures/equiRectangularCubeTexture";
  66182. import { AnimationGroup } from "babylonjs/Animations/animationGroup";
  66183. /**
  66184. * Defines the list of states available for a task inside a AssetsManager
  66185. */
  66186. export enum AssetTaskState {
  66187. /**
  66188. * Initialization
  66189. */
  66190. INIT = 0,
  66191. /**
  66192. * Running
  66193. */
  66194. RUNNING = 1,
  66195. /**
  66196. * Done
  66197. */
  66198. DONE = 2,
  66199. /**
  66200. * Error
  66201. */
  66202. ERROR = 3
  66203. }
  66204. /**
  66205. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  66206. */
  66207. export abstract class AbstractAssetTask {
  66208. /**
  66209. * Task name
  66210. */ name: string;
  66211. /**
  66212. * Callback called when the task is successful
  66213. */
  66214. onSuccess: (task: any) => void;
  66215. /**
  66216. * Callback called when the task is not successful
  66217. */
  66218. onError: (task: any, message?: string, exception?: any) => void;
  66219. /**
  66220. * Creates a new AssetsManager
  66221. * @param name defines the name of the task
  66222. */
  66223. constructor(
  66224. /**
  66225. * Task name
  66226. */ name: string);
  66227. private _isCompleted;
  66228. private _taskState;
  66229. private _errorObject;
  66230. /**
  66231. * Get if the task is completed
  66232. */
  66233. readonly isCompleted: boolean;
  66234. /**
  66235. * Gets the current state of the task
  66236. */
  66237. readonly taskState: AssetTaskState;
  66238. /**
  66239. * Gets the current error object (if task is in error)
  66240. */
  66241. readonly errorObject: {
  66242. message?: string;
  66243. exception?: any;
  66244. };
  66245. /**
  66246. * Internal only
  66247. * @hidden
  66248. */
  66249. _setErrorObject(message?: string, exception?: any): void;
  66250. /**
  66251. * Execute the current task
  66252. * @param scene defines the scene where you want your assets to be loaded
  66253. * @param onSuccess is a callback called when the task is successfully executed
  66254. * @param onError is a callback called if an error occurs
  66255. */
  66256. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66257. /**
  66258. * Execute the current task
  66259. * @param scene defines the scene where you want your assets to be loaded
  66260. * @param onSuccess is a callback called when the task is successfully executed
  66261. * @param onError is a callback called if an error occurs
  66262. */
  66263. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66264. /**
  66265. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  66266. * This can be used with failed tasks that have the reason for failure fixed.
  66267. */
  66268. reset(): void;
  66269. private onErrorCallback;
  66270. private onDoneCallback;
  66271. }
  66272. /**
  66273. * Define the interface used by progress events raised during assets loading
  66274. */
  66275. export interface IAssetsProgressEvent {
  66276. /**
  66277. * Defines the number of remaining tasks to process
  66278. */
  66279. remainingCount: number;
  66280. /**
  66281. * Defines the total number of tasks
  66282. */
  66283. totalCount: number;
  66284. /**
  66285. * Defines the task that was just processed
  66286. */
  66287. task: AbstractAssetTask;
  66288. }
  66289. /**
  66290. * Class used to share progress information about assets loading
  66291. */
  66292. export class AssetsProgressEvent implements IAssetsProgressEvent {
  66293. /**
  66294. * Defines the number of remaining tasks to process
  66295. */
  66296. remainingCount: number;
  66297. /**
  66298. * Defines the total number of tasks
  66299. */
  66300. totalCount: number;
  66301. /**
  66302. * Defines the task that was just processed
  66303. */
  66304. task: AbstractAssetTask;
  66305. /**
  66306. * Creates a AssetsProgressEvent
  66307. * @param remainingCount defines the number of remaining tasks to process
  66308. * @param totalCount defines the total number of tasks
  66309. * @param task defines the task that was just processed
  66310. */
  66311. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  66312. }
  66313. /**
  66314. * Define a task used by AssetsManager to load meshes
  66315. */
  66316. export class MeshAssetTask extends AbstractAssetTask {
  66317. /**
  66318. * Defines the name of the task
  66319. */
  66320. name: string;
  66321. /**
  66322. * Defines the list of mesh's names you want to load
  66323. */
  66324. meshesNames: any;
  66325. /**
  66326. * Defines the root url to use as a base to load your meshes and associated resources
  66327. */
  66328. rootUrl: string;
  66329. /**
  66330. * Defines the filename of the scene to load from
  66331. */
  66332. sceneFilename: string;
  66333. /**
  66334. * Gets the list of loaded meshes
  66335. */
  66336. loadedMeshes: Array<AbstractMesh>;
  66337. /**
  66338. * Gets the list of loaded particle systems
  66339. */
  66340. loadedParticleSystems: Array<IParticleSystem>;
  66341. /**
  66342. * Gets the list of loaded skeletons
  66343. */
  66344. loadedSkeletons: Array<Skeleton>;
  66345. /**
  66346. * Gets the list of loaded animation groups
  66347. */
  66348. loadedAnimationGroups: Array<AnimationGroup>;
  66349. /**
  66350. * Callback called when the task is successful
  66351. */
  66352. onSuccess: (task: MeshAssetTask) => void;
  66353. /**
  66354. * Callback called when the task is successful
  66355. */
  66356. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  66357. /**
  66358. * Creates a new MeshAssetTask
  66359. * @param name defines the name of the task
  66360. * @param meshesNames defines the list of mesh's names you want to load
  66361. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  66362. * @param sceneFilename defines the filename of the scene to load from
  66363. */
  66364. constructor(
  66365. /**
  66366. * Defines the name of the task
  66367. */
  66368. name: string,
  66369. /**
  66370. * Defines the list of mesh's names you want to load
  66371. */
  66372. meshesNames: any,
  66373. /**
  66374. * Defines the root url to use as a base to load your meshes and associated resources
  66375. */
  66376. rootUrl: string,
  66377. /**
  66378. * Defines the filename of the scene to load from
  66379. */
  66380. sceneFilename: string);
  66381. /**
  66382. * Execute the current task
  66383. * @param scene defines the scene where you want your assets to be loaded
  66384. * @param onSuccess is a callback called when the task is successfully executed
  66385. * @param onError is a callback called if an error occurs
  66386. */
  66387. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66388. }
  66389. /**
  66390. * Define a task used by AssetsManager to load text content
  66391. */
  66392. export class TextFileAssetTask extends AbstractAssetTask {
  66393. /**
  66394. * Defines the name of the task
  66395. */
  66396. name: string;
  66397. /**
  66398. * Defines the location of the file to load
  66399. */
  66400. url: string;
  66401. /**
  66402. * Gets the loaded text string
  66403. */
  66404. text: string;
  66405. /**
  66406. * Callback called when the task is successful
  66407. */
  66408. onSuccess: (task: TextFileAssetTask) => void;
  66409. /**
  66410. * Callback called when the task is successful
  66411. */
  66412. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  66413. /**
  66414. * Creates a new TextFileAssetTask object
  66415. * @param name defines the name of the task
  66416. * @param url defines the location of the file to load
  66417. */
  66418. constructor(
  66419. /**
  66420. * Defines the name of the task
  66421. */
  66422. name: string,
  66423. /**
  66424. * Defines the location of the file to load
  66425. */
  66426. url: string);
  66427. /**
  66428. * Execute the current task
  66429. * @param scene defines the scene where you want your assets to be loaded
  66430. * @param onSuccess is a callback called when the task is successfully executed
  66431. * @param onError is a callback called if an error occurs
  66432. */
  66433. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66434. }
  66435. /**
  66436. * Define a task used by AssetsManager to load binary data
  66437. */
  66438. export class BinaryFileAssetTask extends AbstractAssetTask {
  66439. /**
  66440. * Defines the name of the task
  66441. */
  66442. name: string;
  66443. /**
  66444. * Defines the location of the file to load
  66445. */
  66446. url: string;
  66447. /**
  66448. * Gets the lodaded data (as an array buffer)
  66449. */
  66450. data: ArrayBuffer;
  66451. /**
  66452. * Callback called when the task is successful
  66453. */
  66454. onSuccess: (task: BinaryFileAssetTask) => void;
  66455. /**
  66456. * Callback called when the task is successful
  66457. */
  66458. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  66459. /**
  66460. * Creates a new BinaryFileAssetTask object
  66461. * @param name defines the name of the new task
  66462. * @param url defines the location of the file to load
  66463. */
  66464. constructor(
  66465. /**
  66466. * Defines the name of the task
  66467. */
  66468. name: string,
  66469. /**
  66470. * Defines the location of the file to load
  66471. */
  66472. url: string);
  66473. /**
  66474. * Execute the current task
  66475. * @param scene defines the scene where you want your assets to be loaded
  66476. * @param onSuccess is a callback called when the task is successfully executed
  66477. * @param onError is a callback called if an error occurs
  66478. */
  66479. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66480. }
  66481. /**
  66482. * Define a task used by AssetsManager to load images
  66483. */
  66484. export class ImageAssetTask extends AbstractAssetTask {
  66485. /**
  66486. * Defines the name of the task
  66487. */
  66488. name: string;
  66489. /**
  66490. * Defines the location of the image to load
  66491. */
  66492. url: string;
  66493. /**
  66494. * Gets the loaded images
  66495. */
  66496. image: HTMLImageElement;
  66497. /**
  66498. * Callback called when the task is successful
  66499. */
  66500. onSuccess: (task: ImageAssetTask) => void;
  66501. /**
  66502. * Callback called when the task is successful
  66503. */
  66504. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  66505. /**
  66506. * Creates a new ImageAssetTask
  66507. * @param name defines the name of the task
  66508. * @param url defines the location of the image to load
  66509. */
  66510. constructor(
  66511. /**
  66512. * Defines the name of the task
  66513. */
  66514. name: string,
  66515. /**
  66516. * Defines the location of the image to load
  66517. */
  66518. url: string);
  66519. /**
  66520. * Execute the current task
  66521. * @param scene defines the scene where you want your assets to be loaded
  66522. * @param onSuccess is a callback called when the task is successfully executed
  66523. * @param onError is a callback called if an error occurs
  66524. */
  66525. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66526. }
  66527. /**
  66528. * Defines the interface used by texture loading tasks
  66529. */
  66530. export interface ITextureAssetTask<TEX extends BaseTexture> {
  66531. /**
  66532. * Gets the loaded texture
  66533. */
  66534. texture: TEX;
  66535. }
  66536. /**
  66537. * Define a task used by AssetsManager to load 2D textures
  66538. */
  66539. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  66540. /**
  66541. * Defines the name of the task
  66542. */
  66543. name: string;
  66544. /**
  66545. * Defines the location of the file to load
  66546. */
  66547. url: string;
  66548. /**
  66549. * Defines if mipmap should not be generated (default is false)
  66550. */
  66551. noMipmap?: boolean | undefined;
  66552. /**
  66553. * Defines if texture must be inverted on Y axis (default is false)
  66554. */
  66555. invertY?: boolean | undefined;
  66556. /**
  66557. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66558. */
  66559. samplingMode: number;
  66560. /**
  66561. * Gets the loaded texture
  66562. */
  66563. texture: Texture;
  66564. /**
  66565. * Callback called when the task is successful
  66566. */
  66567. onSuccess: (task: TextureAssetTask) => void;
  66568. /**
  66569. * Callback called when the task is successful
  66570. */
  66571. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  66572. /**
  66573. * Creates a new TextureAssetTask object
  66574. * @param name defines the name of the task
  66575. * @param url defines the location of the file to load
  66576. * @param noMipmap defines if mipmap should not be generated (default is false)
  66577. * @param invertY defines if texture must be inverted on Y axis (default is false)
  66578. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66579. */
  66580. constructor(
  66581. /**
  66582. * Defines the name of the task
  66583. */
  66584. name: string,
  66585. /**
  66586. * Defines the location of the file to load
  66587. */
  66588. url: string,
  66589. /**
  66590. * Defines if mipmap should not be generated (default is false)
  66591. */
  66592. noMipmap?: boolean | undefined,
  66593. /**
  66594. * Defines if texture must be inverted on Y axis (default is false)
  66595. */
  66596. invertY?: boolean | undefined,
  66597. /**
  66598. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  66599. */
  66600. samplingMode?: number);
  66601. /**
  66602. * Execute the current task
  66603. * @param scene defines the scene where you want your assets to be loaded
  66604. * @param onSuccess is a callback called when the task is successfully executed
  66605. * @param onError is a callback called if an error occurs
  66606. */
  66607. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66608. }
  66609. /**
  66610. * Define a task used by AssetsManager to load cube textures
  66611. */
  66612. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  66613. /**
  66614. * Defines the name of the task
  66615. */
  66616. name: string;
  66617. /**
  66618. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66619. */
  66620. url: string;
  66621. /**
  66622. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66623. */
  66624. extensions?: string[] | undefined;
  66625. /**
  66626. * Defines if mipmaps should not be generated (default is false)
  66627. */
  66628. noMipmap?: boolean | undefined;
  66629. /**
  66630. * Defines the explicit list of files (undefined by default)
  66631. */
  66632. files?: string[] | undefined;
  66633. /**
  66634. * Gets the loaded texture
  66635. */
  66636. texture: CubeTexture;
  66637. /**
  66638. * Callback called when the task is successful
  66639. */
  66640. onSuccess: (task: CubeTextureAssetTask) => void;
  66641. /**
  66642. * Callback called when the task is successful
  66643. */
  66644. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  66645. /**
  66646. * Creates a new CubeTextureAssetTask
  66647. * @param name defines the name of the task
  66648. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66649. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66650. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66651. * @param files defines the explicit list of files (undefined by default)
  66652. */
  66653. constructor(
  66654. /**
  66655. * Defines the name of the task
  66656. */
  66657. name: string,
  66658. /**
  66659. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  66660. */
  66661. url: string,
  66662. /**
  66663. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  66664. */
  66665. extensions?: string[] | undefined,
  66666. /**
  66667. * Defines if mipmaps should not be generated (default is false)
  66668. */
  66669. noMipmap?: boolean | undefined,
  66670. /**
  66671. * Defines the explicit list of files (undefined by default)
  66672. */
  66673. files?: string[] | undefined);
  66674. /**
  66675. * Execute the current task
  66676. * @param scene defines the scene where you want your assets to be loaded
  66677. * @param onSuccess is a callback called when the task is successfully executed
  66678. * @param onError is a callback called if an error occurs
  66679. */
  66680. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66681. }
  66682. /**
  66683. * Define a task used by AssetsManager to load HDR cube textures
  66684. */
  66685. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  66686. /**
  66687. * Defines the name of the task
  66688. */
  66689. name: string;
  66690. /**
  66691. * Defines the location of the file to load
  66692. */
  66693. url: string;
  66694. /**
  66695. * Defines the desired size (the more it increases the longer the generation will be)
  66696. */
  66697. size: number;
  66698. /**
  66699. * Defines if mipmaps should not be generated (default is false)
  66700. */
  66701. noMipmap: boolean;
  66702. /**
  66703. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66704. */
  66705. generateHarmonics: boolean;
  66706. /**
  66707. * 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)
  66708. */
  66709. gammaSpace: boolean;
  66710. /**
  66711. * Internal Use Only
  66712. */
  66713. reserved: boolean;
  66714. /**
  66715. * Gets the loaded texture
  66716. */
  66717. texture: HDRCubeTexture;
  66718. /**
  66719. * Callback called when the task is successful
  66720. */
  66721. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  66722. /**
  66723. * Callback called when the task is successful
  66724. */
  66725. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  66726. /**
  66727. * Creates a new HDRCubeTextureAssetTask object
  66728. * @param name defines the name of the task
  66729. * @param url defines the location of the file to load
  66730. * @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.
  66731. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66732. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66733. * @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)
  66734. * @param reserved Internal use only
  66735. */
  66736. constructor(
  66737. /**
  66738. * Defines the name of the task
  66739. */
  66740. name: string,
  66741. /**
  66742. * Defines the location of the file to load
  66743. */
  66744. url: string,
  66745. /**
  66746. * Defines the desired size (the more it increases the longer the generation will be)
  66747. */
  66748. size: number,
  66749. /**
  66750. * Defines if mipmaps should not be generated (default is false)
  66751. */
  66752. noMipmap?: boolean,
  66753. /**
  66754. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  66755. */
  66756. generateHarmonics?: boolean,
  66757. /**
  66758. * 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)
  66759. */
  66760. gammaSpace?: boolean,
  66761. /**
  66762. * Internal Use Only
  66763. */
  66764. reserved?: boolean);
  66765. /**
  66766. * Execute the current task
  66767. * @param scene defines the scene where you want your assets to be loaded
  66768. * @param onSuccess is a callback called when the task is successfully executed
  66769. * @param onError is a callback called if an error occurs
  66770. */
  66771. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66772. }
  66773. /**
  66774. * Define a task used by AssetsManager to load Equirectangular cube textures
  66775. */
  66776. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  66777. /**
  66778. * Defines the name of the task
  66779. */
  66780. name: string;
  66781. /**
  66782. * Defines the location of the file to load
  66783. */
  66784. url: string;
  66785. /**
  66786. * Defines the desired size (the more it increases the longer the generation will be)
  66787. */
  66788. size: number;
  66789. /**
  66790. * Defines if mipmaps should not be generated (default is false)
  66791. */
  66792. noMipmap: boolean;
  66793. /**
  66794. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66795. * but the standard material would require them in Gamma space) (default is true)
  66796. */
  66797. gammaSpace: boolean;
  66798. /**
  66799. * Gets the loaded texture
  66800. */
  66801. texture: EquiRectangularCubeTexture;
  66802. /**
  66803. * Callback called when the task is successful
  66804. */
  66805. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  66806. /**
  66807. * Callback called when the task is successful
  66808. */
  66809. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  66810. /**
  66811. * Creates a new EquiRectangularCubeTextureAssetTask object
  66812. * @param name defines the name of the task
  66813. * @param url defines the location of the file to load
  66814. * @param size defines the desired size (the more it increases the longer the generation will be)
  66815. * If the size is omitted this implies you are using a preprocessed cubemap.
  66816. * @param noMipmap defines if mipmaps should not be generated (default is false)
  66817. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  66818. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  66819. * (default is true)
  66820. */
  66821. constructor(
  66822. /**
  66823. * Defines the name of the task
  66824. */
  66825. name: string,
  66826. /**
  66827. * Defines the location of the file to load
  66828. */
  66829. url: string,
  66830. /**
  66831. * Defines the desired size (the more it increases the longer the generation will be)
  66832. */
  66833. size: number,
  66834. /**
  66835. * Defines if mipmaps should not be generated (default is false)
  66836. */
  66837. noMipmap?: boolean,
  66838. /**
  66839. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  66840. * but the standard material would require them in Gamma space) (default is true)
  66841. */
  66842. gammaSpace?: boolean);
  66843. /**
  66844. * Execute the current task
  66845. * @param scene defines the scene where you want your assets to be loaded
  66846. * @param onSuccess is a callback called when the task is successfully executed
  66847. * @param onError is a callback called if an error occurs
  66848. */
  66849. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  66850. }
  66851. /**
  66852. * This class can be used to easily import assets into a scene
  66853. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  66854. */
  66855. export class AssetsManager {
  66856. private _scene;
  66857. private _isLoading;
  66858. protected _tasks: AbstractAssetTask[];
  66859. protected _waitingTasksCount: number;
  66860. protected _totalTasksCount: number;
  66861. /**
  66862. * Callback called when all tasks are processed
  66863. */
  66864. onFinish: (tasks: AbstractAssetTask[]) => void;
  66865. /**
  66866. * Callback called when a task is successful
  66867. */
  66868. onTaskSuccess: (task: AbstractAssetTask) => void;
  66869. /**
  66870. * Callback called when a task had an error
  66871. */
  66872. onTaskError: (task: AbstractAssetTask) => void;
  66873. /**
  66874. * Callback called when a task is done (whatever the result is)
  66875. */
  66876. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  66877. /**
  66878. * Observable called when all tasks are processed
  66879. */
  66880. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  66881. /**
  66882. * Observable called when a task had an error
  66883. */
  66884. onTaskErrorObservable: Observable<AbstractAssetTask>;
  66885. /**
  66886. * Observable called when all tasks were executed
  66887. */
  66888. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  66889. /**
  66890. * Observable called when a task is done (whatever the result is)
  66891. */
  66892. onProgressObservable: Observable<IAssetsProgressEvent>;
  66893. /**
  66894. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  66895. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  66896. */
  66897. useDefaultLoadingScreen: boolean;
  66898. /**
  66899. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  66900. * when all assets have been downloaded.
  66901. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  66902. */
  66903. autoHideLoadingUI: boolean;
  66904. /**
  66905. * Creates a new AssetsManager
  66906. * @param scene defines the scene to work on
  66907. */
  66908. constructor(scene: Scene);
  66909. /**
  66910. * Add a MeshAssetTask to the list of active tasks
  66911. * @param taskName defines the name of the new task
  66912. * @param meshesNames defines the name of meshes to load
  66913. * @param rootUrl defines the root url to use to locate files
  66914. * @param sceneFilename defines the filename of the scene file
  66915. * @returns a new MeshAssetTask object
  66916. */
  66917. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  66918. /**
  66919. * Add a TextFileAssetTask to the list of active tasks
  66920. * @param taskName defines the name of the new task
  66921. * @param url defines the url of the file to load
  66922. * @returns a new TextFileAssetTask object
  66923. */
  66924. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  66925. /**
  66926. * Add a BinaryFileAssetTask to the list of active tasks
  66927. * @param taskName defines the name of the new task
  66928. * @param url defines the url of the file to load
  66929. * @returns a new BinaryFileAssetTask object
  66930. */
  66931. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  66932. /**
  66933. * Add a ImageAssetTask to the list of active tasks
  66934. * @param taskName defines the name of the new task
  66935. * @param url defines the url of the file to load
  66936. * @returns a new ImageAssetTask object
  66937. */
  66938. addImageTask(taskName: string, url: string): ImageAssetTask;
  66939. /**
  66940. * Add a TextureAssetTask to the list of active tasks
  66941. * @param taskName defines the name of the new task
  66942. * @param url defines the url of the file to load
  66943. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66944. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  66945. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  66946. * @returns a new TextureAssetTask object
  66947. */
  66948. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  66949. /**
  66950. * Add a CubeTextureAssetTask to the list of active tasks
  66951. * @param taskName defines the name of the new task
  66952. * @param url defines the url of the file to load
  66953. * @param extensions defines the extension to use to load the cube map (can be null)
  66954. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66955. * @param files defines the list of files to load (can be null)
  66956. * @returns a new CubeTextureAssetTask object
  66957. */
  66958. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  66959. /**
  66960. *
  66961. * Add a HDRCubeTextureAssetTask to the list of active tasks
  66962. * @param taskName defines the name of the new task
  66963. * @param url defines the url of the file to load
  66964. * @param size defines the size you want for the cubemap (can be null)
  66965. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66966. * @param generateHarmonics defines if you want to automatically generate (true by default)
  66967. * @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)
  66968. * @param reserved Internal use only
  66969. * @returns a new HDRCubeTextureAssetTask object
  66970. */
  66971. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  66972. /**
  66973. *
  66974. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  66975. * @param taskName defines the name of the new task
  66976. * @param url defines the url of the file to load
  66977. * @param size defines the size you want for the cubemap (can be null)
  66978. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  66979. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  66980. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  66981. * @returns a new EquiRectangularCubeTextureAssetTask object
  66982. */
  66983. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  66984. /**
  66985. * Remove a task from the assets manager.
  66986. * @param task the task to remove
  66987. */
  66988. removeTask(task: AbstractAssetTask): void;
  66989. private _decreaseWaitingTasksCount;
  66990. private _runTask;
  66991. /**
  66992. * Reset the AssetsManager and remove all tasks
  66993. * @return the current instance of the AssetsManager
  66994. */
  66995. reset(): AssetsManager;
  66996. /**
  66997. * Start the loading process
  66998. * @return the current instance of the AssetsManager
  66999. */
  67000. load(): AssetsManager;
  67001. /**
  67002. * Start the loading process as an async operation
  67003. * @return a promise returning the list of failed tasks
  67004. */
  67005. loadAsync(): Promise<void>;
  67006. }
  67007. }
  67008. declare module "babylonjs/Misc/deferred" {
  67009. /**
  67010. * Wrapper class for promise with external resolve and reject.
  67011. */
  67012. export class Deferred<T> {
  67013. /**
  67014. * The promise associated with this deferred object.
  67015. */
  67016. readonly promise: Promise<T>;
  67017. private _resolve;
  67018. private _reject;
  67019. /**
  67020. * The resolve method of the promise associated with this deferred object.
  67021. */
  67022. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  67023. /**
  67024. * The reject method of the promise associated with this deferred object.
  67025. */
  67026. readonly reject: (reason?: any) => void;
  67027. /**
  67028. * Constructor for this deferred object.
  67029. */
  67030. constructor();
  67031. }
  67032. }
  67033. declare module "babylonjs/Misc/meshExploder" {
  67034. import { Mesh } from "babylonjs/Meshes/mesh";
  67035. /**
  67036. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  67037. */
  67038. export class MeshExploder {
  67039. private _centerMesh;
  67040. private _meshes;
  67041. private _meshesOrigins;
  67042. private _toCenterVectors;
  67043. private _scaledDirection;
  67044. private _newPosition;
  67045. private _centerPosition;
  67046. /**
  67047. * Explodes meshes from a center mesh.
  67048. * @param meshes The meshes to explode.
  67049. * @param centerMesh The mesh to be center of explosion.
  67050. */
  67051. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  67052. private _setCenterMesh;
  67053. /**
  67054. * Get class name
  67055. * @returns "MeshExploder"
  67056. */
  67057. getClassName(): string;
  67058. /**
  67059. * "Exploded meshes"
  67060. * @returns Array of meshes with the centerMesh at index 0.
  67061. */
  67062. getMeshes(): Array<Mesh>;
  67063. /**
  67064. * Explodes meshes giving a specific direction
  67065. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  67066. */
  67067. explode(direction?: number): void;
  67068. }
  67069. }
  67070. declare module "babylonjs/Misc/filesInput" {
  67071. import { Engine } from "babylonjs/Engines/engine";
  67072. import { Scene } from "babylonjs/scene";
  67073. import { SceneLoaderProgressEvent } from "babylonjs/Loading/sceneLoader";
  67074. /**
  67075. * Class used to help managing file picking and drag'n'drop
  67076. */
  67077. export class FilesInput {
  67078. /**
  67079. * List of files ready to be loaded
  67080. */
  67081. static readonly FilesToLoad: {
  67082. [key: string]: File;
  67083. };
  67084. /**
  67085. * Callback called when a file is processed
  67086. */
  67087. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  67088. private _engine;
  67089. private _currentScene;
  67090. private _sceneLoadedCallback;
  67091. private _progressCallback;
  67092. private _additionalRenderLoopLogicCallback;
  67093. private _textureLoadingCallback;
  67094. private _startingProcessingFilesCallback;
  67095. private _onReloadCallback;
  67096. private _errorCallback;
  67097. private _elementToMonitor;
  67098. private _sceneFileToLoad;
  67099. private _filesToLoad;
  67100. /**
  67101. * Creates a new FilesInput
  67102. * @param engine defines the rendering engine
  67103. * @param scene defines the hosting scene
  67104. * @param sceneLoadedCallback callback called when scene is loaded
  67105. * @param progressCallback callback called to track progress
  67106. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  67107. * @param textureLoadingCallback callback called when a texture is loading
  67108. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  67109. * @param onReloadCallback callback called when a reload is requested
  67110. * @param errorCallback callback call if an error occurs
  67111. */
  67112. 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);
  67113. private _dragEnterHandler;
  67114. private _dragOverHandler;
  67115. private _dropHandler;
  67116. /**
  67117. * Calls this function to listen to drag'n'drop events on a specific DOM element
  67118. * @param elementToMonitor defines the DOM element to track
  67119. */
  67120. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  67121. /**
  67122. * Release all associated resources
  67123. */
  67124. dispose(): void;
  67125. private renderFunction;
  67126. private drag;
  67127. private drop;
  67128. private _traverseFolder;
  67129. private _processFiles;
  67130. /**
  67131. * Load files from a drop event
  67132. * @param event defines the drop event to use as source
  67133. */
  67134. loadFiles(event: any): void;
  67135. private _processReload;
  67136. /**
  67137. * Reload the current scene from the loaded files
  67138. */
  67139. reload(): void;
  67140. }
  67141. }
  67142. declare module "babylonjs/Misc/HighDynamicRange/index" {
  67143. export * from "babylonjs/Misc/HighDynamicRange/cubemapToSphericalPolynomial";
  67144. export * from "babylonjs/Misc/HighDynamicRange/hdr";
  67145. export * from "babylonjs/Misc/HighDynamicRange/panoramaToCubemap";
  67146. }
  67147. declare module "babylonjs/Misc/sceneOptimizer" {
  67148. import { Scene, IDisposable } from "babylonjs/scene";
  67149. import { Observable } from "babylonjs/Misc/observable";
  67150. /**
  67151. * Defines the root class used to create scene optimization to use with SceneOptimizer
  67152. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67153. */
  67154. export class SceneOptimization {
  67155. /**
  67156. * Defines the priority of this optimization (0 by default which means first in the list)
  67157. */
  67158. priority: number;
  67159. /**
  67160. * Gets a string describing the action executed by the current optimization
  67161. * @returns description string
  67162. */
  67163. getDescription(): string;
  67164. /**
  67165. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67166. * @param scene defines the current scene where to apply this optimization
  67167. * @param optimizer defines the current optimizer
  67168. * @returns true if everything that can be done was applied
  67169. */
  67170. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67171. /**
  67172. * Creates the SceneOptimization object
  67173. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67174. * @param desc defines the description associated with the optimization
  67175. */
  67176. constructor(
  67177. /**
  67178. * Defines the priority of this optimization (0 by default which means first in the list)
  67179. */
  67180. priority?: number);
  67181. }
  67182. /**
  67183. * Defines an optimization used to reduce the size of render target textures
  67184. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67185. */
  67186. export class TextureOptimization extends SceneOptimization {
  67187. /**
  67188. * Defines the priority of this optimization (0 by default which means first in the list)
  67189. */
  67190. priority: number;
  67191. /**
  67192. * 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
  67193. */
  67194. maximumSize: number;
  67195. /**
  67196. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67197. */
  67198. step: number;
  67199. /**
  67200. * Gets a string describing the action executed by the current optimization
  67201. * @returns description string
  67202. */
  67203. getDescription(): string;
  67204. /**
  67205. * Creates the TextureOptimization object
  67206. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67207. * @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
  67208. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67209. */
  67210. constructor(
  67211. /**
  67212. * Defines the priority of this optimization (0 by default which means first in the list)
  67213. */
  67214. priority?: number,
  67215. /**
  67216. * 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
  67217. */
  67218. maximumSize?: number,
  67219. /**
  67220. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  67221. */
  67222. step?: number);
  67223. /**
  67224. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67225. * @param scene defines the current scene where to apply this optimization
  67226. * @param optimizer defines the current optimizer
  67227. * @returns true if everything that can be done was applied
  67228. */
  67229. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67230. }
  67231. /**
  67232. * Defines an optimization used to increase or decrease the rendering resolution
  67233. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67234. */
  67235. export class HardwareScalingOptimization extends SceneOptimization {
  67236. /**
  67237. * Defines the priority of this optimization (0 by default which means first in the list)
  67238. */
  67239. priority: number;
  67240. /**
  67241. * Defines the maximum scale to use (2 by default)
  67242. */
  67243. maximumScale: number;
  67244. /**
  67245. * Defines the step to use between two passes (0.5 by default)
  67246. */
  67247. step: number;
  67248. private _currentScale;
  67249. private _directionOffset;
  67250. /**
  67251. * Gets a string describing the action executed by the current optimization
  67252. * @return description string
  67253. */
  67254. getDescription(): string;
  67255. /**
  67256. * Creates the HardwareScalingOptimization object
  67257. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67258. * @param maximumScale defines the maximum scale to use (2 by default)
  67259. * @param step defines the step to use between two passes (0.5 by default)
  67260. */
  67261. constructor(
  67262. /**
  67263. * Defines the priority of this optimization (0 by default which means first in the list)
  67264. */
  67265. priority?: number,
  67266. /**
  67267. * Defines the maximum scale to use (2 by default)
  67268. */
  67269. maximumScale?: number,
  67270. /**
  67271. * Defines the step to use between two passes (0.5 by default)
  67272. */
  67273. step?: number);
  67274. /**
  67275. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67276. * @param scene defines the current scene where to apply this optimization
  67277. * @param optimizer defines the current optimizer
  67278. * @returns true if everything that can be done was applied
  67279. */
  67280. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67281. }
  67282. /**
  67283. * Defines an optimization used to remove shadows
  67284. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67285. */
  67286. export class ShadowsOptimization extends SceneOptimization {
  67287. /**
  67288. * Gets a string describing the action executed by the current optimization
  67289. * @return description string
  67290. */
  67291. getDescription(): string;
  67292. /**
  67293. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67294. * @param scene defines the current scene where to apply this optimization
  67295. * @param optimizer defines the current optimizer
  67296. * @returns true if everything that can be done was applied
  67297. */
  67298. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67299. }
  67300. /**
  67301. * Defines an optimization used to turn post-processes off
  67302. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67303. */
  67304. export class PostProcessesOptimization extends SceneOptimization {
  67305. /**
  67306. * Gets a string describing the action executed by the current optimization
  67307. * @return description string
  67308. */
  67309. getDescription(): string;
  67310. /**
  67311. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67312. * @param scene defines the current scene where to apply this optimization
  67313. * @param optimizer defines the current optimizer
  67314. * @returns true if everything that can be done was applied
  67315. */
  67316. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67317. }
  67318. /**
  67319. * Defines an optimization used to turn lens flares off
  67320. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67321. */
  67322. export class LensFlaresOptimization extends SceneOptimization {
  67323. /**
  67324. * Gets a string describing the action executed by the current optimization
  67325. * @return description string
  67326. */
  67327. getDescription(): string;
  67328. /**
  67329. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67330. * @param scene defines the current scene where to apply this optimization
  67331. * @param optimizer defines the current optimizer
  67332. * @returns true if everything that can be done was applied
  67333. */
  67334. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67335. }
  67336. /**
  67337. * Defines an optimization based on user defined callback.
  67338. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67339. */
  67340. export class CustomOptimization extends SceneOptimization {
  67341. /**
  67342. * Callback called to apply the custom optimization.
  67343. */
  67344. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  67345. /**
  67346. * Callback called to get custom description
  67347. */
  67348. onGetDescription: () => string;
  67349. /**
  67350. * Gets a string describing the action executed by the current optimization
  67351. * @returns description string
  67352. */
  67353. getDescription(): string;
  67354. /**
  67355. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67356. * @param scene defines the current scene where to apply this optimization
  67357. * @param optimizer defines the current optimizer
  67358. * @returns true if everything that can be done was applied
  67359. */
  67360. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67361. }
  67362. /**
  67363. * Defines an optimization used to turn particles off
  67364. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67365. */
  67366. export class ParticlesOptimization extends SceneOptimization {
  67367. /**
  67368. * Gets a string describing the action executed by the current optimization
  67369. * @return description string
  67370. */
  67371. getDescription(): string;
  67372. /**
  67373. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67374. * @param scene defines the current scene where to apply this optimization
  67375. * @param optimizer defines the current optimizer
  67376. * @returns true if everything that can be done was applied
  67377. */
  67378. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67379. }
  67380. /**
  67381. * Defines an optimization used to turn render targets off
  67382. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67383. */
  67384. export class RenderTargetsOptimization extends SceneOptimization {
  67385. /**
  67386. * Gets a string describing the action executed by the current optimization
  67387. * @return description string
  67388. */
  67389. getDescription(): string;
  67390. /**
  67391. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67392. * @param scene defines the current scene where to apply this optimization
  67393. * @param optimizer defines the current optimizer
  67394. * @returns true if everything that can be done was applied
  67395. */
  67396. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  67397. }
  67398. /**
  67399. * Defines an optimization used to merge meshes with compatible materials
  67400. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67401. */
  67402. export class MergeMeshesOptimization extends SceneOptimization {
  67403. private static _UpdateSelectionTree;
  67404. /**
  67405. * Gets or sets a boolean which defines if optimization octree has to be updated
  67406. */
  67407. /**
  67408. * Gets or sets a boolean which defines if optimization octree has to be updated
  67409. */
  67410. static UpdateSelectionTree: boolean;
  67411. /**
  67412. * Gets a string describing the action executed by the current optimization
  67413. * @return description string
  67414. */
  67415. getDescription(): string;
  67416. private _canBeMerged;
  67417. /**
  67418. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  67419. * @param scene defines the current scene where to apply this optimization
  67420. * @param optimizer defines the current optimizer
  67421. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  67422. * @returns true if everything that can be done was applied
  67423. */
  67424. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  67425. }
  67426. /**
  67427. * Defines a list of options used by SceneOptimizer
  67428. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67429. */
  67430. export class SceneOptimizerOptions {
  67431. /**
  67432. * Defines the target frame rate to reach (60 by default)
  67433. */
  67434. targetFrameRate: number;
  67435. /**
  67436. * Defines the interval between two checkes (2000ms by default)
  67437. */
  67438. trackerDuration: number;
  67439. /**
  67440. * Gets the list of optimizations to apply
  67441. */
  67442. optimizations: SceneOptimization[];
  67443. /**
  67444. * Creates a new list of options used by SceneOptimizer
  67445. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  67446. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  67447. */
  67448. constructor(
  67449. /**
  67450. * Defines the target frame rate to reach (60 by default)
  67451. */
  67452. targetFrameRate?: number,
  67453. /**
  67454. * Defines the interval between two checkes (2000ms by default)
  67455. */
  67456. trackerDuration?: number);
  67457. /**
  67458. * Add a new optimization
  67459. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  67460. * @returns the current SceneOptimizerOptions
  67461. */
  67462. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  67463. /**
  67464. * Add a new custom optimization
  67465. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  67466. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  67467. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  67468. * @returns the current SceneOptimizerOptions
  67469. */
  67470. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  67471. /**
  67472. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  67473. * @param targetFrameRate defines the target frame rate (60 by default)
  67474. * @returns a SceneOptimizerOptions object
  67475. */
  67476. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67477. /**
  67478. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  67479. * @param targetFrameRate defines the target frame rate (60 by default)
  67480. * @returns a SceneOptimizerOptions object
  67481. */
  67482. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67483. /**
  67484. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  67485. * @param targetFrameRate defines the target frame rate (60 by default)
  67486. * @returns a SceneOptimizerOptions object
  67487. */
  67488. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  67489. }
  67490. /**
  67491. * Class used to run optimizations in order to reach a target frame rate
  67492. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  67493. */
  67494. export class SceneOptimizer implements IDisposable {
  67495. private _isRunning;
  67496. private _options;
  67497. private _scene;
  67498. private _currentPriorityLevel;
  67499. private _targetFrameRate;
  67500. private _trackerDuration;
  67501. private _currentFrameRate;
  67502. private _sceneDisposeObserver;
  67503. private _improvementMode;
  67504. /**
  67505. * Defines an observable called when the optimizer reaches the target frame rate
  67506. */
  67507. onSuccessObservable: Observable<SceneOptimizer>;
  67508. /**
  67509. * Defines an observable called when the optimizer enables an optimization
  67510. */
  67511. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  67512. /**
  67513. * Defines an observable called when the optimizer is not able to reach the target frame rate
  67514. */
  67515. onFailureObservable: Observable<SceneOptimizer>;
  67516. /**
  67517. * Gets a boolean indicating if the optimizer is in improvement mode
  67518. */
  67519. readonly isInImprovementMode: boolean;
  67520. /**
  67521. * Gets the current priority level (0 at start)
  67522. */
  67523. readonly currentPriorityLevel: number;
  67524. /**
  67525. * Gets the current frame rate checked by the SceneOptimizer
  67526. */
  67527. readonly currentFrameRate: number;
  67528. /**
  67529. * Gets or sets the current target frame rate (60 by default)
  67530. */
  67531. /**
  67532. * Gets or sets the current target frame rate (60 by default)
  67533. */
  67534. targetFrameRate: number;
  67535. /**
  67536. * Gets or sets the current interval between two checks (every 2000ms by default)
  67537. */
  67538. /**
  67539. * Gets or sets the current interval between two checks (every 2000ms by default)
  67540. */
  67541. trackerDuration: number;
  67542. /**
  67543. * Gets the list of active optimizations
  67544. */
  67545. readonly optimizations: SceneOptimization[];
  67546. /**
  67547. * Creates a new SceneOptimizer
  67548. * @param scene defines the scene to work on
  67549. * @param options defines the options to use with the SceneOptimizer
  67550. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  67551. * @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)
  67552. */
  67553. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  67554. /**
  67555. * Stops the current optimizer
  67556. */
  67557. stop(): void;
  67558. /**
  67559. * Reset the optimizer to initial step (current priority level = 0)
  67560. */
  67561. reset(): void;
  67562. /**
  67563. * Start the optimizer. By default it will try to reach a specific framerate
  67564. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  67565. */
  67566. start(): void;
  67567. private _checkCurrentState;
  67568. /**
  67569. * Release all resources
  67570. */
  67571. dispose(): void;
  67572. /**
  67573. * Helper function to create a SceneOptimizer with one single line of code
  67574. * @param scene defines the scene to work on
  67575. * @param options defines the options to use with the SceneOptimizer
  67576. * @param onSuccess defines a callback to call on success
  67577. * @param onFailure defines a callback to call on failure
  67578. * @returns the new SceneOptimizer object
  67579. */
  67580. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  67581. }
  67582. }
  67583. declare module "babylonjs/Misc/sceneSerializer" {
  67584. import { Scene } from "babylonjs/scene";
  67585. /**
  67586. * Class used to serialize a scene into a string
  67587. */
  67588. export class SceneSerializer {
  67589. /**
  67590. * Clear cache used by a previous serialization
  67591. */
  67592. static ClearCache(): void;
  67593. /**
  67594. * Serialize a scene into a JSON compatible object
  67595. * @param scene defines the scene to serialize
  67596. * @returns a JSON compatible object
  67597. */
  67598. static Serialize(scene: Scene): any;
  67599. /**
  67600. * Serialize a mesh into a JSON compatible object
  67601. * @param toSerialize defines the mesh to serialize
  67602. * @param withParents defines if parents must be serialized as well
  67603. * @param withChildren defines if children must be serialized as well
  67604. * @returns a JSON compatible object
  67605. */
  67606. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  67607. }
  67608. }
  67609. declare module "babylonjs/Misc/textureTools" {
  67610. import { Texture } from "babylonjs/Materials/Textures/texture";
  67611. /**
  67612. * Class used to host texture specific utilities
  67613. */
  67614. export class TextureTools {
  67615. /**
  67616. * Uses the GPU to create a copy texture rescaled at a given size
  67617. * @param texture Texture to copy from
  67618. * @param width defines the desired width
  67619. * @param height defines the desired height
  67620. * @param useBilinearMode defines if bilinear mode has to be used
  67621. * @return the generated texture
  67622. */
  67623. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  67624. }
  67625. }
  67626. declare module "babylonjs/Misc/videoRecorder" {
  67627. import { Nullable } from "babylonjs/types";
  67628. import { Engine } from "babylonjs/Engines/engine";
  67629. /**
  67630. * This represents the different options available for the video capture.
  67631. */
  67632. export interface VideoRecorderOptions {
  67633. /** Defines the mime type of the video. */
  67634. mimeType: string;
  67635. /** Defines the FPS the video should be recorded at. */
  67636. fps: number;
  67637. /** Defines the chunk size for the recording data. */
  67638. recordChunckSize: number;
  67639. /** The audio tracks to attach to the recording. */
  67640. audioTracks?: MediaStreamTrack[];
  67641. }
  67642. /**
  67643. * This can help with recording videos from BabylonJS.
  67644. * This is based on the available WebRTC functionalities of the browser.
  67645. *
  67646. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  67647. */
  67648. export class VideoRecorder {
  67649. private static readonly _defaultOptions;
  67650. /**
  67651. * Returns whether or not the VideoRecorder is available in your browser.
  67652. * @param engine Defines the Babylon Engine.
  67653. * @returns true if supported otherwise false.
  67654. */
  67655. static IsSupported(engine: Engine): boolean;
  67656. private readonly _options;
  67657. private _canvas;
  67658. private _mediaRecorder;
  67659. private _recordedChunks;
  67660. private _fileName;
  67661. private _resolve;
  67662. private _reject;
  67663. /**
  67664. * True when a recording is already in progress.
  67665. */
  67666. readonly isRecording: boolean;
  67667. /**
  67668. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  67669. * @param engine Defines the BabylonJS Engine you wish to record.
  67670. * @param options Defines options that can be used to customize the capture.
  67671. */
  67672. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  67673. /**
  67674. * Stops the current recording before the default capture timeout passed in the startRecording function.
  67675. */
  67676. stopRecording(): void;
  67677. /**
  67678. * Starts recording the canvas for a max duration specified in parameters.
  67679. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  67680. * If null no automatic download will start and you can rely on the promise to get the data back.
  67681. * @param maxDuration Defines the maximum recording time in seconds.
  67682. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  67683. * @return A promise callback at the end of the recording with the video data in Blob.
  67684. */
  67685. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  67686. /**
  67687. * Releases internal resources used during the recording.
  67688. */
  67689. dispose(): void;
  67690. private _handleDataAvailable;
  67691. private _handleError;
  67692. private _handleStop;
  67693. }
  67694. }
  67695. declare module "babylonjs/Misc/screenshotTools" {
  67696. import { Camera } from "babylonjs/Cameras/camera";
  67697. import { IScreenshotSize } from "babylonjs/Misc/interfaces/screenshotSize";
  67698. import { Engine } from "babylonjs/Engines/engine";
  67699. /**
  67700. * Class containing a set of static utilities functions for screenshots
  67701. */
  67702. export class ScreenshotTools {
  67703. /**
  67704. * Captures a screenshot of the current rendering
  67705. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67706. * @param engine defines the rendering engine
  67707. * @param camera defines the source camera
  67708. * @param size This parameter can be set to a single number or to an object with the
  67709. * following (optional) properties: precision, width, height. If a single number is passed,
  67710. * it will be used for both width and height. If an object is passed, the screenshot size
  67711. * will be derived from the parameters. The precision property is a multiplier allowing
  67712. * rendering at a higher or lower resolution
  67713. * @param successCallback defines the callback receives a single parameter which contains the
  67714. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67715. * src parameter of an <img> to display it
  67716. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67717. * Check your browser for supported MIME types
  67718. */
  67719. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  67720. /**
  67721. * Captures a screenshot of the current rendering
  67722. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67723. * @param engine defines the rendering engine
  67724. * @param camera defines the source camera
  67725. * @param size This parameter can be set to a single number or to an object with the
  67726. * following (optional) properties: precision, width, height. If a single number is passed,
  67727. * it will be used for both width and height. If an object is passed, the screenshot size
  67728. * will be derived from the parameters. The precision property is a multiplier allowing
  67729. * rendering at a higher or lower resolution
  67730. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  67731. * Check your browser for supported MIME types
  67732. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67733. * to the src parameter of an <img> to display it
  67734. */
  67735. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  67736. /**
  67737. * Generates an image screenshot from the specified camera.
  67738. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67739. * @param engine The engine to use for rendering
  67740. * @param camera The camera to use for rendering
  67741. * @param size This parameter can be set to a single number or to an object with the
  67742. * following (optional) properties: precision, width, height. If a single number is passed,
  67743. * it will be used for both width and height. If an object is passed, the screenshot size
  67744. * will be derived from the parameters. The precision property is a multiplier allowing
  67745. * rendering at a higher or lower resolution
  67746. * @param successCallback The callback receives a single parameter which contains the
  67747. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  67748. * src parameter of an <img> to display it
  67749. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67750. * Check your browser for supported MIME types
  67751. * @param samples Texture samples (default: 1)
  67752. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67753. * @param fileName A name for for the downloaded file.
  67754. */
  67755. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  67756. /**
  67757. * Generates an image screenshot from the specified camera.
  67758. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  67759. * @param engine The engine to use for rendering
  67760. * @param camera The camera to use for rendering
  67761. * @param size This parameter can be set to a single number or to an object with the
  67762. * following (optional) properties: precision, width, height. If a single number is passed,
  67763. * it will be used for both width and height. If an object is passed, the screenshot size
  67764. * will be derived from the parameters. The precision property is a multiplier allowing
  67765. * rendering at a higher or lower resolution
  67766. * @param mimeType The MIME type of the screenshot image (default: image/png).
  67767. * Check your browser for supported MIME types
  67768. * @param samples Texture samples (default: 1)
  67769. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  67770. * @param fileName A name for for the downloaded file.
  67771. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  67772. * to the src parameter of an <img> to display it
  67773. */
  67774. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  67775. /**
  67776. * Gets height and width for screenshot size
  67777. * @private
  67778. */
  67779. private static _getScreenshotSize;
  67780. }
  67781. }
  67782. declare module "babylonjs/Misc/dataReader" {
  67783. /**
  67784. * Interface for a data buffer
  67785. */
  67786. export interface IDataBuffer {
  67787. /**
  67788. * Reads bytes from the data buffer.
  67789. * @param byteOffset The byte offset to read
  67790. * @param byteLength The byte length to read
  67791. * @returns A promise that resolves when the bytes are read
  67792. */
  67793. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  67794. /**
  67795. * The byte length of the buffer.
  67796. */
  67797. readonly byteLength: number;
  67798. }
  67799. /**
  67800. * Utility class for reading from a data buffer
  67801. */
  67802. export class DataReader {
  67803. /**
  67804. * The data buffer associated with this data reader.
  67805. */
  67806. readonly buffer: IDataBuffer;
  67807. /**
  67808. * The current byte offset from the beginning of the data buffer.
  67809. */
  67810. byteOffset: number;
  67811. private _dataView;
  67812. private _dataByteOffset;
  67813. /**
  67814. * Constructor
  67815. * @param buffer The buffer to read
  67816. */
  67817. constructor(buffer: IDataBuffer);
  67818. /**
  67819. * Loads the given byte length.
  67820. * @param byteLength The byte length to load
  67821. * @returns A promise that resolves when the load is complete
  67822. */
  67823. loadAsync(byteLength: number): Promise<void>;
  67824. /**
  67825. * Read a unsigned 32-bit integer from the currently loaded data range.
  67826. * @returns The 32-bit integer read
  67827. */
  67828. readUint32(): number;
  67829. /**
  67830. * Read a byte array from the currently loaded data range.
  67831. * @param byteLength The byte length to read
  67832. * @returns The byte array read
  67833. */
  67834. readUint8Array(byteLength: number): Uint8Array;
  67835. /**
  67836. * Read a string from the currently loaded data range.
  67837. * @param byteLength The byte length to read
  67838. * @returns The string read
  67839. */
  67840. readString(byteLength: number): string;
  67841. /**
  67842. * Skips the given byte length the currently loaded data range.
  67843. * @param byteLength The byte length to skip
  67844. */
  67845. skipBytes(byteLength: number): void;
  67846. }
  67847. }
  67848. declare module "babylonjs/Misc/index" {
  67849. export * from "babylonjs/Misc/andOrNotEvaluator";
  67850. export * from "babylonjs/Misc/assetsManager";
  67851. export * from "babylonjs/Misc/dds";
  67852. export * from "babylonjs/Misc/decorators";
  67853. export * from "babylonjs/Misc/deferred";
  67854. export * from "babylonjs/Misc/environmentTextureTools";
  67855. export * from "babylonjs/Misc/meshExploder";
  67856. export * from "babylonjs/Misc/filesInput";
  67857. export * from "babylonjs/Misc/HighDynamicRange/index";
  67858. export * from "babylonjs/Misc/khronosTextureContainer";
  67859. export * from "babylonjs/Misc/observable";
  67860. export * from "babylonjs/Misc/performanceMonitor";
  67861. export * from "babylonjs/Misc/promise";
  67862. export * from "babylonjs/Misc/sceneOptimizer";
  67863. export * from "babylonjs/Misc/sceneSerializer";
  67864. export * from "babylonjs/Misc/smartArray";
  67865. export * from "babylonjs/Misc/stringDictionary";
  67866. export * from "babylonjs/Misc/tags";
  67867. export * from "babylonjs/Misc/textureTools";
  67868. export * from "babylonjs/Misc/tga";
  67869. export * from "babylonjs/Misc/tools";
  67870. export * from "babylonjs/Misc/videoRecorder";
  67871. export * from "babylonjs/Misc/virtualJoystick";
  67872. export * from "babylonjs/Misc/workerPool";
  67873. export * from "babylonjs/Misc/logger";
  67874. export * from "babylonjs/Misc/typeStore";
  67875. export * from "babylonjs/Misc/filesInputStore";
  67876. export * from "babylonjs/Misc/deepCopier";
  67877. export * from "babylonjs/Misc/pivotTools";
  67878. export * from "babylonjs/Misc/precisionDate";
  67879. export * from "babylonjs/Misc/screenshotTools";
  67880. export * from "babylonjs/Misc/typeStore";
  67881. export * from "babylonjs/Misc/webRequest";
  67882. export * from "babylonjs/Misc/iInspectable";
  67883. export * from "babylonjs/Misc/brdfTextureTools";
  67884. export * from "babylonjs/Misc/rgbdTextureTools";
  67885. export * from "babylonjs/Misc/gradients";
  67886. export * from "babylonjs/Misc/perfCounter";
  67887. export * from "babylonjs/Misc/fileRequest";
  67888. export * from "babylonjs/Misc/customAnimationFrameRequester";
  67889. export * from "babylonjs/Misc/retryStrategy";
  67890. export * from "babylonjs/Misc/interfaces/screenshotSize";
  67891. export * from "babylonjs/Misc/canvasGenerator";
  67892. export * from "babylonjs/Misc/fileTools";
  67893. export * from "babylonjs/Misc/stringTools";
  67894. export * from "babylonjs/Misc/dataReader";
  67895. }
  67896. declare module "babylonjs/index" {
  67897. export * from "babylonjs/abstractScene";
  67898. export * from "babylonjs/Actions/index";
  67899. export * from "babylonjs/Animations/index";
  67900. export * from "babylonjs/assetContainer";
  67901. export * from "babylonjs/Audio/index";
  67902. export * from "babylonjs/Behaviors/index";
  67903. export * from "babylonjs/Bones/index";
  67904. export * from "babylonjs/Cameras/index";
  67905. export * from "babylonjs/Collisions/index";
  67906. export * from "babylonjs/Culling/index";
  67907. export * from "babylonjs/Debug/index";
  67908. export * from "babylonjs/Engines/index";
  67909. export * from "babylonjs/Events/index";
  67910. export * from "babylonjs/Gamepads/index";
  67911. export * from "babylonjs/Gizmos/index";
  67912. export * from "babylonjs/Helpers/index";
  67913. export * from "babylonjs/Instrumentation/index";
  67914. export * from "babylonjs/Layers/index";
  67915. export * from "babylonjs/LensFlares/index";
  67916. export * from "babylonjs/Lights/index";
  67917. export * from "babylonjs/Loading/index";
  67918. export * from "babylonjs/Materials/index";
  67919. export * from "babylonjs/Maths/index";
  67920. export * from "babylonjs/Meshes/index";
  67921. export * from "babylonjs/Morph/index";
  67922. export * from "babylonjs/Navigation/index";
  67923. export * from "babylonjs/node";
  67924. export * from "babylonjs/Offline/index";
  67925. export * from "babylonjs/Particles/index";
  67926. export * from "babylonjs/Physics/index";
  67927. export * from "babylonjs/PostProcesses/index";
  67928. export * from "babylonjs/Probes/index";
  67929. export * from "babylonjs/Rendering/index";
  67930. export * from "babylonjs/scene";
  67931. export * from "babylonjs/sceneComponent";
  67932. export * from "babylonjs/Sprites/index";
  67933. export * from "babylonjs/States/index";
  67934. export * from "babylonjs/Misc/index";
  67935. export * from "babylonjs/types";
  67936. }
  67937. declare module "babylonjs/Animations/pathCursor" {
  67938. import { Vector3 } from "babylonjs/Maths/math.vector";
  67939. import { Path2 } from "babylonjs/Maths/math.path";
  67940. /**
  67941. * A cursor which tracks a point on a path
  67942. */
  67943. export class PathCursor {
  67944. private path;
  67945. /**
  67946. * Stores path cursor callbacks for when an onchange event is triggered
  67947. */
  67948. private _onchange;
  67949. /**
  67950. * The value of the path cursor
  67951. */
  67952. value: number;
  67953. /**
  67954. * The animation array of the path cursor
  67955. */
  67956. animations: Animation[];
  67957. /**
  67958. * Initializes the path cursor
  67959. * @param path The path to track
  67960. */
  67961. constructor(path: Path2);
  67962. /**
  67963. * Gets the cursor point on the path
  67964. * @returns A point on the path cursor at the cursor location
  67965. */
  67966. getPoint(): Vector3;
  67967. /**
  67968. * Moves the cursor ahead by the step amount
  67969. * @param step The amount to move the cursor forward
  67970. * @returns This path cursor
  67971. */
  67972. moveAhead(step?: number): PathCursor;
  67973. /**
  67974. * Moves the cursor behind by the step amount
  67975. * @param step The amount to move the cursor back
  67976. * @returns This path cursor
  67977. */
  67978. moveBack(step?: number): PathCursor;
  67979. /**
  67980. * Moves the cursor by the step amount
  67981. * If the step amount is greater than one, an exception is thrown
  67982. * @param step The amount to move the cursor
  67983. * @returns This path cursor
  67984. */
  67985. move(step: number): PathCursor;
  67986. /**
  67987. * Ensures that the value is limited between zero and one
  67988. * @returns This path cursor
  67989. */
  67990. private ensureLimits;
  67991. /**
  67992. * Runs onchange callbacks on change (used by the animation engine)
  67993. * @returns This path cursor
  67994. */
  67995. private raiseOnChange;
  67996. /**
  67997. * Executes a function on change
  67998. * @param f A path cursor onchange callback
  67999. * @returns This path cursor
  68000. */
  68001. onchange(f: (cursor: PathCursor) => void): PathCursor;
  68002. }
  68003. }
  68004. declare module "babylonjs/Engines/Processors/Expressions/Operators/index" {
  68005. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineAndOperator";
  68006. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineArithmeticOperator";
  68007. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineIsDefinedOperator";
  68008. export * from "babylonjs/Engines/Processors/Expressions/Operators/shaderDefineOrOperator";
  68009. }
  68010. declare module "babylonjs/Engines/Processors/Expressions/index" {
  68011. export * from "babylonjs/Engines/Processors/Expressions/shaderDefineExpression";
  68012. export * from "babylonjs/Engines/Processors/Expressions/Operators/index";
  68013. }
  68014. declare module "babylonjs/Engines/Processors/index" {
  68015. export * from "babylonjs/Engines/Processors/iShaderProcessor";
  68016. export * from "babylonjs/Engines/Processors/Expressions/index";
  68017. export * from "babylonjs/Engines/Processors/shaderCodeConditionNode";
  68018. export * from "babylonjs/Engines/Processors/shaderCodeCursor";
  68019. export * from "babylonjs/Engines/Processors/shaderCodeNode";
  68020. export * from "babylonjs/Engines/Processors/shaderCodeTestNode";
  68021. export * from "babylonjs/Engines/Processors/shaderProcessingOptions";
  68022. export * from "babylonjs/Engines/Processors/shaderProcessor";
  68023. }
  68024. declare module "babylonjs/Legacy/legacy" {
  68025. import * as Babylon from "babylonjs/index";
  68026. export * from "babylonjs/index";
  68027. }
  68028. declare module "babylonjs/Shaders/blur.fragment" {
  68029. /** @hidden */
  68030. export var blurPixelShader: {
  68031. name: string;
  68032. shader: string;
  68033. };
  68034. }
  68035. declare module "babylonjs/Shaders/ShadersInclude/pointCloudVertexDeclaration" {
  68036. /** @hidden */
  68037. export var pointCloudVertexDeclaration: {
  68038. name: string;
  68039. shader: string;
  68040. };
  68041. }
  68042. declare module "babylonjs" {
  68043. export * from "babylonjs/Legacy/legacy";
  68044. }
  68045. declare module BABYLON {
  68046. /** Alias type for value that can be null */
  68047. export type Nullable<T> = T | null;
  68048. /**
  68049. * Alias type for number that are floats
  68050. * @ignorenaming
  68051. */
  68052. export type float = number;
  68053. /**
  68054. * Alias type for number that are doubles.
  68055. * @ignorenaming
  68056. */
  68057. export type double = number;
  68058. /**
  68059. * Alias type for number that are integer
  68060. * @ignorenaming
  68061. */
  68062. export type int = number;
  68063. /** Alias type for number array or Float32Array */
  68064. export type FloatArray = number[] | Float32Array;
  68065. /** Alias type for number array or Float32Array or Int32Array or Uint32Array or Uint16Array */
  68066. export type IndicesArray = number[] | Int32Array | Uint32Array | Uint16Array;
  68067. /**
  68068. * Alias for types that can be used by a Buffer or VertexBuffer.
  68069. */
  68070. export type DataArray = number[] | ArrayBuffer | ArrayBufferView;
  68071. /**
  68072. * Alias type for primitive types
  68073. * @ignorenaming
  68074. */
  68075. type Primitive = undefined | null | boolean | string | number | Function;
  68076. /**
  68077. * Type modifier to make all the properties of an object Readonly
  68078. */
  68079. export type Immutable<T> = T extends Primitive ? T : T extends Array<infer U> ? ReadonlyArray<U> : DeepImmutable<T>;
  68080. /**
  68081. * Type modifier to make all the properties of an object Readonly recursively
  68082. */
  68083. export type DeepImmutable<T> = T extends Primitive ? T : T extends Array<infer U> ? DeepImmutableArray<U> : DeepImmutableObject<T>;
  68084. /**
  68085. * Type modifier to make object properties readonly.
  68086. */
  68087. export type DeepImmutableObject<T> = {
  68088. readonly [K in keyof T]: DeepImmutable<T[K]>;
  68089. };
  68090. /** @hidden */
  68091. interface DeepImmutableArray<T> extends ReadonlyArray<DeepImmutable<T>> {
  68092. }
  68093. }
  68094. declare module BABYLON {
  68095. /**
  68096. * A class serves as a medium between the observable and its observers
  68097. */
  68098. export class EventState {
  68099. /**
  68100. * Create a new EventState
  68101. * @param mask defines the mask associated with this state
  68102. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68103. * @param target defines the original target of the state
  68104. * @param currentTarget defines the current target of the state
  68105. */
  68106. constructor(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any);
  68107. /**
  68108. * Initialize the current event state
  68109. * @param mask defines the mask associated with this state
  68110. * @param skipNextObservers defines a flag which will instruct the observable to skip following observers when set to true
  68111. * @param target defines the original target of the state
  68112. * @param currentTarget defines the current target of the state
  68113. * @returns the current event state
  68114. */
  68115. initalize(mask: number, skipNextObservers?: boolean, target?: any, currentTarget?: any): EventState;
  68116. /**
  68117. * An Observer can set this property to true to prevent subsequent observers of being notified
  68118. */
  68119. skipNextObservers: boolean;
  68120. /**
  68121. * Get the mask value that were used to trigger the event corresponding to this EventState object
  68122. */
  68123. mask: number;
  68124. /**
  68125. * The object that originally notified the event
  68126. */
  68127. target?: any;
  68128. /**
  68129. * The current object in the bubbling phase
  68130. */
  68131. currentTarget?: any;
  68132. /**
  68133. * This will be populated with the return value of the last function that was executed.
  68134. * If it is the first function in the callback chain it will be the event data.
  68135. */
  68136. lastReturnValue?: any;
  68137. }
  68138. /**
  68139. * Represent an Observer registered to a given Observable object.
  68140. */
  68141. export class Observer<T> {
  68142. /**
  68143. * Defines the callback to call when the observer is notified
  68144. */
  68145. callback: (eventData: T, eventState: EventState) => void;
  68146. /**
  68147. * Defines the mask of the observer (used to filter notifications)
  68148. */
  68149. mask: number;
  68150. /**
  68151. * Defines the current scope used to restore the JS context
  68152. */
  68153. scope: any;
  68154. /** @hidden */
  68155. _willBeUnregistered: boolean;
  68156. /**
  68157. * Gets or sets a property defining that the observer as to be unregistered after the next notification
  68158. */
  68159. unregisterOnNextCall: boolean;
  68160. /**
  68161. * Creates a new observer
  68162. * @param callback defines the callback to call when the observer is notified
  68163. * @param mask defines the mask of the observer (used to filter notifications)
  68164. * @param scope defines the current scope used to restore the JS context
  68165. */
  68166. constructor(
  68167. /**
  68168. * Defines the callback to call when the observer is notified
  68169. */
  68170. callback: (eventData: T, eventState: EventState) => void,
  68171. /**
  68172. * Defines the mask of the observer (used to filter notifications)
  68173. */
  68174. mask: number,
  68175. /**
  68176. * Defines the current scope used to restore the JS context
  68177. */
  68178. scope?: any);
  68179. }
  68180. /**
  68181. * Represent a list of observers registered to multiple Observables object.
  68182. */
  68183. export class MultiObserver<T> {
  68184. private _observers;
  68185. private _observables;
  68186. /**
  68187. * Release associated resources
  68188. */
  68189. dispose(): void;
  68190. /**
  68191. * Raise a callback when one of the observable will notify
  68192. * @param observables defines a list of observables to watch
  68193. * @param callback defines the callback to call on notification
  68194. * @param mask defines the mask used to filter notifications
  68195. * @param scope defines the current scope used to restore the JS context
  68196. * @returns the new MultiObserver
  68197. */
  68198. static Watch<T>(observables: Observable<T>[], callback: (eventData: T, eventState: EventState) => void, mask?: number, scope?: any): MultiObserver<T>;
  68199. }
  68200. /**
  68201. * The Observable class is a simple implementation of the Observable pattern.
  68202. *
  68203. * 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.
  68204. * This enable a more fine grained execution without having to rely on multiple different Observable objects.
  68205. * 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).
  68206. * 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.
  68207. */
  68208. export class Observable<T> {
  68209. private _observers;
  68210. private _eventState;
  68211. private _onObserverAdded;
  68212. /**
  68213. * Gets the list of observers
  68214. */
  68215. readonly observers: Array<Observer<T>>;
  68216. /**
  68217. * Creates a new observable
  68218. * @param onObserverAdded defines a callback to call when a new observer is added
  68219. */
  68220. constructor(onObserverAdded?: (observer: Observer<T>) => void);
  68221. /**
  68222. * Create a new Observer with the specified callback
  68223. * @param callback the callback that will be executed for that Observer
  68224. * @param mask the mask used to filter observers
  68225. * @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.
  68226. * @param scope optional scope for the callback to be called from
  68227. * @param unregisterOnFirstCall defines if the observer as to be unregistered after the next notification
  68228. * @returns the new observer created for the callback
  68229. */
  68230. add(callback: (eventData: T, eventState: EventState) => void, mask?: number, insertFirst?: boolean, scope?: any, unregisterOnFirstCall?: boolean): Nullable<Observer<T>>;
  68231. /**
  68232. * Create a new Observer with the specified callback and unregisters after the next notification
  68233. * @param callback the callback that will be executed for that Observer
  68234. * @returns the new observer created for the callback
  68235. */
  68236. addOnce(callback: (eventData: T, eventState: EventState) => void): Nullable<Observer<T>>;
  68237. /**
  68238. * Remove an Observer from the Observable object
  68239. * @param observer the instance of the Observer to remove
  68240. * @returns false if it doesn't belong to this Observable
  68241. */
  68242. remove(observer: Nullable<Observer<T>>): boolean;
  68243. /**
  68244. * Remove a callback from the Observable object
  68245. * @param callback the callback to remove
  68246. * @param scope optional scope. If used only the callbacks with this scope will be removed
  68247. * @returns false if it doesn't belong to this Observable
  68248. */
  68249. removeCallback(callback: (eventData: T, eventState: EventState) => void, scope?: any): boolean;
  68250. private _deferUnregister;
  68251. private _remove;
  68252. /**
  68253. * Moves the observable to the top of the observer list making it get called first when notified
  68254. * @param observer the observer to move
  68255. */
  68256. makeObserverTopPriority(observer: Observer<T>): void;
  68257. /**
  68258. * Moves the observable to the bottom of the observer list making it get called last when notified
  68259. * @param observer the observer to move
  68260. */
  68261. makeObserverBottomPriority(observer: Observer<T>): void;
  68262. /**
  68263. * Notify all Observers by calling their respective callback with the given data
  68264. * Will return true if all observers were executed, false if an observer set skipNextObservers to true, then prevent the subsequent ones to execute
  68265. * @param eventData defines the data to send to all observers
  68266. * @param mask defines the mask of the current notification (observers with incompatible mask (ie mask & observer.mask === 0) will not be notified)
  68267. * @param target defines the original target of the state
  68268. * @param currentTarget defines the current target of the state
  68269. * @returns false if the complete observer chain was not processed (because one observer set the skipNextObservers to true)
  68270. */
  68271. notifyObservers(eventData: T, mask?: number, target?: any, currentTarget?: any): boolean;
  68272. /**
  68273. * Calling this will execute each callback, expecting it to be a promise or return a value.
  68274. * If at any point in the chain one function fails, the promise will fail and the execution will not continue.
  68275. * This is useful when a chain of events (sometimes async events) is needed to initialize a certain object
  68276. * and it is crucial that all callbacks will be executed.
  68277. * The order of the callbacks is kept, callbacks are not executed parallel.
  68278. *
  68279. * @param eventData The data to be sent to each callback
  68280. * @param mask is used to filter observers defaults to -1
  68281. * @param target defines the callback target (see EventState)
  68282. * @param currentTarget defines he current object in the bubbling phase
  68283. * @returns {Promise<T>} will return a Promise than resolves when all callbacks executed successfully.
  68284. */
  68285. notifyObserversWithPromise(eventData: T, mask?: number, target?: any, currentTarget?: any): Promise<T>;
  68286. /**
  68287. * Notify a specific observer
  68288. * @param observer defines the observer to notify
  68289. * @param eventData defines the data to be sent to each callback
  68290. * @param mask is used to filter observers defaults to -1
  68291. */
  68292. notifyObserver(observer: Observer<T>, eventData: T, mask?: number): void;
  68293. /**
  68294. * Gets a boolean indicating if the observable has at least one observer
  68295. * @returns true is the Observable has at least one Observer registered
  68296. */
  68297. hasObservers(): boolean;
  68298. /**
  68299. * Clear the list of observers
  68300. */
  68301. clear(): void;
  68302. /**
  68303. * Clone the current observable
  68304. * @returns a new observable
  68305. */
  68306. clone(): Observable<T>;
  68307. /**
  68308. * Does this observable handles observer registered with a given mask
  68309. * @param mask defines the mask to be tested
  68310. * @return whether or not one observer registered with the given mask is handeled
  68311. **/
  68312. hasSpecificMask(mask?: number): boolean;
  68313. }
  68314. }
  68315. declare module BABYLON {
  68316. /**
  68317. * Sets of helpers dealing with the DOM and some of the recurrent functions needed in
  68318. * Babylon.js
  68319. */
  68320. export class DomManagement {
  68321. /**
  68322. * Checks if the window object exists
  68323. * @returns true if the window object exists
  68324. */
  68325. static IsWindowObjectExist(): boolean;
  68326. /**
  68327. * Checks if the navigator object exists
  68328. * @returns true if the navigator object exists
  68329. */
  68330. static IsNavigatorAvailable(): boolean;
  68331. /**
  68332. * Extracts text content from a DOM element hierarchy
  68333. * @param element defines the root element
  68334. * @returns a string
  68335. */
  68336. static GetDOMTextContent(element: HTMLElement): string;
  68337. }
  68338. }
  68339. declare module BABYLON {
  68340. /**
  68341. * Logger used througouht the application to allow configuration of
  68342. * the log level required for the messages.
  68343. */
  68344. export class Logger {
  68345. /**
  68346. * No log
  68347. */
  68348. static readonly NoneLogLevel: number;
  68349. /**
  68350. * Only message logs
  68351. */
  68352. static readonly MessageLogLevel: number;
  68353. /**
  68354. * Only warning logs
  68355. */
  68356. static readonly WarningLogLevel: number;
  68357. /**
  68358. * Only error logs
  68359. */
  68360. static readonly ErrorLogLevel: number;
  68361. /**
  68362. * All logs
  68363. */
  68364. static readonly AllLogLevel: number;
  68365. private static _LogCache;
  68366. /**
  68367. * Gets a value indicating the number of loading errors
  68368. * @ignorenaming
  68369. */
  68370. static errorsCount: number;
  68371. /**
  68372. * Callback called when a new log is added
  68373. */
  68374. static OnNewCacheEntry: (entry: string) => void;
  68375. private static _AddLogEntry;
  68376. private static _FormatMessage;
  68377. private static _LogDisabled;
  68378. private static _LogEnabled;
  68379. private static _WarnDisabled;
  68380. private static _WarnEnabled;
  68381. private static _ErrorDisabled;
  68382. private static _ErrorEnabled;
  68383. /**
  68384. * Log a message to the console
  68385. */
  68386. static Log: (message: string) => void;
  68387. /**
  68388. * Write a warning message to the console
  68389. */
  68390. static Warn: (message: string) => void;
  68391. /**
  68392. * Write an error message to the console
  68393. */
  68394. static Error: (message: string) => void;
  68395. /**
  68396. * Gets current log cache (list of logs)
  68397. */
  68398. static readonly LogCache: string;
  68399. /**
  68400. * Clears the log cache
  68401. */
  68402. static ClearLogCache(): void;
  68403. /**
  68404. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  68405. */
  68406. static LogLevels: number;
  68407. }
  68408. }
  68409. declare module BABYLON {
  68410. /** @hidden */
  68411. export class _TypeStore {
  68412. /** @hidden */
  68413. static RegisteredTypes: {
  68414. [key: string]: Object;
  68415. };
  68416. /** @hidden */
  68417. static GetClass(fqdn: string): any;
  68418. }
  68419. }
  68420. declare module BABYLON {
  68421. /**
  68422. * Helper to manipulate strings
  68423. */
  68424. export class StringTools {
  68425. /**
  68426. * Checks for a matching suffix at the end of a string (for ES5 and lower)
  68427. * @param str Source string
  68428. * @param suffix Suffix to search for in the source string
  68429. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68430. */
  68431. static EndsWith(str: string, suffix: string): boolean;
  68432. /**
  68433. * Checks for a matching suffix at the beginning of a string (for ES5 and lower)
  68434. * @param str Source string
  68435. * @param suffix Suffix to search for in the source string
  68436. * @returns Boolean indicating whether the suffix was found (true) or not (false)
  68437. */
  68438. static StartsWith(str: string, suffix: string): boolean;
  68439. /**
  68440. * Decodes a buffer into a string
  68441. * @param buffer The buffer to decode
  68442. * @returns The decoded string
  68443. */
  68444. static Decode(buffer: Uint8Array | Uint16Array): string;
  68445. /**
  68446. * Encode a buffer to a base64 string
  68447. * @param buffer defines the buffer to encode
  68448. * @returns the encoded string
  68449. */
  68450. static EncodeArrayBufferToBase64(buffer: ArrayBuffer | ArrayBufferView): string;
  68451. }
  68452. }
  68453. declare module BABYLON {
  68454. /**
  68455. * Class containing a set of static utilities functions for deep copy.
  68456. */
  68457. export class DeepCopier {
  68458. /**
  68459. * Tries to copy an object by duplicating every property
  68460. * @param source defines the source object
  68461. * @param destination defines the target object
  68462. * @param doNotCopyList defines a list of properties to avoid
  68463. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  68464. */
  68465. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  68466. }
  68467. }
  68468. declare module BABYLON {
  68469. /**
  68470. * Class containing a set of static utilities functions for precision date
  68471. */
  68472. export class PrecisionDate {
  68473. /**
  68474. * Gets either window.performance.now() if supported or Date.now() else
  68475. */
  68476. static readonly Now: number;
  68477. }
  68478. }
  68479. declare module BABYLON {
  68480. /** @hidden */
  68481. export class _DevTools {
  68482. static WarnImport(name: string): string;
  68483. }
  68484. }
  68485. declare module BABYLON {
  68486. /**
  68487. * Interface used to define the mechanism to get data from the network
  68488. */
  68489. export interface IWebRequest {
  68490. /**
  68491. * Returns client's response url
  68492. */
  68493. responseURL: string;
  68494. /**
  68495. * Returns client's status
  68496. */
  68497. status: number;
  68498. /**
  68499. * Returns client's status as a text
  68500. */
  68501. statusText: string;
  68502. }
  68503. }
  68504. declare module BABYLON {
  68505. /**
  68506. * Extended version of XMLHttpRequest with support for customizations (headers, ...)
  68507. */
  68508. export class WebRequest implements IWebRequest {
  68509. private _xhr;
  68510. /**
  68511. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  68512. * i.e. when loading files, where the server/service expects an Authorization header
  68513. */
  68514. static CustomRequestHeaders: {
  68515. [key: string]: string;
  68516. };
  68517. /**
  68518. * Add callback functions in this array to update all the requests before they get sent to the network
  68519. */
  68520. static CustomRequestModifiers: ((request: XMLHttpRequest, url: string) => void)[];
  68521. private _injectCustomRequestHeaders;
  68522. /**
  68523. * Gets or sets a function to be called when loading progress changes
  68524. */
  68525. onprogress: ((this: XMLHttpRequest, ev: ProgressEvent) => any) | null;
  68526. /**
  68527. * Returns client's state
  68528. */
  68529. readonly readyState: number;
  68530. /**
  68531. * Returns client's status
  68532. */
  68533. readonly status: number;
  68534. /**
  68535. * Returns client's status as a text
  68536. */
  68537. readonly statusText: string;
  68538. /**
  68539. * Returns client's response
  68540. */
  68541. readonly response: any;
  68542. /**
  68543. * Returns client's response url
  68544. */
  68545. readonly responseURL: string;
  68546. /**
  68547. * Returns client's response as text
  68548. */
  68549. readonly responseText: string;
  68550. /**
  68551. * Gets or sets the expected response type
  68552. */
  68553. responseType: XMLHttpRequestResponseType;
  68554. /** @hidden */
  68555. addEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | AddEventListenerOptions): void;
  68556. /** @hidden */
  68557. removeEventListener<K extends keyof XMLHttpRequestEventMap>(type: K, listener: (this: XMLHttpRequest, ev: XMLHttpRequestEventMap[K]) => any, options?: boolean | EventListenerOptions): void;
  68558. /**
  68559. * Cancels any network activity
  68560. */
  68561. abort(): void;
  68562. /**
  68563. * Initiates the request. The optional argument provides the request body. The argument is ignored if request method is GET or HEAD
  68564. * @param body defines an optional request body
  68565. */
  68566. send(body?: Document | BodyInit | null): void;
  68567. /**
  68568. * Sets the request method, request URL
  68569. * @param method defines the method to use (GET, POST, etc..)
  68570. * @param url defines the url to connect with
  68571. */
  68572. open(method: string, url: string): void;
  68573. /**
  68574. * Sets the value of a request header.
  68575. * @param name The name of the header whose value is to be set
  68576. * @param value The value to set as the body of the header
  68577. */
  68578. setRequestHeader(name: string, value: string): void;
  68579. /**
  68580. * Get the string containing the text of a particular header's value.
  68581. * @param name The name of the header
  68582. * @returns The string containing the text of the given header name
  68583. */
  68584. getResponseHeader(name: string): Nullable<string>;
  68585. }
  68586. }
  68587. declare module BABYLON {
  68588. /**
  68589. * File request interface
  68590. */
  68591. export interface IFileRequest {
  68592. /**
  68593. * Raised when the request is complete (success or error).
  68594. */
  68595. onCompleteObservable: Observable<IFileRequest>;
  68596. /**
  68597. * Aborts the request for a file.
  68598. */
  68599. abort: () => void;
  68600. }
  68601. }
  68602. declare module BABYLON {
  68603. /**
  68604. * Define options used to create a render target texture
  68605. */
  68606. export class RenderTargetCreationOptions {
  68607. /**
  68608. * Specifies is mipmaps must be generated
  68609. */
  68610. generateMipMaps?: boolean;
  68611. /** Specifies whether or not a depth should be allocated in the texture (true by default) */
  68612. generateDepthBuffer?: boolean;
  68613. /** Specifies whether or not a stencil should be allocated in the texture (false by default)*/
  68614. generateStencilBuffer?: boolean;
  68615. /** Defines texture type (int by default) */
  68616. type?: number;
  68617. /** Defines sampling mode (trilinear by default) */
  68618. samplingMode?: number;
  68619. /** Defines format (RGBA by default) */
  68620. format?: number;
  68621. }
  68622. }
  68623. declare module BABYLON {
  68624. /**
  68625. * @hidden
  68626. **/
  68627. export class _TimeToken {
  68628. _startTimeQuery: Nullable<WebGLQuery>;
  68629. _endTimeQuery: Nullable<WebGLQuery>;
  68630. _timeElapsedQuery: Nullable<WebGLQuery>;
  68631. _timeElapsedQueryEnded: boolean;
  68632. }
  68633. }
  68634. declare module BABYLON {
  68635. /** Defines the cross module used constants to avoid circular dependncies */
  68636. export class Constants {
  68637. /** Defines that alpha blending is disabled */
  68638. static readonly ALPHA_DISABLE: number;
  68639. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  68640. static readonly ALPHA_ADD: number;
  68641. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  68642. static readonly ALPHA_COMBINE: number;
  68643. /** Defines that alpha blending to DEST - SRC * DEST */
  68644. static readonly ALPHA_SUBTRACT: number;
  68645. /** Defines that alpha blending to SRC * DEST */
  68646. static readonly ALPHA_MULTIPLY: number;
  68647. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  68648. static readonly ALPHA_MAXIMIZED: number;
  68649. /** Defines that alpha blending to SRC + DEST */
  68650. static readonly ALPHA_ONEONE: number;
  68651. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  68652. static readonly ALPHA_PREMULTIPLIED: number;
  68653. /**
  68654. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  68655. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  68656. */
  68657. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  68658. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  68659. static readonly ALPHA_INTERPOLATE: number;
  68660. /**
  68661. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  68662. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  68663. */
  68664. static readonly ALPHA_SCREENMODE: number;
  68665. /**
  68666. * Defines that alpha blending to SRC + DST
  68667. * Alpha will be set to SRC ALPHA + DST ALPHA
  68668. */
  68669. static readonly ALPHA_ONEONE_ONEONE: number;
  68670. /**
  68671. * Defines that alpha blending to SRC * DST ALPHA + DST
  68672. * Alpha will be set to 0
  68673. */
  68674. static readonly ALPHA_ALPHATOCOLOR: number;
  68675. /**
  68676. * Defines that alpha blending to SRC * (1 - DST) + DST * (1 - SRC)
  68677. */
  68678. static readonly ALPHA_REVERSEONEMINUS: number;
  68679. /**
  68680. * Defines that alpha blending to SRC + DST * (1 - SRC ALPHA)
  68681. * Alpha will be set to SRC ALPHA + DST ALPHA * (1 - SRC ALPHA)
  68682. */
  68683. static readonly ALPHA_SRC_DSTONEMINUSSRCALPHA: number;
  68684. /**
  68685. * Defines that alpha blending to SRC + DST
  68686. * Alpha will be set to SRC ALPHA
  68687. */
  68688. static readonly ALPHA_ONEONE_ONEZERO: number;
  68689. /** Defines that alpha blending equation a SUM */
  68690. static readonly ALPHA_EQUATION_ADD: number;
  68691. /** Defines that alpha blending equation a SUBSTRACTION */
  68692. static readonly ALPHA_EQUATION_SUBSTRACT: number;
  68693. /** Defines that alpha blending equation a REVERSE SUBSTRACTION */
  68694. static readonly ALPHA_EQUATION_REVERSE_SUBTRACT: number;
  68695. /** Defines that alpha blending equation a MAX operation */
  68696. static readonly ALPHA_EQUATION_MAX: number;
  68697. /** Defines that alpha blending equation a MIN operation */
  68698. static readonly ALPHA_EQUATION_MIN: number;
  68699. /**
  68700. * Defines that alpha blending equation a DARKEN operation:
  68701. * It takes the min of the src and sums the alpha channels.
  68702. */
  68703. static readonly ALPHA_EQUATION_DARKEN: number;
  68704. /** Defines that the ressource is not delayed*/
  68705. static readonly DELAYLOADSTATE_NONE: number;
  68706. /** Defines that the ressource was successfully delay loaded */
  68707. static readonly DELAYLOADSTATE_LOADED: number;
  68708. /** Defines that the ressource is currently delay loading */
  68709. static readonly DELAYLOADSTATE_LOADING: number;
  68710. /** Defines that the ressource is delayed and has not started loading */
  68711. static readonly DELAYLOADSTATE_NOTLOADED: number;
  68712. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  68713. static readonly NEVER: number;
  68714. /** 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 */
  68715. static readonly ALWAYS: number;
  68716. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  68717. static readonly LESS: number;
  68718. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  68719. static readonly EQUAL: number;
  68720. /** 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 */
  68721. static readonly LEQUAL: number;
  68722. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  68723. static readonly GREATER: number;
  68724. /** 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 */
  68725. static readonly GEQUAL: number;
  68726. /** 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 */
  68727. static readonly NOTEQUAL: number;
  68728. /** Passed to stencilOperation to specify that stencil value must be kept */
  68729. static readonly KEEP: number;
  68730. /** Passed to stencilOperation to specify that stencil value must be replaced */
  68731. static readonly REPLACE: number;
  68732. /** Passed to stencilOperation to specify that stencil value must be incremented */
  68733. static readonly INCR: number;
  68734. /** Passed to stencilOperation to specify that stencil value must be decremented */
  68735. static readonly DECR: number;
  68736. /** Passed to stencilOperation to specify that stencil value must be inverted */
  68737. static readonly INVERT: number;
  68738. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  68739. static readonly INCR_WRAP: number;
  68740. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  68741. static readonly DECR_WRAP: number;
  68742. /** Texture is not repeating outside of 0..1 UVs */
  68743. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  68744. /** Texture is repeating outside of 0..1 UVs */
  68745. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  68746. /** Texture is repeating and mirrored */
  68747. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  68748. /** ALPHA */
  68749. static readonly TEXTUREFORMAT_ALPHA: number;
  68750. /** LUMINANCE */
  68751. static readonly TEXTUREFORMAT_LUMINANCE: number;
  68752. /** LUMINANCE_ALPHA */
  68753. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  68754. /** RGB */
  68755. static readonly TEXTUREFORMAT_RGB: number;
  68756. /** RGBA */
  68757. static readonly TEXTUREFORMAT_RGBA: number;
  68758. /** RED */
  68759. static readonly TEXTUREFORMAT_RED: number;
  68760. /** RED (2nd reference) */
  68761. static readonly TEXTUREFORMAT_R: number;
  68762. /** RG */
  68763. static readonly TEXTUREFORMAT_RG: number;
  68764. /** RED_INTEGER */
  68765. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  68766. /** RED_INTEGER (2nd reference) */
  68767. static readonly TEXTUREFORMAT_R_INTEGER: number;
  68768. /** RG_INTEGER */
  68769. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  68770. /** RGB_INTEGER */
  68771. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  68772. /** RGBA_INTEGER */
  68773. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  68774. /** UNSIGNED_BYTE */
  68775. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  68776. /** UNSIGNED_BYTE (2nd reference) */
  68777. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  68778. /** FLOAT */
  68779. static readonly TEXTURETYPE_FLOAT: number;
  68780. /** HALF_FLOAT */
  68781. static readonly TEXTURETYPE_HALF_FLOAT: number;
  68782. /** BYTE */
  68783. static readonly TEXTURETYPE_BYTE: number;
  68784. /** SHORT */
  68785. static readonly TEXTURETYPE_SHORT: number;
  68786. /** UNSIGNED_SHORT */
  68787. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  68788. /** INT */
  68789. static readonly TEXTURETYPE_INT: number;
  68790. /** UNSIGNED_INT */
  68791. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  68792. /** UNSIGNED_SHORT_4_4_4_4 */
  68793. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  68794. /** UNSIGNED_SHORT_5_5_5_1 */
  68795. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  68796. /** UNSIGNED_SHORT_5_6_5 */
  68797. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  68798. /** UNSIGNED_INT_2_10_10_10_REV */
  68799. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  68800. /** UNSIGNED_INT_24_8 */
  68801. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  68802. /** UNSIGNED_INT_10F_11F_11F_REV */
  68803. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  68804. /** UNSIGNED_INT_5_9_9_9_REV */
  68805. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  68806. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  68807. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  68808. /** nearest is mag = nearest and min = nearest and mip = linear */
  68809. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  68810. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68811. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  68812. /** Trilinear is mag = linear and min = linear and mip = linear */
  68813. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  68814. /** nearest is mag = nearest and min = nearest and mip = linear */
  68815. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  68816. /** Bilinear is mag = linear and min = linear and mip = nearest */
  68817. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  68818. /** Trilinear is mag = linear and min = linear and mip = linear */
  68819. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  68820. /** mag = nearest and min = nearest and mip = nearest */
  68821. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  68822. /** mag = nearest and min = linear and mip = nearest */
  68823. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  68824. /** mag = nearest and min = linear and mip = linear */
  68825. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  68826. /** mag = nearest and min = linear and mip = none */
  68827. static readonly TEXTURE_NEAREST_LINEAR: number;
  68828. /** mag = nearest and min = nearest and mip = none */
  68829. static readonly TEXTURE_NEAREST_NEAREST: number;
  68830. /** mag = linear and min = nearest and mip = nearest */
  68831. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  68832. /** mag = linear and min = nearest and mip = linear */
  68833. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  68834. /** mag = linear and min = linear and mip = none */
  68835. static readonly TEXTURE_LINEAR_LINEAR: number;
  68836. /** mag = linear and min = nearest and mip = none */
  68837. static readonly TEXTURE_LINEAR_NEAREST: number;
  68838. /** Explicit coordinates mode */
  68839. static readonly TEXTURE_EXPLICIT_MODE: number;
  68840. /** Spherical coordinates mode */
  68841. static readonly TEXTURE_SPHERICAL_MODE: number;
  68842. /** Planar coordinates mode */
  68843. static readonly TEXTURE_PLANAR_MODE: number;
  68844. /** Cubic coordinates mode */
  68845. static readonly TEXTURE_CUBIC_MODE: number;
  68846. /** Projection coordinates mode */
  68847. static readonly TEXTURE_PROJECTION_MODE: number;
  68848. /** Skybox coordinates mode */
  68849. static readonly TEXTURE_SKYBOX_MODE: number;
  68850. /** Inverse Cubic coordinates mode */
  68851. static readonly TEXTURE_INVCUBIC_MODE: number;
  68852. /** Equirectangular coordinates mode */
  68853. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  68854. /** Equirectangular Fixed coordinates mode */
  68855. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  68856. /** Equirectangular Fixed Mirrored coordinates mode */
  68857. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  68858. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  68859. static readonly SCALEMODE_FLOOR: number;
  68860. /** Defines that texture rescaling will look for the nearest power of 2 size */
  68861. static readonly SCALEMODE_NEAREST: number;
  68862. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  68863. static readonly SCALEMODE_CEILING: number;
  68864. /**
  68865. * The dirty texture flag value
  68866. */
  68867. static readonly MATERIAL_TextureDirtyFlag: number;
  68868. /**
  68869. * The dirty light flag value
  68870. */
  68871. static readonly MATERIAL_LightDirtyFlag: number;
  68872. /**
  68873. * The dirty fresnel flag value
  68874. */
  68875. static readonly MATERIAL_FresnelDirtyFlag: number;
  68876. /**
  68877. * The dirty attribute flag value
  68878. */
  68879. static readonly MATERIAL_AttributesDirtyFlag: number;
  68880. /**
  68881. * The dirty misc flag value
  68882. */
  68883. static readonly MATERIAL_MiscDirtyFlag: number;
  68884. /**
  68885. * The all dirty flag value
  68886. */
  68887. static readonly MATERIAL_AllDirtyFlag: number;
  68888. /**
  68889. * Returns the triangle fill mode
  68890. */
  68891. static readonly MATERIAL_TriangleFillMode: number;
  68892. /**
  68893. * Returns the wireframe mode
  68894. */
  68895. static readonly MATERIAL_WireFrameFillMode: number;
  68896. /**
  68897. * Returns the point fill mode
  68898. */
  68899. static readonly MATERIAL_PointFillMode: number;
  68900. /**
  68901. * Returns the point list draw mode
  68902. */
  68903. static readonly MATERIAL_PointListDrawMode: number;
  68904. /**
  68905. * Returns the line list draw mode
  68906. */
  68907. static readonly MATERIAL_LineListDrawMode: number;
  68908. /**
  68909. * Returns the line loop draw mode
  68910. */
  68911. static readonly MATERIAL_LineLoopDrawMode: number;
  68912. /**
  68913. * Returns the line strip draw mode
  68914. */
  68915. static readonly MATERIAL_LineStripDrawMode: number;
  68916. /**
  68917. * Returns the triangle strip draw mode
  68918. */
  68919. static readonly MATERIAL_TriangleStripDrawMode: number;
  68920. /**
  68921. * Returns the triangle fan draw mode
  68922. */
  68923. static readonly MATERIAL_TriangleFanDrawMode: number;
  68924. /**
  68925. * Stores the clock-wise side orientation
  68926. */
  68927. static readonly MATERIAL_ClockWiseSideOrientation: number;
  68928. /**
  68929. * Stores the counter clock-wise side orientation
  68930. */
  68931. static readonly MATERIAL_CounterClockWiseSideOrientation: number;
  68932. /**
  68933. * Nothing
  68934. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68935. */
  68936. static readonly ACTION_NothingTrigger: number;
  68937. /**
  68938. * On pick
  68939. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68940. */
  68941. static readonly ACTION_OnPickTrigger: number;
  68942. /**
  68943. * On left pick
  68944. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68945. */
  68946. static readonly ACTION_OnLeftPickTrigger: number;
  68947. /**
  68948. * On right pick
  68949. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68950. */
  68951. static readonly ACTION_OnRightPickTrigger: number;
  68952. /**
  68953. * On center pick
  68954. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68955. */
  68956. static readonly ACTION_OnCenterPickTrigger: number;
  68957. /**
  68958. * On pick down
  68959. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68960. */
  68961. static readonly ACTION_OnPickDownTrigger: number;
  68962. /**
  68963. * On double pick
  68964. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68965. */
  68966. static readonly ACTION_OnDoublePickTrigger: number;
  68967. /**
  68968. * On pick up
  68969. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68970. */
  68971. static readonly ACTION_OnPickUpTrigger: number;
  68972. /**
  68973. * On pick out.
  68974. * This trigger will only be raised if you also declared a OnPickDown
  68975. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68976. */
  68977. static readonly ACTION_OnPickOutTrigger: number;
  68978. /**
  68979. * On long press
  68980. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68981. */
  68982. static readonly ACTION_OnLongPressTrigger: number;
  68983. /**
  68984. * On pointer over
  68985. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68986. */
  68987. static readonly ACTION_OnPointerOverTrigger: number;
  68988. /**
  68989. * On pointer out
  68990. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68991. */
  68992. static readonly ACTION_OnPointerOutTrigger: number;
  68993. /**
  68994. * On every frame
  68995. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  68996. */
  68997. static readonly ACTION_OnEveryFrameTrigger: number;
  68998. /**
  68999. * On intersection enter
  69000. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69001. */
  69002. static readonly ACTION_OnIntersectionEnterTrigger: number;
  69003. /**
  69004. * On intersection exit
  69005. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69006. */
  69007. static readonly ACTION_OnIntersectionExitTrigger: number;
  69008. /**
  69009. * On key down
  69010. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69011. */
  69012. static readonly ACTION_OnKeyDownTrigger: number;
  69013. /**
  69014. * On key up
  69015. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  69016. */
  69017. static readonly ACTION_OnKeyUpTrigger: number;
  69018. /**
  69019. * Billboard mode will only apply to Y axis
  69020. */
  69021. static readonly PARTICLES_BILLBOARDMODE_Y: number;
  69022. /**
  69023. * Billboard mode will apply to all axes
  69024. */
  69025. static readonly PARTICLES_BILLBOARDMODE_ALL: number;
  69026. /**
  69027. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  69028. */
  69029. static readonly PARTICLES_BILLBOARDMODE_STRETCHED: number;
  69030. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  69031. * Test order :
  69032. * Is the bounding sphere outside the frustum ?
  69033. * If not, are the bounding box vertices outside the frustum ?
  69034. * It not, then the cullable object is in the frustum.
  69035. */
  69036. static readonly MESHES_CULLINGSTRATEGY_STANDARD: number;
  69037. /** Culling strategy : Bounding Sphere Only.
  69038. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  69039. * It's also less accurate than the standard because some not visible objects can still be selected.
  69040. * Test : is the bounding sphere outside the frustum ?
  69041. * If not, then the cullable object is in the frustum.
  69042. */
  69043. static readonly MESHES_CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  69044. /** Culling strategy : Optimistic Inclusion.
  69045. * This in an inclusion test first, then the standard exclusion test.
  69046. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  69047. * 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.
  69048. * Anyway, it's as accurate as the standard strategy.
  69049. * Test :
  69050. * Is the cullable object bounding sphere center in the frustum ?
  69051. * If not, apply the default culling strategy.
  69052. */
  69053. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  69054. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  69055. * This in an inclusion test first, then the bounding sphere only exclusion test.
  69056. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  69057. * 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.
  69058. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  69059. * Test :
  69060. * Is the cullable object bounding sphere center in the frustum ?
  69061. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  69062. */
  69063. static readonly MESHES_CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  69064. /**
  69065. * No logging while loading
  69066. */
  69067. static readonly SCENELOADER_NO_LOGGING: number;
  69068. /**
  69069. * Minimal logging while loading
  69070. */
  69071. static readonly SCENELOADER_MINIMAL_LOGGING: number;
  69072. /**
  69073. * Summary logging while loading
  69074. */
  69075. static readonly SCENELOADER_SUMMARY_LOGGING: number;
  69076. /**
  69077. * Detailled logging while loading
  69078. */
  69079. static readonly SCENELOADER_DETAILED_LOGGING: number;
  69080. }
  69081. }
  69082. declare module BABYLON {
  69083. /**
  69084. * This represents the required contract to create a new type of texture loader.
  69085. */
  69086. export interface IInternalTextureLoader {
  69087. /**
  69088. * Defines wether the loader supports cascade loading the different faces.
  69089. */
  69090. supportCascades: boolean;
  69091. /**
  69092. * This returns if the loader support the current file information.
  69093. * @param extension defines the file extension of the file being loaded
  69094. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69095. * @param fallback defines the fallback internal texture if any
  69096. * @param isBase64 defines whether the texture is encoded as a base64
  69097. * @param isBuffer defines whether the texture data are stored as a buffer
  69098. * @returns true if the loader can load the specified file
  69099. */
  69100. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  69101. /**
  69102. * Transform the url before loading if required.
  69103. * @param rootUrl the url of the texture
  69104. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69105. * @returns the transformed texture
  69106. */
  69107. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  69108. /**
  69109. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  69110. * @param rootUrl the url of the texture
  69111. * @param textureFormatInUse defines the current compressed format in use iun the engine
  69112. * @returns the fallback texture
  69113. */
  69114. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  69115. /**
  69116. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  69117. * @param data contains the texture data
  69118. * @param texture defines the BabylonJS internal texture
  69119. * @param createPolynomials will be true if polynomials have been requested
  69120. * @param onLoad defines the callback to trigger once the texture is ready
  69121. * @param onError defines the callback to trigger in case of error
  69122. */
  69123. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  69124. /**
  69125. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  69126. * @param data contains the texture data
  69127. * @param texture defines the BabylonJS internal texture
  69128. * @param callback defines the method to call once ready to upload
  69129. */
  69130. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed?: boolean) => void): void;
  69131. }
  69132. }
  69133. declare module BABYLON {
  69134. /**
  69135. * Class used to store and describe the pipeline context associated with an effect
  69136. */
  69137. export interface IPipelineContext {
  69138. /**
  69139. * Gets a boolean indicating that this pipeline context is supporting asynchronous creating
  69140. */
  69141. isAsync: boolean;
  69142. /**
  69143. * Gets a boolean indicating that the context is ready to be used (like shaders / pipelines are compiled and ready for instance)
  69144. */
  69145. isReady: boolean;
  69146. /** @hidden */
  69147. _handlesSpectorRebuildCallback(onCompiled: (compiledObject: any) => void): void;
  69148. }
  69149. }
  69150. declare module BABYLON {
  69151. /**
  69152. * Class used to store gfx data (like WebGLBuffer)
  69153. */
  69154. export class DataBuffer {
  69155. /**
  69156. * Gets or sets the number of objects referencing this buffer
  69157. */
  69158. references: number;
  69159. /** Gets or sets the size of the underlying buffer */
  69160. capacity: number;
  69161. /**
  69162. * Gets or sets a boolean indicating if the buffer contains 32bits indices
  69163. */
  69164. is32Bits: boolean;
  69165. /**
  69166. * Gets the underlying buffer
  69167. */
  69168. readonly underlyingResource: any;
  69169. }
  69170. }
  69171. declare module BABYLON {
  69172. /** @hidden */
  69173. export interface IShaderProcessor {
  69174. attributeProcessor?: (attribute: string) => string;
  69175. varyingProcessor?: (varying: string, isFragment: boolean) => string;
  69176. uniformProcessor?: (uniform: string, isFragment: boolean) => string;
  69177. uniformBufferProcessor?: (uniformBuffer: string, isFragment: boolean) => string;
  69178. endOfUniformBufferProcessor?: (closingBracketLine: string, isFragment: boolean) => string;
  69179. lineProcessor?: (line: string, isFragment: boolean) => string;
  69180. preProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69181. postProcessor?: (code: string, defines: string[], isFragment: boolean) => string;
  69182. }
  69183. }
  69184. declare module BABYLON {
  69185. /** @hidden */
  69186. export interface ProcessingOptions {
  69187. defines: string[];
  69188. indexParameters: any;
  69189. isFragment: boolean;
  69190. shouldUseHighPrecisionShader: boolean;
  69191. supportsUniformBuffers: boolean;
  69192. shadersRepository: string;
  69193. includesShadersStore: {
  69194. [key: string]: string;
  69195. };
  69196. processor?: IShaderProcessor;
  69197. version: string;
  69198. platformName: string;
  69199. lookForClosingBracketForUniformBuffer?: boolean;
  69200. }
  69201. }
  69202. declare module BABYLON {
  69203. /** @hidden */
  69204. export class ShaderCodeNode {
  69205. line: string;
  69206. children: ShaderCodeNode[];
  69207. additionalDefineKey?: string;
  69208. additionalDefineValue?: string;
  69209. isValid(preprocessors: {
  69210. [key: string]: string;
  69211. }): boolean;
  69212. process(preprocessors: {
  69213. [key: string]: string;
  69214. }, options: ProcessingOptions): string;
  69215. }
  69216. }
  69217. declare module BABYLON {
  69218. /** @hidden */
  69219. export class ShaderCodeCursor {
  69220. private _lines;
  69221. lineIndex: number;
  69222. readonly currentLine: string;
  69223. readonly canRead: boolean;
  69224. lines: string[];
  69225. }
  69226. }
  69227. declare module BABYLON {
  69228. /** @hidden */
  69229. export class ShaderCodeConditionNode extends ShaderCodeNode {
  69230. process(preprocessors: {
  69231. [key: string]: string;
  69232. }, options: ProcessingOptions): string;
  69233. }
  69234. }
  69235. declare module BABYLON {
  69236. /** @hidden */
  69237. export class ShaderDefineExpression {
  69238. isTrue(preprocessors: {
  69239. [key: string]: string;
  69240. }): boolean;
  69241. }
  69242. }
  69243. declare module BABYLON {
  69244. /** @hidden */
  69245. export class ShaderCodeTestNode extends ShaderCodeNode {
  69246. testExpression: ShaderDefineExpression;
  69247. isValid(preprocessors: {
  69248. [key: string]: string;
  69249. }): boolean;
  69250. }
  69251. }
  69252. declare module BABYLON {
  69253. /** @hidden */
  69254. export class ShaderDefineIsDefinedOperator extends ShaderDefineExpression {
  69255. define: string;
  69256. not: boolean;
  69257. constructor(define: string, not?: boolean);
  69258. isTrue(preprocessors: {
  69259. [key: string]: string;
  69260. }): boolean;
  69261. }
  69262. }
  69263. declare module BABYLON {
  69264. /** @hidden */
  69265. export class ShaderDefineOrOperator extends ShaderDefineExpression {
  69266. leftOperand: ShaderDefineExpression;
  69267. rightOperand: ShaderDefineExpression;
  69268. isTrue(preprocessors: {
  69269. [key: string]: string;
  69270. }): boolean;
  69271. }
  69272. }
  69273. declare module BABYLON {
  69274. /** @hidden */
  69275. export class ShaderDefineAndOperator extends ShaderDefineExpression {
  69276. leftOperand: ShaderDefineExpression;
  69277. rightOperand: ShaderDefineExpression;
  69278. isTrue(preprocessors: {
  69279. [key: string]: string;
  69280. }): boolean;
  69281. }
  69282. }
  69283. declare module BABYLON {
  69284. /** @hidden */
  69285. export class ShaderDefineArithmeticOperator extends ShaderDefineExpression {
  69286. define: string;
  69287. operand: string;
  69288. testValue: string;
  69289. constructor(define: string, operand: string, testValue: string);
  69290. isTrue(preprocessors: {
  69291. [key: string]: string;
  69292. }): boolean;
  69293. }
  69294. }
  69295. declare module BABYLON {
  69296. /**
  69297. * Class used to enable access to offline support
  69298. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  69299. */
  69300. export interface IOfflineProvider {
  69301. /**
  69302. * Gets a boolean indicating if scene must be saved in the database
  69303. */
  69304. enableSceneOffline: boolean;
  69305. /**
  69306. * Gets a boolean indicating if textures must be saved in the database
  69307. */
  69308. enableTexturesOffline: boolean;
  69309. /**
  69310. * Open the offline support and make it available
  69311. * @param successCallback defines the callback to call on success
  69312. * @param errorCallback defines the callback to call on error
  69313. */
  69314. open(successCallback: () => void, errorCallback: () => void): void;
  69315. /**
  69316. * Loads an image from the offline support
  69317. * @param url defines the url to load from
  69318. * @param image defines the target DOM image
  69319. */
  69320. loadImage(url: string, image: HTMLImageElement): void;
  69321. /**
  69322. * Loads a file from offline support
  69323. * @param url defines the URL to load from
  69324. * @param sceneLoaded defines a callback to call on success
  69325. * @param progressCallBack defines a callback to call when progress changed
  69326. * @param errorCallback defines a callback to call on error
  69327. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  69328. */
  69329. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  69330. }
  69331. }
  69332. declare module BABYLON {
  69333. /**
  69334. * Class used to help managing file picking and drag'n'drop
  69335. * File Storage
  69336. */
  69337. export class FilesInputStore {
  69338. /**
  69339. * List of files ready to be loaded
  69340. */
  69341. static FilesToLoad: {
  69342. [key: string]: File;
  69343. };
  69344. }
  69345. }
  69346. declare module BABYLON {
  69347. /**
  69348. * Class used to define a retry strategy when error happens while loading assets
  69349. */
  69350. export class RetryStrategy {
  69351. /**
  69352. * Function used to defines an exponential back off strategy
  69353. * @param maxRetries defines the maximum number of retries (3 by default)
  69354. * @param baseInterval defines the interval between retries
  69355. * @returns the strategy function to use
  69356. */
  69357. static ExponentialBackoff(maxRetries?: number, baseInterval?: number): (url: string, request: WebRequest, retryIndex: number) => number;
  69358. }
  69359. }
  69360. declare module BABYLON {
  69361. /**
  69362. * @ignore
  69363. * Application error to support additional information when loading a file
  69364. */
  69365. export abstract class BaseError extends Error {
  69366. protected static _setPrototypeOf: (o: any, proto: object | null) => any;
  69367. }
  69368. }
  69369. declare module BABYLON {
  69370. /** @ignore */
  69371. export class LoadFileError extends BaseError {
  69372. request?: WebRequest;
  69373. file?: File;
  69374. /**
  69375. * Creates a new LoadFileError
  69376. * @param message defines the message of the error
  69377. * @param request defines the optional web request
  69378. * @param file defines the optional file
  69379. */
  69380. constructor(message: string, object?: WebRequest | File);
  69381. }
  69382. /** @ignore */
  69383. export class RequestFileError extends BaseError {
  69384. request: WebRequest;
  69385. /**
  69386. * Creates a new LoadFileError
  69387. * @param message defines the message of the error
  69388. * @param request defines the optional web request
  69389. */
  69390. constructor(message: string, request: WebRequest);
  69391. }
  69392. /** @ignore */
  69393. export class ReadFileError extends BaseError {
  69394. file: File;
  69395. /**
  69396. * Creates a new ReadFileError
  69397. * @param message defines the message of the error
  69398. * @param file defines the optional file
  69399. */
  69400. constructor(message: string, file: File);
  69401. }
  69402. /**
  69403. * @hidden
  69404. */
  69405. export class FileTools {
  69406. /**
  69407. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  69408. */
  69409. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  69410. /**
  69411. * Gets or sets the base URL to use to load assets
  69412. */
  69413. static BaseUrl: string;
  69414. /**
  69415. * Default behaviour for cors in the application.
  69416. * It can be a string if the expected behavior is identical in the entire app.
  69417. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  69418. */
  69419. static CorsBehavior: string | ((url: string | string[]) => string);
  69420. /**
  69421. * Gets or sets a function used to pre-process url before using them to load assets
  69422. */
  69423. static PreprocessUrl: (url: string) => string;
  69424. /**
  69425. * Removes unwanted characters from an url
  69426. * @param url defines the url to clean
  69427. * @returns the cleaned url
  69428. */
  69429. private static _CleanUrl;
  69430. /**
  69431. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  69432. * @param url define the url we are trying
  69433. * @param element define the dom element where to configure the cors policy
  69434. */
  69435. static SetCorsBehavior(url: string | string[], element: {
  69436. crossOrigin: string | null;
  69437. }): void;
  69438. /**
  69439. * Loads an image as an HTMLImageElement.
  69440. * @param input url string, ArrayBuffer, or Blob to load
  69441. * @param onLoad callback called when the image successfully loads
  69442. * @param onError callback called when the image fails to load
  69443. * @param offlineProvider offline provider for caching
  69444. * @param mimeType optional mime type
  69445. * @returns the HTMLImageElement of the loaded image
  69446. */
  69447. static LoadImage(input: string | ArrayBuffer | ArrayBufferView | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  69448. /**
  69449. * Reads a file from a File object
  69450. * @param file defines the file to load
  69451. * @param onSuccess defines the callback to call when data is loaded
  69452. * @param onProgress defines the callback to call during loading process
  69453. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  69454. * @param onError defines the callback to call when an error occurs
  69455. * @returns a file request object
  69456. */
  69457. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  69458. /**
  69459. * Loads a file from a url
  69460. * @param url url to load
  69461. * @param onSuccess callback called when the file successfully loads
  69462. * @param onProgress callback called while file is loading (if the server supports this mode)
  69463. * @param offlineProvider defines the offline provider for caching
  69464. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69465. * @param onError callback called when the file fails to load
  69466. * @returns a file request object
  69467. */
  69468. static LoadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  69469. /**
  69470. * Loads a file
  69471. * @param url url to load
  69472. * @param onSuccess callback called when the file successfully loads
  69473. * @param onProgress callback called while file is loading (if the server supports this mode)
  69474. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  69475. * @param onError callback called when the file fails to load
  69476. * @param onOpened callback called when the web request is opened
  69477. * @returns a file request object
  69478. */
  69479. static RequestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (event: ProgressEvent) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  69480. /**
  69481. * Checks if the loaded document was accessed via `file:`-Protocol.
  69482. * @returns boolean
  69483. */
  69484. static IsFileURL(): boolean;
  69485. }
  69486. }
  69487. declare module BABYLON {
  69488. /** @hidden */
  69489. export class ShaderProcessor {
  69490. static Process(sourceCode: string, options: ProcessingOptions, callback: (migratedCode: string) => void): void;
  69491. private static _ProcessPrecision;
  69492. private static _ExtractOperation;
  69493. private static _BuildSubExpression;
  69494. private static _BuildExpression;
  69495. private static _MoveCursorWithinIf;
  69496. private static _MoveCursor;
  69497. private static _EvaluatePreProcessors;
  69498. private static _PreparePreProcessors;
  69499. private static _ProcessShaderConversion;
  69500. private static _ProcessIncludes;
  69501. }
  69502. }
  69503. declare module BABYLON {
  69504. /**
  69505. * @hidden
  69506. */
  69507. export interface IColor4Like {
  69508. r: float;
  69509. g: float;
  69510. b: float;
  69511. a: float;
  69512. }
  69513. /**
  69514. * @hidden
  69515. */
  69516. export interface IColor3Like {
  69517. r: float;
  69518. g: float;
  69519. b: float;
  69520. }
  69521. /**
  69522. * @hidden
  69523. */
  69524. export interface IVector4Like {
  69525. x: float;
  69526. y: float;
  69527. z: float;
  69528. w: float;
  69529. }
  69530. /**
  69531. * @hidden
  69532. */
  69533. export interface IVector3Like {
  69534. x: float;
  69535. y: float;
  69536. z: float;
  69537. }
  69538. /**
  69539. * @hidden
  69540. */
  69541. export interface IVector2Like {
  69542. x: float;
  69543. y: float;
  69544. }
  69545. /**
  69546. * @hidden
  69547. */
  69548. export interface IMatrixLike {
  69549. toArray(): DeepImmutable<Float32Array>;
  69550. updateFlag: int;
  69551. }
  69552. /**
  69553. * @hidden
  69554. */
  69555. export interface IViewportLike {
  69556. x: float;
  69557. y: float;
  69558. width: float;
  69559. height: float;
  69560. }
  69561. /**
  69562. * @hidden
  69563. */
  69564. export interface IPlaneLike {
  69565. normal: IVector3Like;
  69566. d: float;
  69567. normalize(): void;
  69568. }
  69569. }
  69570. declare module BABYLON {
  69571. /**
  69572. * Interface used to define common properties for effect fallbacks
  69573. */
  69574. export interface IEffectFallbacks {
  69575. /**
  69576. * Removes the defines that should be removed when falling back.
  69577. * @param currentDefines defines the current define statements for the shader.
  69578. * @param effect defines the current effect we try to compile
  69579. * @returns The resulting defines with defines of the current rank removed.
  69580. */
  69581. reduce(currentDefines: string, effect: Effect): string;
  69582. /**
  69583. * Removes the fallback from the bound mesh.
  69584. */
  69585. unBindMesh(): void;
  69586. /**
  69587. * Checks to see if more fallbacks are still availible.
  69588. */
  69589. hasMoreFallbacks: boolean;
  69590. }
  69591. }
  69592. declare module BABYLON {
  69593. /**
  69594. * Class used to evalaute queries containing `and` and `or` operators
  69595. */
  69596. export class AndOrNotEvaluator {
  69597. /**
  69598. * Evaluate a query
  69599. * @param query defines the query to evaluate
  69600. * @param evaluateCallback defines the callback used to filter result
  69601. * @returns true if the query matches
  69602. */
  69603. static Eval(query: string, evaluateCallback: (val: any) => boolean): boolean;
  69604. private static _HandleParenthesisContent;
  69605. private static _SimplifyNegation;
  69606. }
  69607. }
  69608. declare module BABYLON {
  69609. /**
  69610. * Class used to store custom tags
  69611. */
  69612. export class Tags {
  69613. /**
  69614. * Adds support for tags on the given object
  69615. * @param obj defines the object to use
  69616. */
  69617. static EnableFor(obj: any): void;
  69618. /**
  69619. * Removes tags support
  69620. * @param obj defines the object to use
  69621. */
  69622. static DisableFor(obj: any): void;
  69623. /**
  69624. * Gets a boolean indicating if the given object has tags
  69625. * @param obj defines the object to use
  69626. * @returns a boolean
  69627. */
  69628. static HasTags(obj: any): boolean;
  69629. /**
  69630. * Gets the tags available on a given object
  69631. * @param obj defines the object to use
  69632. * @param asString defines if the tags must be returned as a string instead of an array of strings
  69633. * @returns the tags
  69634. */
  69635. static GetTags(obj: any, asString?: boolean): any;
  69636. /**
  69637. * Adds tags to an object
  69638. * @param obj defines the object to use
  69639. * @param tagsString defines the tag string. The tags 'true' and 'false' are reserved and cannot be used as tags.
  69640. * A tag cannot start with '||', '&&', and '!'. It cannot contain whitespaces
  69641. */
  69642. static AddTagsTo(obj: any, tagsString: string): void;
  69643. /**
  69644. * @hidden
  69645. */
  69646. static _AddTagTo(obj: any, tag: string): void;
  69647. /**
  69648. * Removes specific tags from a specific object
  69649. * @param obj defines the object to use
  69650. * @param tagsString defines the tags to remove
  69651. */
  69652. static RemoveTagsFrom(obj: any, tagsString: string): void;
  69653. /**
  69654. * @hidden
  69655. */
  69656. static _RemoveTagFrom(obj: any, tag: string): void;
  69657. /**
  69658. * Defines if tags hosted on an object match a given query
  69659. * @param obj defines the object to use
  69660. * @param tagsQuery defines the tag query
  69661. * @returns a boolean
  69662. */
  69663. static MatchesQuery(obj: any, tagsQuery: string): boolean;
  69664. }
  69665. }
  69666. declare module BABYLON {
  69667. /**
  69668. * Scalar computation library
  69669. */
  69670. export class Scalar {
  69671. /**
  69672. * Two pi constants convenient for computation.
  69673. */
  69674. static TwoPi: number;
  69675. /**
  69676. * Boolean : true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69677. * @param a number
  69678. * @param b number
  69679. * @param epsilon (default = 1.401298E-45)
  69680. * @returns true if the absolute difference between a and b is lower than epsilon (default = 1.401298E-45)
  69681. */
  69682. static WithinEpsilon(a: number, b: number, epsilon?: number): boolean;
  69683. /**
  69684. * Returns a string : the upper case translation of the number i to hexadecimal.
  69685. * @param i number
  69686. * @returns the upper case translation of the number i to hexadecimal.
  69687. */
  69688. static ToHex(i: number): string;
  69689. /**
  69690. * Returns -1 if value is negative and +1 is value is positive.
  69691. * @param value the value
  69692. * @returns the value itself if it's equal to zero.
  69693. */
  69694. static Sign(value: number): number;
  69695. /**
  69696. * Returns the value itself if it's between min and max.
  69697. * Returns min if the value is lower than min.
  69698. * Returns max if the value is greater than max.
  69699. * @param value the value to clmap
  69700. * @param min the min value to clamp to (default: 0)
  69701. * @param max the max value to clamp to (default: 1)
  69702. * @returns the clamped value
  69703. */
  69704. static Clamp(value: number, min?: number, max?: number): number;
  69705. /**
  69706. * the log2 of value.
  69707. * @param value the value to compute log2 of
  69708. * @returns the log2 of value.
  69709. */
  69710. static Log2(value: number): number;
  69711. /**
  69712. * Loops the value, so that it is never larger than length and never smaller than 0.
  69713. *
  69714. * This is similar to the modulo operator but it works with floating point numbers.
  69715. * For example, using 3.0 for t and 2.5 for length, the result would be 0.5.
  69716. * With t = 5 and length = 2.5, the result would be 0.0.
  69717. * Note, however, that the behaviour is not defined for negative numbers as it is for the modulo operator
  69718. * @param value the value
  69719. * @param length the length
  69720. * @returns the looped value
  69721. */
  69722. static Repeat(value: number, length: number): number;
  69723. /**
  69724. * Normalize the value between 0.0 and 1.0 using min and max values
  69725. * @param value value to normalize
  69726. * @param min max to normalize between
  69727. * @param max min to normalize between
  69728. * @returns the normalized value
  69729. */
  69730. static Normalize(value: number, min: number, max: number): number;
  69731. /**
  69732. * Denormalize the value from 0.0 and 1.0 using min and max values
  69733. * @param normalized value to denormalize
  69734. * @param min max to denormalize between
  69735. * @param max min to denormalize between
  69736. * @returns the denormalized value
  69737. */
  69738. static Denormalize(normalized: number, min: number, max: number): number;
  69739. /**
  69740. * Calculates the shortest difference between two given angles given in degrees.
  69741. * @param current current angle in degrees
  69742. * @param target target angle in degrees
  69743. * @returns the delta
  69744. */
  69745. static DeltaAngle(current: number, target: number): number;
  69746. /**
  69747. * PingPongs the value t, so that it is never larger than length and never smaller than 0.
  69748. * @param tx value
  69749. * @param length length
  69750. * @returns The returned value will move back and forth between 0 and length
  69751. */
  69752. static PingPong(tx: number, length: number): number;
  69753. /**
  69754. * Interpolates between min and max with smoothing at the limits.
  69755. *
  69756. * This function interpolates between min and max in a similar way to Lerp. However, the interpolation will gradually speed up
  69757. * from the start and slow down toward the end. This is useful for creating natural-looking animation, fading and other transitions.
  69758. * @param from from
  69759. * @param to to
  69760. * @param tx value
  69761. * @returns the smooth stepped value
  69762. */
  69763. static SmoothStep(from: number, to: number, tx: number): number;
  69764. /**
  69765. * Moves a value current towards target.
  69766. *
  69767. * This is essentially the same as Mathf.Lerp but instead the function will ensure that the speed never exceeds maxDelta.
  69768. * Negative values of maxDelta pushes the value away from target.
  69769. * @param current current value
  69770. * @param target target value
  69771. * @param maxDelta max distance to move
  69772. * @returns resulting value
  69773. */
  69774. static MoveTowards(current: number, target: number, maxDelta: number): number;
  69775. /**
  69776. * Same as MoveTowards but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69777. *
  69778. * Variables current and target are assumed to be in degrees. For optimization reasons, negative values of maxDelta
  69779. * are not supported and may cause oscillation. To push current away from a target angle, add 180 to that angle instead.
  69780. * @param current current value
  69781. * @param target target value
  69782. * @param maxDelta max distance to move
  69783. * @returns resulting angle
  69784. */
  69785. static MoveTowardsAngle(current: number, target: number, maxDelta: number): number;
  69786. /**
  69787. * Creates a new scalar with values linearly interpolated of "amount" between the start scalar and the end scalar.
  69788. * @param start start value
  69789. * @param end target value
  69790. * @param amount amount to lerp between
  69791. * @returns the lerped value
  69792. */
  69793. static Lerp(start: number, end: number, amount: number): number;
  69794. /**
  69795. * Same as Lerp but makes sure the values interpolate correctly when they wrap around 360 degrees.
  69796. * The parameter t is clamped to the range [0, 1]. Variables a and b are assumed to be in degrees.
  69797. * @param start start value
  69798. * @param end target value
  69799. * @param amount amount to lerp between
  69800. * @returns the lerped value
  69801. */
  69802. static LerpAngle(start: number, end: number, amount: number): number;
  69803. /**
  69804. * Calculates the linear parameter t that produces the interpolant value within the range [a, b].
  69805. * @param a start value
  69806. * @param b target value
  69807. * @param value value between a and b
  69808. * @returns the inverseLerp value
  69809. */
  69810. static InverseLerp(a: number, b: number, value: number): number;
  69811. /**
  69812. * Returns a new scalar located for "amount" (float) on the Hermite spline defined by the scalars "value1", "value3", "tangent1", "tangent2".
  69813. * @see http://mathworld.wolfram.com/HermitePolynomial.html
  69814. * @param value1 spline value
  69815. * @param tangent1 spline value
  69816. * @param value2 spline value
  69817. * @param tangent2 spline value
  69818. * @param amount input value
  69819. * @returns hermite result
  69820. */
  69821. static Hermite(value1: number, tangent1: number, value2: number, tangent2: number, amount: number): number;
  69822. /**
  69823. * Returns a random float number between and min and max values
  69824. * @param min min value of random
  69825. * @param max max value of random
  69826. * @returns random value
  69827. */
  69828. static RandomRange(min: number, max: number): number;
  69829. /**
  69830. * This function returns percentage of a number in a given range.
  69831. *
  69832. * RangeToPercent(40,20,60) will return 0.5 (50%)
  69833. * RangeToPercent(34,0,100) will return 0.34 (34%)
  69834. * @param number to convert to percentage
  69835. * @param min min range
  69836. * @param max max range
  69837. * @returns the percentage
  69838. */
  69839. static RangeToPercent(number: number, min: number, max: number): number;
  69840. /**
  69841. * This function returns number that corresponds to the percentage in a given range.
  69842. *
  69843. * PercentToRange(0.34,0,100) will return 34.
  69844. * @param percent to convert to number
  69845. * @param min min range
  69846. * @param max max range
  69847. * @returns the number
  69848. */
  69849. static PercentToRange(percent: number, min: number, max: number): number;
  69850. /**
  69851. * Returns the angle converted to equivalent value between -Math.PI and Math.PI radians.
  69852. * @param angle The angle to normalize in radian.
  69853. * @return The converted angle.
  69854. */
  69855. static NormalizeRadians(angle: number): number;
  69856. }
  69857. }
  69858. declare module BABYLON {
  69859. /**
  69860. * Constant used to convert a value to gamma space
  69861. * @ignorenaming
  69862. */
  69863. export const ToGammaSpace: number;
  69864. /**
  69865. * Constant used to convert a value to linear space
  69866. * @ignorenaming
  69867. */
  69868. export const ToLinearSpace = 2.2;
  69869. /**
  69870. * Constant used to define the minimal number value in Babylon.js
  69871. * @ignorenaming
  69872. */
  69873. let Epsilon: number;
  69874. }
  69875. declare module BABYLON {
  69876. /**
  69877. * Class used to represent a viewport on screen
  69878. */
  69879. export class Viewport {
  69880. /** viewport left coordinate */
  69881. x: number;
  69882. /** viewport top coordinate */
  69883. y: number;
  69884. /**viewport width */
  69885. width: number;
  69886. /** viewport height */
  69887. height: number;
  69888. /**
  69889. * Creates a Viewport object located at (x, y) and sized (width, height)
  69890. * @param x defines viewport left coordinate
  69891. * @param y defines viewport top coordinate
  69892. * @param width defines the viewport width
  69893. * @param height defines the viewport height
  69894. */
  69895. constructor(
  69896. /** viewport left coordinate */
  69897. x: number,
  69898. /** viewport top coordinate */
  69899. y: number,
  69900. /**viewport width */
  69901. width: number,
  69902. /** viewport height */
  69903. height: number);
  69904. /**
  69905. * Creates a new viewport using absolute sizing (from 0-> width, 0-> height instead of 0->1)
  69906. * @param renderWidth defines the rendering width
  69907. * @param renderHeight defines the rendering height
  69908. * @returns a new Viewport
  69909. */
  69910. toGlobal(renderWidth: number, renderHeight: number): Viewport;
  69911. /**
  69912. * Stores absolute viewport value into a target viewport (from 0-> width, 0-> height instead of 0->1)
  69913. * @param renderWidth defines the rendering width
  69914. * @param renderHeight defines the rendering height
  69915. * @param ref defines the target viewport
  69916. * @returns the current viewport
  69917. */
  69918. toGlobalToRef(renderWidth: number, renderHeight: number, ref: Viewport): Viewport;
  69919. /**
  69920. * Returns a new Viewport copied from the current one
  69921. * @returns a new Viewport
  69922. */
  69923. clone(): Viewport;
  69924. }
  69925. }
  69926. declare module BABYLON {
  69927. /**
  69928. * Class containing a set of static utilities functions for arrays.
  69929. */
  69930. export class ArrayTools {
  69931. /**
  69932. * Returns an array of the given size filled with element built from the given constructor and the paramters
  69933. * @param size the number of element to construct and put in the array
  69934. * @param itemBuilder a callback responsible for creating new instance of item. Called once per array entry.
  69935. * @returns a new array filled with new objects
  69936. */
  69937. static BuildArray<T>(size: number, itemBuilder: () => T): Array<T>;
  69938. }
  69939. }
  69940. declare module BABYLON {
  69941. /**
  69942. * Class representing a vector containing 2 coordinates
  69943. */
  69944. export class Vector2 {
  69945. /** defines the first coordinate */
  69946. x: number;
  69947. /** defines the second coordinate */
  69948. y: number;
  69949. /**
  69950. * Creates a new Vector2 from the given x and y coordinates
  69951. * @param x defines the first coordinate
  69952. * @param y defines the second coordinate
  69953. */
  69954. constructor(
  69955. /** defines the first coordinate */
  69956. x?: number,
  69957. /** defines the second coordinate */
  69958. y?: number);
  69959. /**
  69960. * Gets a string with the Vector2 coordinates
  69961. * @returns a string with the Vector2 coordinates
  69962. */
  69963. toString(): string;
  69964. /**
  69965. * Gets class name
  69966. * @returns the string "Vector2"
  69967. */
  69968. getClassName(): string;
  69969. /**
  69970. * Gets current vector hash code
  69971. * @returns the Vector2 hash code as a number
  69972. */
  69973. getHashCode(): number;
  69974. /**
  69975. * Sets the Vector2 coordinates in the given array or Float32Array from the given index.
  69976. * @param array defines the source array
  69977. * @param index defines the offset in source array
  69978. * @returns the current Vector2
  69979. */
  69980. toArray(array: FloatArray, index?: number): Vector2;
  69981. /**
  69982. * Copy the current vector to an array
  69983. * @returns a new array with 2 elements: the Vector2 coordinates.
  69984. */
  69985. asArray(): number[];
  69986. /**
  69987. * Sets the Vector2 coordinates with the given Vector2 coordinates
  69988. * @param source defines the source Vector2
  69989. * @returns the current updated Vector2
  69990. */
  69991. copyFrom(source: DeepImmutable<Vector2>): Vector2;
  69992. /**
  69993. * Sets the Vector2 coordinates with the given floats
  69994. * @param x defines the first coordinate
  69995. * @param y defines the second coordinate
  69996. * @returns the current updated Vector2
  69997. */
  69998. copyFromFloats(x: number, y: number): Vector2;
  69999. /**
  70000. * Sets the Vector2 coordinates with the given floats
  70001. * @param x defines the first coordinate
  70002. * @param y defines the second coordinate
  70003. * @returns the current updated Vector2
  70004. */
  70005. set(x: number, y: number): Vector2;
  70006. /**
  70007. * Add another vector with the current one
  70008. * @param otherVector defines the other vector
  70009. * @returns a new Vector2 set with the addition of the current Vector2 and the given one coordinates
  70010. */
  70011. add(otherVector: DeepImmutable<Vector2>): Vector2;
  70012. /**
  70013. * Sets the "result" coordinates with the addition of the current Vector2 and the given one coordinates
  70014. * @param otherVector defines the other vector
  70015. * @param result defines the target vector
  70016. * @returns the unmodified current Vector2
  70017. */
  70018. addToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70019. /**
  70020. * Set the Vector2 coordinates by adding the given Vector2 coordinates
  70021. * @param otherVector defines the other vector
  70022. * @returns the current updated Vector2
  70023. */
  70024. addInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70025. /**
  70026. * Gets a new Vector2 by adding the current Vector2 coordinates to the given Vector3 x, y coordinates
  70027. * @param otherVector defines the other vector
  70028. * @returns a new Vector2
  70029. */
  70030. addVector3(otherVector: Vector3): Vector2;
  70031. /**
  70032. * Gets a new Vector2 set with the subtracted coordinates of the given one from the current Vector2
  70033. * @param otherVector defines the other vector
  70034. * @returns a new Vector2
  70035. */
  70036. subtract(otherVector: Vector2): Vector2;
  70037. /**
  70038. * Sets the "result" coordinates with the subtraction of the given one from the current Vector2 coordinates.
  70039. * @param otherVector defines the other vector
  70040. * @param result defines the target vector
  70041. * @returns the unmodified current Vector2
  70042. */
  70043. subtractToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70044. /**
  70045. * Sets the current Vector2 coordinates by subtracting from it the given one coordinates
  70046. * @param otherVector defines the other vector
  70047. * @returns the current updated Vector2
  70048. */
  70049. subtractInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70050. /**
  70051. * Multiplies in place the current Vector2 coordinates by the given ones
  70052. * @param otherVector defines the other vector
  70053. * @returns the current updated Vector2
  70054. */
  70055. multiplyInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70056. /**
  70057. * Returns a new Vector2 set with the multiplication of the current Vector2 and the given one coordinates
  70058. * @param otherVector defines the other vector
  70059. * @returns a new Vector2
  70060. */
  70061. multiply(otherVector: DeepImmutable<Vector2>): Vector2;
  70062. /**
  70063. * Sets "result" coordinates with the multiplication of the current Vector2 and the given one coordinates
  70064. * @param otherVector defines the other vector
  70065. * @param result defines the target vector
  70066. * @returns the unmodified current Vector2
  70067. */
  70068. multiplyToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70069. /**
  70070. * Gets a new Vector2 set with the Vector2 coordinates multiplied by the given floats
  70071. * @param x defines the first coordinate
  70072. * @param y defines the second coordinate
  70073. * @returns a new Vector2
  70074. */
  70075. multiplyByFloats(x: number, y: number): Vector2;
  70076. /**
  70077. * Returns a new Vector2 set with the Vector2 coordinates divided by the given one coordinates
  70078. * @param otherVector defines the other vector
  70079. * @returns a new Vector2
  70080. */
  70081. divide(otherVector: Vector2): Vector2;
  70082. /**
  70083. * Sets the "result" coordinates with the Vector2 divided by the given one coordinates
  70084. * @param otherVector defines the other vector
  70085. * @param result defines the target vector
  70086. * @returns the unmodified current Vector2
  70087. */
  70088. divideToRef(otherVector: DeepImmutable<Vector2>, result: Vector2): Vector2;
  70089. /**
  70090. * Divides the current Vector2 coordinates by the given ones
  70091. * @param otherVector defines the other vector
  70092. * @returns the current updated Vector2
  70093. */
  70094. divideInPlace(otherVector: DeepImmutable<Vector2>): Vector2;
  70095. /**
  70096. * Gets a new Vector2 with current Vector2 negated coordinates
  70097. * @returns a new Vector2
  70098. */
  70099. negate(): Vector2;
  70100. /**
  70101. * Multiply the Vector2 coordinates by scale
  70102. * @param scale defines the scaling factor
  70103. * @returns the current updated Vector2
  70104. */
  70105. scaleInPlace(scale: number): Vector2;
  70106. /**
  70107. * Returns a new Vector2 scaled by "scale" from the current Vector2
  70108. * @param scale defines the scaling factor
  70109. * @returns a new Vector2
  70110. */
  70111. scale(scale: number): Vector2;
  70112. /**
  70113. * Scale the current Vector2 values by a factor to a given Vector2
  70114. * @param scale defines the scale factor
  70115. * @param result defines the Vector2 object where to store the result
  70116. * @returns the unmodified current Vector2
  70117. */
  70118. scaleToRef(scale: number, result: Vector2): Vector2;
  70119. /**
  70120. * Scale the current Vector2 values by a factor and add the result to a given Vector2
  70121. * @param scale defines the scale factor
  70122. * @param result defines the Vector2 object where to store the result
  70123. * @returns the unmodified current Vector2
  70124. */
  70125. scaleAndAddToRef(scale: number, result: Vector2): Vector2;
  70126. /**
  70127. * Gets a boolean if two vectors are equals
  70128. * @param otherVector defines the other vector
  70129. * @returns true if the given vector coordinates strictly equal the current Vector2 ones
  70130. */
  70131. equals(otherVector: DeepImmutable<Vector2>): boolean;
  70132. /**
  70133. * Gets a boolean if two vectors are equals (using an epsilon value)
  70134. * @param otherVector defines the other vector
  70135. * @param epsilon defines the minimal distance to consider equality
  70136. * @returns true if the given vector coordinates are close to the current ones by a distance of epsilon.
  70137. */
  70138. equalsWithEpsilon(otherVector: DeepImmutable<Vector2>, epsilon?: number): boolean;
  70139. /**
  70140. * Gets a new Vector2 from current Vector2 floored values
  70141. * @returns a new Vector2
  70142. */
  70143. floor(): Vector2;
  70144. /**
  70145. * Gets a new Vector2 from current Vector2 floored values
  70146. * @returns a new Vector2
  70147. */
  70148. fract(): Vector2;
  70149. /**
  70150. * Gets the length of the vector
  70151. * @returns the vector length (float)
  70152. */
  70153. length(): number;
  70154. /**
  70155. * Gets the vector squared length
  70156. * @returns the vector squared length (float)
  70157. */
  70158. lengthSquared(): number;
  70159. /**
  70160. * Normalize the vector
  70161. * @returns the current updated Vector2
  70162. */
  70163. normalize(): Vector2;
  70164. /**
  70165. * Gets a new Vector2 copied from the Vector2
  70166. * @returns a new Vector2
  70167. */
  70168. clone(): Vector2;
  70169. /**
  70170. * Gets a new Vector2(0, 0)
  70171. * @returns a new Vector2
  70172. */
  70173. static Zero(): Vector2;
  70174. /**
  70175. * Gets a new Vector2(1, 1)
  70176. * @returns a new Vector2
  70177. */
  70178. static One(): Vector2;
  70179. /**
  70180. * Gets a new Vector2 set from the given index element of the given array
  70181. * @param array defines the data source
  70182. * @param offset defines the offset in the data source
  70183. * @returns a new Vector2
  70184. */
  70185. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector2;
  70186. /**
  70187. * Sets "result" from the given index element of the given array
  70188. * @param array defines the data source
  70189. * @param offset defines the offset in the data source
  70190. * @param result defines the target vector
  70191. */
  70192. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector2): void;
  70193. /**
  70194. * Gets a new Vector2 located for "amount" (float) on the CatmullRom spline defined by the given four Vector2
  70195. * @param value1 defines 1st point of control
  70196. * @param value2 defines 2nd point of control
  70197. * @param value3 defines 3rd point of control
  70198. * @param value4 defines 4th point of control
  70199. * @param amount defines the interpolation factor
  70200. * @returns a new Vector2
  70201. */
  70202. static CatmullRom(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, value3: DeepImmutable<Vector2>, value4: DeepImmutable<Vector2>, amount: number): Vector2;
  70203. /**
  70204. * 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".
  70205. * If a coordinate of "value" is lower than "min" coordinates, the returned Vector2 is given this "min" coordinate.
  70206. * If a coordinate of "value" is greater than "max" coordinates, the returned Vector2 is given this "max" coordinate
  70207. * @param value defines the value to clamp
  70208. * @param min defines the lower limit
  70209. * @param max defines the upper limit
  70210. * @returns a new Vector2
  70211. */
  70212. static Clamp(value: DeepImmutable<Vector2>, min: DeepImmutable<Vector2>, max: DeepImmutable<Vector2>): Vector2;
  70213. /**
  70214. * Returns a new Vector2 located for "amount" (float) on the Hermite spline defined by the vectors "value1", "value3", "tangent1", "tangent2"
  70215. * @param value1 defines the 1st control point
  70216. * @param tangent1 defines the outgoing tangent
  70217. * @param value2 defines the 2nd control point
  70218. * @param tangent2 defines the incoming tangent
  70219. * @param amount defines the interpolation factor
  70220. * @returns a new Vector2
  70221. */
  70222. static Hermite(value1: DeepImmutable<Vector2>, tangent1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>, tangent2: DeepImmutable<Vector2>, amount: number): Vector2;
  70223. /**
  70224. * Returns a new Vector2 located for "amount" (float) on the linear interpolation between the vector "start" adn the vector "end".
  70225. * @param start defines the start vector
  70226. * @param end defines the end vector
  70227. * @param amount defines the interpolation factor
  70228. * @returns a new Vector2
  70229. */
  70230. static Lerp(start: DeepImmutable<Vector2>, end: DeepImmutable<Vector2>, amount: number): Vector2;
  70231. /**
  70232. * Gets the dot product of the vector "left" and the vector "right"
  70233. * @param left defines first vector
  70234. * @param right defines second vector
  70235. * @returns the dot product (float)
  70236. */
  70237. static Dot(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): number;
  70238. /**
  70239. * Returns a new Vector2 equal to the normalized given vector
  70240. * @param vector defines the vector to normalize
  70241. * @returns a new Vector2
  70242. */
  70243. static Normalize(vector: DeepImmutable<Vector2>): Vector2;
  70244. /**
  70245. * Gets a new Vector2 set with the minimal coordinate values from the "left" and "right" vectors
  70246. * @param left defines 1st vector
  70247. * @param right defines 2nd vector
  70248. * @returns a new Vector2
  70249. */
  70250. static Minimize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70251. /**
  70252. * Gets a new Vecto2 set with the maximal coordinate values from the "left" and "right" vectors
  70253. * @param left defines 1st vector
  70254. * @param right defines 2nd vector
  70255. * @returns a new Vector2
  70256. */
  70257. static Maximize(left: DeepImmutable<Vector2>, right: DeepImmutable<Vector2>): Vector2;
  70258. /**
  70259. * Gets a new Vector2 set with the transformed coordinates of the given vector by the given transformation matrix
  70260. * @param vector defines the vector to transform
  70261. * @param transformation defines the matrix to apply
  70262. * @returns a new Vector2
  70263. */
  70264. static Transform(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>): Vector2;
  70265. /**
  70266. * Transforms the given vector coordinates by the given transformation matrix and stores the result in the vector "result" coordinates
  70267. * @param vector defines the vector to transform
  70268. * @param transformation defines the matrix to apply
  70269. * @param result defines the target vector
  70270. */
  70271. static TransformToRef(vector: DeepImmutable<Vector2>, transformation: DeepImmutable<Matrix>, result: Vector2): void;
  70272. /**
  70273. * Determines if a given vector is included in a triangle
  70274. * @param p defines the vector to test
  70275. * @param p0 defines 1st triangle point
  70276. * @param p1 defines 2nd triangle point
  70277. * @param p2 defines 3rd triangle point
  70278. * @returns true if the point "p" is in the triangle defined by the vertors "p0", "p1", "p2"
  70279. */
  70280. static PointInTriangle(p: DeepImmutable<Vector2>, p0: DeepImmutable<Vector2>, p1: DeepImmutable<Vector2>, p2: DeepImmutable<Vector2>): boolean;
  70281. /**
  70282. * Gets the distance between the vectors "value1" and "value2"
  70283. * @param value1 defines first vector
  70284. * @param value2 defines second vector
  70285. * @returns the distance between vectors
  70286. */
  70287. static Distance(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70288. /**
  70289. * Returns the squared distance between the vectors "value1" and "value2"
  70290. * @param value1 defines first vector
  70291. * @param value2 defines second vector
  70292. * @returns the squared distance between vectors
  70293. */
  70294. static DistanceSquared(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): number;
  70295. /**
  70296. * Gets a new Vector2 located at the center of the vectors "value1" and "value2"
  70297. * @param value1 defines first vector
  70298. * @param value2 defines second vector
  70299. * @returns a new Vector2
  70300. */
  70301. static Center(value1: DeepImmutable<Vector2>, value2: DeepImmutable<Vector2>): Vector2;
  70302. /**
  70303. * Gets the shortest distance (float) between the point "p" and the segment defined by the two points "segA" and "segB".
  70304. * @param p defines the middle point
  70305. * @param segA defines one point of the segment
  70306. * @param segB defines the other point of the segment
  70307. * @returns the shortest distance
  70308. */
  70309. static DistanceOfPointFromSegment(p: DeepImmutable<Vector2>, segA: DeepImmutable<Vector2>, segB: DeepImmutable<Vector2>): number;
  70310. }
  70311. /**
  70312. * Classed used to store (x,y,z) vector representation
  70313. * A Vector3 is the main object used in 3D geometry
  70314. * It can represent etiher the coordinates of a point the space, either a direction
  70315. * Reminder: js uses a left handed forward facing system
  70316. */
  70317. export class Vector3 {
  70318. /**
  70319. * Defines the first coordinates (on X axis)
  70320. */
  70321. x: number;
  70322. /**
  70323. * Defines the second coordinates (on Y axis)
  70324. */
  70325. y: number;
  70326. /**
  70327. * Defines the third coordinates (on Z axis)
  70328. */
  70329. z: number;
  70330. private static _UpReadOnly;
  70331. private static _ZeroReadOnly;
  70332. /**
  70333. * Creates a new Vector3 object from the given x, y, z (floats) coordinates.
  70334. * @param x defines the first coordinates (on X axis)
  70335. * @param y defines the second coordinates (on Y axis)
  70336. * @param z defines the third coordinates (on Z axis)
  70337. */
  70338. constructor(
  70339. /**
  70340. * Defines the first coordinates (on X axis)
  70341. */
  70342. x?: number,
  70343. /**
  70344. * Defines the second coordinates (on Y axis)
  70345. */
  70346. y?: number,
  70347. /**
  70348. * Defines the third coordinates (on Z axis)
  70349. */
  70350. z?: number);
  70351. /**
  70352. * Creates a string representation of the Vector3
  70353. * @returns a string with the Vector3 coordinates.
  70354. */
  70355. toString(): string;
  70356. /**
  70357. * Gets the class name
  70358. * @returns the string "Vector3"
  70359. */
  70360. getClassName(): string;
  70361. /**
  70362. * Creates the Vector3 hash code
  70363. * @returns a number which tends to be unique between Vector3 instances
  70364. */
  70365. getHashCode(): number;
  70366. /**
  70367. * Creates an array containing three elements : the coordinates of the Vector3
  70368. * @returns a new array of numbers
  70369. */
  70370. asArray(): number[];
  70371. /**
  70372. * Populates the given array or Float32Array from the given index with the successive coordinates of the Vector3
  70373. * @param array defines the destination array
  70374. * @param index defines the offset in the destination array
  70375. * @returns the current Vector3
  70376. */
  70377. toArray(array: FloatArray, index?: number): Vector3;
  70378. /**
  70379. * Converts the current Vector3 into a quaternion (considering that the Vector3 contains Euler angles representation of a rotation)
  70380. * @returns a new Quaternion object, computed from the Vector3 coordinates
  70381. */
  70382. toQuaternion(): Quaternion;
  70383. /**
  70384. * Adds the given vector to the current Vector3
  70385. * @param otherVector defines the second operand
  70386. * @returns the current updated Vector3
  70387. */
  70388. addInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70389. /**
  70390. * Adds the given coordinates to the current Vector3
  70391. * @param x defines the x coordinate of the operand
  70392. * @param y defines the y coordinate of the operand
  70393. * @param z defines the z coordinate of the operand
  70394. * @returns the current updated Vector3
  70395. */
  70396. addInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70397. /**
  70398. * Gets a new Vector3, result of the addition the current Vector3 and the given vector
  70399. * @param otherVector defines the second operand
  70400. * @returns the resulting Vector3
  70401. */
  70402. add(otherVector: DeepImmutable<Vector3>): Vector3;
  70403. /**
  70404. * Adds the current Vector3 to the given one and stores the result in the vector "result"
  70405. * @param otherVector defines the second operand
  70406. * @param result defines the Vector3 object where to store the result
  70407. * @returns the current Vector3
  70408. */
  70409. addToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70410. /**
  70411. * Subtract the given vector from the current Vector3
  70412. * @param otherVector defines the second operand
  70413. * @returns the current updated Vector3
  70414. */
  70415. subtractInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70416. /**
  70417. * Returns a new Vector3, result of the subtraction of the given vector from the current Vector3
  70418. * @param otherVector defines the second operand
  70419. * @returns the resulting Vector3
  70420. */
  70421. subtract(otherVector: DeepImmutable<Vector3>): Vector3;
  70422. /**
  70423. * Subtracts the given vector from the current Vector3 and stores the result in the vector "result".
  70424. * @param otherVector defines the second operand
  70425. * @param result defines the Vector3 object where to store the result
  70426. * @returns the current Vector3
  70427. */
  70428. subtractToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70429. /**
  70430. * Returns a new Vector3 set with the subtraction of the given floats from the current Vector3 coordinates
  70431. * @param x defines the x coordinate of the operand
  70432. * @param y defines the y coordinate of the operand
  70433. * @param z defines the z coordinate of the operand
  70434. * @returns the resulting Vector3
  70435. */
  70436. subtractFromFloats(x: number, y: number, z: number): Vector3;
  70437. /**
  70438. * Subtracts the given floats from the current Vector3 coordinates and set the given vector "result" with this result
  70439. * @param x defines the x coordinate of the operand
  70440. * @param y defines the y coordinate of the operand
  70441. * @param z defines the z coordinate of the operand
  70442. * @param result defines the Vector3 object where to store the result
  70443. * @returns the current Vector3
  70444. */
  70445. subtractFromFloatsToRef(x: number, y: number, z: number, result: Vector3): Vector3;
  70446. /**
  70447. * Gets a new Vector3 set with the current Vector3 negated coordinates
  70448. * @returns a new Vector3
  70449. */
  70450. negate(): Vector3;
  70451. /**
  70452. * Multiplies the Vector3 coordinates by the float "scale"
  70453. * @param scale defines the multiplier factor
  70454. * @returns the current updated Vector3
  70455. */
  70456. scaleInPlace(scale: number): Vector3;
  70457. /**
  70458. * Returns a new Vector3 set with the current Vector3 coordinates multiplied by the float "scale"
  70459. * @param scale defines the multiplier factor
  70460. * @returns a new Vector3
  70461. */
  70462. scale(scale: number): Vector3;
  70463. /**
  70464. * Multiplies the current Vector3 coordinates by the float "scale" and stores the result in the given vector "result" coordinates
  70465. * @param scale defines the multiplier factor
  70466. * @param result defines the Vector3 object where to store the result
  70467. * @returns the current Vector3
  70468. */
  70469. scaleToRef(scale: number, result: Vector3): Vector3;
  70470. /**
  70471. * Scale the current Vector3 values by a factor and add the result to a given Vector3
  70472. * @param scale defines the scale factor
  70473. * @param result defines the Vector3 object where to store the result
  70474. * @returns the unmodified current Vector3
  70475. */
  70476. scaleAndAddToRef(scale: number, result: Vector3): Vector3;
  70477. /**
  70478. * Returns true if the current Vector3 and the given vector coordinates are strictly equal
  70479. * @param otherVector defines the second operand
  70480. * @returns true if both vectors are equals
  70481. */
  70482. equals(otherVector: DeepImmutable<Vector3>): boolean;
  70483. /**
  70484. * Returns true if the current Vector3 and the given vector coordinates are distant less than epsilon
  70485. * @param otherVector defines the second operand
  70486. * @param epsilon defines the minimal distance to define values as equals
  70487. * @returns true if both vectors are distant less than epsilon
  70488. */
  70489. equalsWithEpsilon(otherVector: DeepImmutable<Vector3>, epsilon?: number): boolean;
  70490. /**
  70491. * Returns true if the current Vector3 coordinates equals the given floats
  70492. * @param x defines the x coordinate of the operand
  70493. * @param y defines the y coordinate of the operand
  70494. * @param z defines the z coordinate of the operand
  70495. * @returns true if both vectors are equals
  70496. */
  70497. equalsToFloats(x: number, y: number, z: number): boolean;
  70498. /**
  70499. * Multiplies the current Vector3 coordinates by the given ones
  70500. * @param otherVector defines the second operand
  70501. * @returns the current updated Vector3
  70502. */
  70503. multiplyInPlace(otherVector: DeepImmutable<Vector3>): Vector3;
  70504. /**
  70505. * Returns a new Vector3, result of the multiplication of the current Vector3 by the given vector
  70506. * @param otherVector defines the second operand
  70507. * @returns the new Vector3
  70508. */
  70509. multiply(otherVector: DeepImmutable<Vector3>): Vector3;
  70510. /**
  70511. * Multiplies the current Vector3 by the given one and stores the result in the given vector "result"
  70512. * @param otherVector defines the second operand
  70513. * @param result defines the Vector3 object where to store the result
  70514. * @returns the current Vector3
  70515. */
  70516. multiplyToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70517. /**
  70518. * Returns a new Vector3 set with the result of the mulliplication of the current Vector3 coordinates by the given floats
  70519. * @param x defines the x coordinate of the operand
  70520. * @param y defines the y coordinate of the operand
  70521. * @param z defines the z coordinate of the operand
  70522. * @returns the new Vector3
  70523. */
  70524. multiplyByFloats(x: number, y: number, z: number): Vector3;
  70525. /**
  70526. * Returns a new Vector3 set with the result of the division of the current Vector3 coordinates by the given ones
  70527. * @param otherVector defines the second operand
  70528. * @returns the new Vector3
  70529. */
  70530. divide(otherVector: DeepImmutable<Vector3>): Vector3;
  70531. /**
  70532. * Divides the current Vector3 coordinates by the given ones and stores the result in the given vector "result"
  70533. * @param otherVector defines the second operand
  70534. * @param result defines the Vector3 object where to store the result
  70535. * @returns the current Vector3
  70536. */
  70537. divideToRef(otherVector: DeepImmutable<Vector3>, result: Vector3): Vector3;
  70538. /**
  70539. * Divides the current Vector3 coordinates by the given ones.
  70540. * @param otherVector defines the second operand
  70541. * @returns the current updated Vector3
  70542. */
  70543. divideInPlace(otherVector: Vector3): Vector3;
  70544. /**
  70545. * Updates the current Vector3 with the minimal coordinate values between its and the given vector ones
  70546. * @param other defines the second operand
  70547. * @returns the current updated Vector3
  70548. */
  70549. minimizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70550. /**
  70551. * Updates the current Vector3 with the maximal coordinate values between its and the given vector ones.
  70552. * @param other defines the second operand
  70553. * @returns the current updated Vector3
  70554. */
  70555. maximizeInPlace(other: DeepImmutable<Vector3>): Vector3;
  70556. /**
  70557. * Updates the current Vector3 with the minimal coordinate values between its and the given coordinates
  70558. * @param x defines the x coordinate of the operand
  70559. * @param y defines the y coordinate of the operand
  70560. * @param z defines the z coordinate of the operand
  70561. * @returns the current updated Vector3
  70562. */
  70563. minimizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70564. /**
  70565. * Updates the current Vector3 with the maximal coordinate values between its and the given coordinates.
  70566. * @param x defines the x coordinate of the operand
  70567. * @param y defines the y coordinate of the operand
  70568. * @param z defines the z coordinate of the operand
  70569. * @returns the current updated Vector3
  70570. */
  70571. maximizeInPlaceFromFloats(x: number, y: number, z: number): Vector3;
  70572. /**
  70573. * Due to float precision, scale of a mesh could be uniform but float values are off by a small fraction
  70574. * Check if is non uniform within a certain amount of decimal places to account for this
  70575. * @param epsilon the amount the values can differ
  70576. * @returns if the the vector is non uniform to a certain number of decimal places
  70577. */
  70578. isNonUniformWithinEpsilon(epsilon: number): boolean;
  70579. /**
  70580. * Gets a boolean indicating that the vector is non uniform meaning x, y or z are not all the same
  70581. */
  70582. readonly isNonUniform: boolean;
  70583. /**
  70584. * Gets a new Vector3 from current Vector3 floored values
  70585. * @returns a new Vector3
  70586. */
  70587. floor(): Vector3;
  70588. /**
  70589. * Gets a new Vector3 from current Vector3 floored values
  70590. * @returns a new Vector3
  70591. */
  70592. fract(): Vector3;
  70593. /**
  70594. * Gets the length of the Vector3
  70595. * @returns the length of the Vector3
  70596. */
  70597. length(): number;
  70598. /**
  70599. * Gets the squared length of the Vector3
  70600. * @returns squared length of the Vector3
  70601. */
  70602. lengthSquared(): number;
  70603. /**
  70604. * Normalize the current Vector3.
  70605. * Please note that this is an in place operation.
  70606. * @returns the current updated Vector3
  70607. */
  70608. normalize(): Vector3;
  70609. /**
  70610. * Reorders the x y z properties of the vector in place
  70611. * @param order new ordering of the properties (eg. for vector 1,2,3 with "ZYX" will produce 3,2,1)
  70612. * @returns the current updated vector
  70613. */
  70614. reorderInPlace(order: string): this;
  70615. /**
  70616. * Rotates the vector around 0,0,0 by a quaternion
  70617. * @param quaternion the rotation quaternion
  70618. * @param result vector to store the result
  70619. * @returns the resulting vector
  70620. */
  70621. rotateByQuaternionToRef(quaternion: Quaternion, result: Vector3): Vector3;
  70622. /**
  70623. * Rotates a vector around a given point
  70624. * @param quaternion the rotation quaternion
  70625. * @param point the point to rotate around
  70626. * @param result vector to store the result
  70627. * @returns the resulting vector
  70628. */
  70629. rotateByQuaternionAroundPointToRef(quaternion: Quaternion, point: Vector3, result: Vector3): Vector3;
  70630. /**
  70631. * Returns a new Vector3 as the cross product of the current vector and the "other" one
  70632. * The cross product is then orthogonal to both current and "other"
  70633. * @param other defines the right operand
  70634. * @returns the cross product
  70635. */
  70636. cross(other: Vector3): Vector3;
  70637. /**
  70638. * Normalize the current Vector3 with the given input length.
  70639. * Please note that this is an in place operation.
  70640. * @param len the length of the vector
  70641. * @returns the current updated Vector3
  70642. */
  70643. normalizeFromLength(len: number): Vector3;
  70644. /**
  70645. * Normalize the current Vector3 to a new vector
  70646. * @returns the new Vector3
  70647. */
  70648. normalizeToNew(): Vector3;
  70649. /**
  70650. * Normalize the current Vector3 to the reference
  70651. * @param reference define the Vector3 to update
  70652. * @returns the updated Vector3
  70653. */
  70654. normalizeToRef(reference: DeepImmutable<Vector3>): Vector3;
  70655. /**
  70656. * Creates a new Vector3 copied from the current Vector3
  70657. * @returns the new Vector3
  70658. */
  70659. clone(): Vector3;
  70660. /**
  70661. * Copies the given vector coordinates to the current Vector3 ones
  70662. * @param source defines the source Vector3
  70663. * @returns the current updated Vector3
  70664. */
  70665. copyFrom(source: DeepImmutable<Vector3>): Vector3;
  70666. /**
  70667. * Copies the given floats to the current Vector3 coordinates
  70668. * @param x defines the x coordinate of the operand
  70669. * @param y defines the y coordinate of the operand
  70670. * @param z defines the z coordinate of the operand
  70671. * @returns the current updated Vector3
  70672. */
  70673. copyFromFloats(x: number, y: number, z: number): Vector3;
  70674. /**
  70675. * Copies the given floats to the current Vector3 coordinates
  70676. * @param x defines the x coordinate of the operand
  70677. * @param y defines the y coordinate of the operand
  70678. * @param z defines the z coordinate of the operand
  70679. * @returns the current updated Vector3
  70680. */
  70681. set(x: number, y: number, z: number): Vector3;
  70682. /**
  70683. * Copies the given float to the current Vector3 coordinates
  70684. * @param v defines the x, y and z coordinates of the operand
  70685. * @returns the current updated Vector3
  70686. */
  70687. setAll(v: number): Vector3;
  70688. /**
  70689. * Get the clip factor between two vectors
  70690. * @param vector0 defines the first operand
  70691. * @param vector1 defines the second operand
  70692. * @param axis defines the axis to use
  70693. * @param size defines the size along the axis
  70694. * @returns the clip factor
  70695. */
  70696. static GetClipFactor(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, axis: DeepImmutable<Vector3>, size: number): number;
  70697. /**
  70698. * Get angle between two vectors
  70699. * @param vector0 angle between vector0 and vector1
  70700. * @param vector1 angle between vector0 and vector1
  70701. * @param normal direction of the normal
  70702. * @return the angle between vector0 and vector1
  70703. */
  70704. static GetAngleBetweenVectors(vector0: DeepImmutable<Vector3>, vector1: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): number;
  70705. /**
  70706. * Returns a new Vector3 set from the index "offset" of the given array
  70707. * @param array defines the source array
  70708. * @param offset defines the offset in the source array
  70709. * @returns the new Vector3
  70710. */
  70711. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector3;
  70712. /**
  70713. * Returns a new Vector3 set from the index "offset" of the given Float32Array
  70714. * This function is deprecated. Use FromArray instead
  70715. * @param array defines the source array
  70716. * @param offset defines the offset in the source array
  70717. * @returns the new Vector3
  70718. */
  70719. static FromFloatArray(array: DeepImmutable<Float32Array>, offset?: number): Vector3;
  70720. /**
  70721. * Sets the given vector "result" with the element values from the index "offset" of the given array
  70722. * @param array defines the source array
  70723. * @param offset defines the offset in the source array
  70724. * @param result defines the Vector3 where to store the result
  70725. */
  70726. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector3): void;
  70727. /**
  70728. * Sets the given vector "result" with the element values from the index "offset" of the given Float32Array
  70729. * This function is deprecated. Use FromArrayToRef instead.
  70730. * @param array defines the source array
  70731. * @param offset defines the offset in the source array
  70732. * @param result defines the Vector3 where to store the result
  70733. */
  70734. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector3): void;
  70735. /**
  70736. * Sets the given vector "result" with the given floats.
  70737. * @param x defines the x coordinate of the source
  70738. * @param y defines the y coordinate of the source
  70739. * @param z defines the z coordinate of the source
  70740. * @param result defines the Vector3 where to store the result
  70741. */
  70742. static FromFloatsToRef(x: number, y: number, z: number, result: Vector3): void;
  70743. /**
  70744. * Returns a new Vector3 set to (0.0, 0.0, 0.0)
  70745. * @returns a new empty Vector3
  70746. */
  70747. static Zero(): Vector3;
  70748. /**
  70749. * Returns a new Vector3 set to (1.0, 1.0, 1.0)
  70750. * @returns a new unit Vector3
  70751. */
  70752. static One(): Vector3;
  70753. /**
  70754. * Returns a new Vector3 set to (0.0, 1.0, 0.0)
  70755. * @returns a new up Vector3
  70756. */
  70757. static Up(): Vector3;
  70758. /**
  70759. * Gets a up Vector3 that must not be updated
  70760. */
  70761. static readonly UpReadOnly: DeepImmutable<Vector3>;
  70762. /**
  70763. * Gets a zero Vector3 that must not be updated
  70764. */
  70765. static readonly ZeroReadOnly: DeepImmutable<Vector3>;
  70766. /**
  70767. * Returns a new Vector3 set to (0.0, -1.0, 0.0)
  70768. * @returns a new down Vector3
  70769. */
  70770. static Down(): Vector3;
  70771. /**
  70772. * Returns a new Vector3 set to (0.0, 0.0, 1.0)
  70773. * @returns a new forward Vector3
  70774. */
  70775. static Forward(): Vector3;
  70776. /**
  70777. * Returns a new Vector3 set to (0.0, 0.0, -1.0)
  70778. * @returns a new forward Vector3
  70779. */
  70780. static Backward(): Vector3;
  70781. /**
  70782. * Returns a new Vector3 set to (1.0, 0.0, 0.0)
  70783. * @returns a new right Vector3
  70784. */
  70785. static Right(): Vector3;
  70786. /**
  70787. * Returns a new Vector3 set to (-1.0, 0.0, 0.0)
  70788. * @returns a new left Vector3
  70789. */
  70790. static Left(): Vector3;
  70791. /**
  70792. * Returns a new Vector3 set with the result of the transformation by the given matrix of the given vector.
  70793. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70794. * @param vector defines the Vector3 to transform
  70795. * @param transformation defines the transformation matrix
  70796. * @returns the transformed Vector3
  70797. */
  70798. static TransformCoordinates(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70799. /**
  70800. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given vector
  70801. * This method computes tranformed coordinates only, not transformed direction vectors (ie. it takes translation in account)
  70802. * @param vector defines the Vector3 to transform
  70803. * @param transformation defines the transformation matrix
  70804. * @param result defines the Vector3 where to store the result
  70805. */
  70806. static TransformCoordinatesToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70807. /**
  70808. * Sets the given vector "result" coordinates with the result of the transformation by the given matrix of the given floats (x, y, z)
  70809. * This method computes tranformed coordinates only, not transformed direction vectors
  70810. * @param x define the x coordinate of the source vector
  70811. * @param y define the y coordinate of the source vector
  70812. * @param z define the z coordinate of the source vector
  70813. * @param transformation defines the transformation matrix
  70814. * @param result defines the Vector3 where to store the result
  70815. */
  70816. static TransformCoordinatesFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70817. /**
  70818. * Returns a new Vector3 set with the result of the normal transformation by the given matrix of the given vector
  70819. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70820. * @param vector defines the Vector3 to transform
  70821. * @param transformation defines the transformation matrix
  70822. * @returns the new Vector3
  70823. */
  70824. static TransformNormal(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>): Vector3;
  70825. /**
  70826. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector
  70827. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70828. * @param vector defines the Vector3 to transform
  70829. * @param transformation defines the transformation matrix
  70830. * @param result defines the Vector3 where to store the result
  70831. */
  70832. static TransformNormalToRef(vector: DeepImmutable<Vector3>, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70833. /**
  70834. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z)
  70835. * This methods computes transformed normalized direction vectors only (ie. it does not apply translation)
  70836. * @param x define the x coordinate of the source vector
  70837. * @param y define the y coordinate of the source vector
  70838. * @param z define the z coordinate of the source vector
  70839. * @param transformation defines the transformation matrix
  70840. * @param result defines the Vector3 where to store the result
  70841. */
  70842. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, transformation: DeepImmutable<Matrix>, result: Vector3): void;
  70843. /**
  70844. * Returns a new Vector3 located for "amount" on the CatmullRom interpolation spline defined by the vectors "value1", "value2", "value3", "value4"
  70845. * @param value1 defines the first control point
  70846. * @param value2 defines the second control point
  70847. * @param value3 defines the third control point
  70848. * @param value4 defines the fourth control point
  70849. * @param amount defines the amount on the spline to use
  70850. * @returns the new Vector3
  70851. */
  70852. static CatmullRom(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, value3: DeepImmutable<Vector3>, value4: DeepImmutable<Vector3>, amount: number): Vector3;
  70853. /**
  70854. * 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"
  70855. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70856. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70857. * @param value defines the current value
  70858. * @param min defines the lower range value
  70859. * @param max defines the upper range value
  70860. * @returns the new Vector3
  70861. */
  70862. static Clamp(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): Vector3;
  70863. /**
  70864. * 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"
  70865. * If a coordinate value of "value" is lower than one of the "min" coordinate, then this "value" coordinate is set with the "min" one
  70866. * If a coordinate value of "value" is greater than one of the "max" coordinate, then this "value" coordinate is set with the "max" one
  70867. * @param value defines the current value
  70868. * @param min defines the lower range value
  70869. * @param max defines the upper range value
  70870. * @param result defines the Vector3 where to store the result
  70871. */
  70872. static ClampToRef(value: DeepImmutable<Vector3>, min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, result: Vector3): void;
  70873. /**
  70874. * Checks if a given vector is inside a specific range
  70875. * @param v defines the vector to test
  70876. * @param min defines the minimum range
  70877. * @param max defines the maximum range
  70878. */
  70879. static CheckExtends(v: Vector3, min: Vector3, max: Vector3): void;
  70880. /**
  70881. * Returns a new Vector3 located for "amount" (float) on the Hermite interpolation spline defined by the vectors "value1", "tangent1", "value2", "tangent2"
  70882. * @param value1 defines the first control point
  70883. * @param tangent1 defines the first tangent vector
  70884. * @param value2 defines the second control point
  70885. * @param tangent2 defines the second tangent vector
  70886. * @param amount defines the amount on the interpolation spline (between 0 and 1)
  70887. * @returns the new Vector3
  70888. */
  70889. static Hermite(value1: DeepImmutable<Vector3>, tangent1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>, tangent2: DeepImmutable<Vector3>, amount: number): Vector3;
  70890. /**
  70891. * Returns a new Vector3 located for "amount" (float) on the linear interpolation between the vectors "start" and "end"
  70892. * @param start defines the start value
  70893. * @param end defines the end value
  70894. * @param amount max defines amount between both (between 0 and 1)
  70895. * @returns the new Vector3
  70896. */
  70897. static Lerp(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number): Vector3;
  70898. /**
  70899. * Sets the given vector "result" with the result of the linear interpolation from the vector "start" for "amount" to the vector "end"
  70900. * @param start defines the start value
  70901. * @param end defines the end value
  70902. * @param amount max defines amount between both (between 0 and 1)
  70903. * @param result defines the Vector3 where to store the result
  70904. */
  70905. static LerpToRef(start: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, amount: number, result: Vector3): void;
  70906. /**
  70907. * Returns the dot product (float) between the vectors "left" and "right"
  70908. * @param left defines the left operand
  70909. * @param right defines the right operand
  70910. * @returns the dot product
  70911. */
  70912. static Dot(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): number;
  70913. /**
  70914. * Returns a new Vector3 as the cross product of the vectors "left" and "right"
  70915. * The cross product is then orthogonal to both "left" and "right"
  70916. * @param left defines the left operand
  70917. * @param right defines the right operand
  70918. * @returns the cross product
  70919. */
  70920. static Cross(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  70921. /**
  70922. * Sets the given vector "result" with the cross product of "left" and "right"
  70923. * The cross product is then orthogonal to both "left" and "right"
  70924. * @param left defines the left operand
  70925. * @param right defines the right operand
  70926. * @param result defines the Vector3 where to store the result
  70927. */
  70928. static CrossToRef(left: Vector3, right: Vector3, result: Vector3): void;
  70929. /**
  70930. * Returns a new Vector3 as the normalization of the given vector
  70931. * @param vector defines the Vector3 to normalize
  70932. * @returns the new Vector3
  70933. */
  70934. static Normalize(vector: DeepImmutable<Vector3>): Vector3;
  70935. /**
  70936. * Sets the given vector "result" with the normalization of the given first vector
  70937. * @param vector defines the Vector3 to normalize
  70938. * @param result defines the Vector3 where to store the result
  70939. */
  70940. static NormalizeToRef(vector: DeepImmutable<Vector3>, result: Vector3): void;
  70941. /**
  70942. * Project a Vector3 onto screen space
  70943. * @param vector defines the Vector3 to project
  70944. * @param world defines the world matrix to use
  70945. * @param transform defines the transform (view x projection) matrix to use
  70946. * @param viewport defines the screen viewport to use
  70947. * @returns the new Vector3
  70948. */
  70949. static Project(vector: DeepImmutable<Vector3>, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>, viewport: DeepImmutable<Viewport>): Vector3;
  70950. /** @hidden */
  70951. static _UnprojectFromInvertedMatrixToRef(source: DeepImmutable<Vector3>, matrix: DeepImmutable<Matrix>, result: Vector3): void;
  70952. /**
  70953. * Unproject from screen space to object space
  70954. * @param source defines the screen space Vector3 to use
  70955. * @param viewportWidth defines the current width of the viewport
  70956. * @param viewportHeight defines the current height of the viewport
  70957. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70958. * @param transform defines the transform (view x projection) matrix to use
  70959. * @returns the new Vector3
  70960. */
  70961. static UnprojectFromTransform(source: Vector3, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, transform: DeepImmutable<Matrix>): Vector3;
  70962. /**
  70963. * Unproject from screen space to object space
  70964. * @param source defines the screen space Vector3 to use
  70965. * @param viewportWidth defines the current width of the viewport
  70966. * @param viewportHeight defines the current height of the viewport
  70967. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70968. * @param view defines the view matrix to use
  70969. * @param projection defines the projection matrix to use
  70970. * @returns the new Vector3
  70971. */
  70972. static Unproject(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Vector3;
  70973. /**
  70974. * Unproject from screen space to object space
  70975. * @param source defines the screen space Vector3 to use
  70976. * @param viewportWidth defines the current width of the viewport
  70977. * @param viewportHeight defines the current height of the viewport
  70978. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70979. * @param view defines the view matrix to use
  70980. * @param projection defines the projection matrix to use
  70981. * @param result defines the Vector3 where to store the result
  70982. */
  70983. static UnprojectToRef(source: DeepImmutable<Vector3>, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70984. /**
  70985. * Unproject from screen space to object space
  70986. * @param sourceX defines the screen space x coordinate to use
  70987. * @param sourceY defines the screen space y coordinate to use
  70988. * @param sourceZ defines the screen space z coordinate to use
  70989. * @param viewportWidth defines the current width of the viewport
  70990. * @param viewportHeight defines the current height of the viewport
  70991. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  70992. * @param view defines the view matrix to use
  70993. * @param projection defines the projection matrix to use
  70994. * @param result defines the Vector3 where to store the result
  70995. */
  70996. static UnprojectFloatsToRef(sourceX: float, sourceY: float, sourceZ: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, result: Vector3): void;
  70997. /**
  70998. * Gets the minimal coordinate values between two Vector3
  70999. * @param left defines the first operand
  71000. * @param right defines the second operand
  71001. * @returns the new Vector3
  71002. */
  71003. static Minimize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71004. /**
  71005. * Gets the maximal coordinate values between two Vector3
  71006. * @param left defines the first operand
  71007. * @param right defines the second operand
  71008. * @returns the new Vector3
  71009. */
  71010. static Maximize(left: DeepImmutable<Vector3>, right: DeepImmutable<Vector3>): Vector3;
  71011. /**
  71012. * Returns the distance between the vectors "value1" and "value2"
  71013. * @param value1 defines the first operand
  71014. * @param value2 defines the second operand
  71015. * @returns the distance
  71016. */
  71017. static Distance(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71018. /**
  71019. * Returns the squared distance between the vectors "value1" and "value2"
  71020. * @param value1 defines the first operand
  71021. * @param value2 defines the second operand
  71022. * @returns the squared distance
  71023. */
  71024. static DistanceSquared(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): number;
  71025. /**
  71026. * Returns a new Vector3 located at the center between "value1" and "value2"
  71027. * @param value1 defines the first operand
  71028. * @param value2 defines the second operand
  71029. * @returns the new Vector3
  71030. */
  71031. static Center(value1: DeepImmutable<Vector3>, value2: DeepImmutable<Vector3>): Vector3;
  71032. /**
  71033. * Given three orthogonal normalized left-handed oriented Vector3 axis in space (target system),
  71034. * RotationFromAxis() returns the rotation Euler angles (ex : rotation.x, rotation.y, rotation.z) to apply
  71035. * to something in order to rotate it from its local system to the given target system
  71036. * Note: axis1, axis2 and axis3 are normalized during this operation
  71037. * @param axis1 defines the first axis
  71038. * @param axis2 defines the second axis
  71039. * @param axis3 defines the third axis
  71040. * @returns a new Vector3
  71041. */
  71042. static RotationFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Vector3;
  71043. /**
  71044. * The same than RotationFromAxis but updates the given ref Vector3 parameter instead of returning a new Vector3
  71045. * @param axis1 defines the first axis
  71046. * @param axis2 defines the second axis
  71047. * @param axis3 defines the third axis
  71048. * @param ref defines the Vector3 where to store the result
  71049. */
  71050. static RotationFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Vector3): void;
  71051. }
  71052. /**
  71053. * Vector4 class created for EulerAngle class conversion to Quaternion
  71054. */
  71055. export class Vector4 {
  71056. /** x value of the vector */
  71057. x: number;
  71058. /** y value of the vector */
  71059. y: number;
  71060. /** z value of the vector */
  71061. z: number;
  71062. /** w value of the vector */
  71063. w: number;
  71064. /**
  71065. * Creates a Vector4 object from the given floats.
  71066. * @param x x value of the vector
  71067. * @param y y value of the vector
  71068. * @param z z value of the vector
  71069. * @param w w value of the vector
  71070. */
  71071. constructor(
  71072. /** x value of the vector */
  71073. x: number,
  71074. /** y value of the vector */
  71075. y: number,
  71076. /** z value of the vector */
  71077. z: number,
  71078. /** w value of the vector */
  71079. w: number);
  71080. /**
  71081. * Returns the string with the Vector4 coordinates.
  71082. * @returns a string containing all the vector values
  71083. */
  71084. toString(): string;
  71085. /**
  71086. * Returns the string "Vector4".
  71087. * @returns "Vector4"
  71088. */
  71089. getClassName(): string;
  71090. /**
  71091. * Returns the Vector4 hash code.
  71092. * @returns a unique hash code
  71093. */
  71094. getHashCode(): number;
  71095. /**
  71096. * Returns a new array populated with 4 elements : the Vector4 coordinates.
  71097. * @returns the resulting array
  71098. */
  71099. asArray(): number[];
  71100. /**
  71101. * Populates the given array from the given index with the Vector4 coordinates.
  71102. * @param array array to populate
  71103. * @param index index of the array to start at (default: 0)
  71104. * @returns the Vector4.
  71105. */
  71106. toArray(array: FloatArray, index?: number): Vector4;
  71107. /**
  71108. * Adds the given vector to the current Vector4.
  71109. * @param otherVector the vector to add
  71110. * @returns the updated Vector4.
  71111. */
  71112. addInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71113. /**
  71114. * Returns a new Vector4 as the result of the addition of the current Vector4 and the given one.
  71115. * @param otherVector the vector to add
  71116. * @returns the resulting vector
  71117. */
  71118. add(otherVector: DeepImmutable<Vector4>): Vector4;
  71119. /**
  71120. * Updates the given vector "result" with the result of the addition of the current Vector4 and the given one.
  71121. * @param otherVector the vector to add
  71122. * @param result the vector to store the result
  71123. * @returns the current Vector4.
  71124. */
  71125. addToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71126. /**
  71127. * Subtract in place the given vector from the current Vector4.
  71128. * @param otherVector the vector to subtract
  71129. * @returns the updated Vector4.
  71130. */
  71131. subtractInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71132. /**
  71133. * Returns a new Vector4 with the result of the subtraction of the given vector from the current Vector4.
  71134. * @param otherVector the vector to add
  71135. * @returns the new vector with the result
  71136. */
  71137. subtract(otherVector: DeepImmutable<Vector4>): Vector4;
  71138. /**
  71139. * Sets the given vector "result" with the result of the subtraction of the given vector from the current Vector4.
  71140. * @param otherVector the vector to subtract
  71141. * @param result the vector to store the result
  71142. * @returns the current Vector4.
  71143. */
  71144. subtractToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71145. /**
  71146. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71147. */
  71148. /**
  71149. * Returns a new Vector4 set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71150. * @param x value to subtract
  71151. * @param y value to subtract
  71152. * @param z value to subtract
  71153. * @param w value to subtract
  71154. * @returns new vector containing the result
  71155. */
  71156. subtractFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71157. /**
  71158. * Sets the given vector "result" set with the result of the subtraction of the given floats from the current Vector4 coordinates.
  71159. * @param x value to subtract
  71160. * @param y value to subtract
  71161. * @param z value to subtract
  71162. * @param w value to subtract
  71163. * @param result the vector to store the result in
  71164. * @returns the current Vector4.
  71165. */
  71166. subtractFromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): Vector4;
  71167. /**
  71168. * Returns a new Vector4 set with the current Vector4 negated coordinates.
  71169. * @returns a new vector with the negated values
  71170. */
  71171. negate(): Vector4;
  71172. /**
  71173. * Multiplies the current Vector4 coordinates by scale (float).
  71174. * @param scale the number to scale with
  71175. * @returns the updated Vector4.
  71176. */
  71177. scaleInPlace(scale: number): Vector4;
  71178. /**
  71179. * Returns a new Vector4 set with the current Vector4 coordinates multiplied by scale (float).
  71180. * @param scale the number to scale with
  71181. * @returns a new vector with the result
  71182. */
  71183. scale(scale: number): Vector4;
  71184. /**
  71185. * Sets the given vector "result" with the current Vector4 coordinates multiplied by scale (float).
  71186. * @param scale the number to scale with
  71187. * @param result a vector to store the result in
  71188. * @returns the current Vector4.
  71189. */
  71190. scaleToRef(scale: number, result: Vector4): Vector4;
  71191. /**
  71192. * Scale the current Vector4 values by a factor and add the result to a given Vector4
  71193. * @param scale defines the scale factor
  71194. * @param result defines the Vector4 object where to store the result
  71195. * @returns the unmodified current Vector4
  71196. */
  71197. scaleAndAddToRef(scale: number, result: Vector4): Vector4;
  71198. /**
  71199. * Boolean : True if the current Vector4 coordinates are stricly equal to the given ones.
  71200. * @param otherVector the vector to compare against
  71201. * @returns true if they are equal
  71202. */
  71203. equals(otherVector: DeepImmutable<Vector4>): boolean;
  71204. /**
  71205. * Boolean : True if the current Vector4 coordinates are each beneath the distance "epsilon" from the given vector ones.
  71206. * @param otherVector vector to compare against
  71207. * @param epsilon (Default: very small number)
  71208. * @returns true if they are equal
  71209. */
  71210. equalsWithEpsilon(otherVector: DeepImmutable<Vector4>, epsilon?: number): boolean;
  71211. /**
  71212. * Boolean : True if the given floats are strictly equal to the current Vector4 coordinates.
  71213. * @param x x value to compare against
  71214. * @param y y value to compare against
  71215. * @param z z value to compare against
  71216. * @param w w value to compare against
  71217. * @returns true if equal
  71218. */
  71219. equalsToFloats(x: number, y: number, z: number, w: number): boolean;
  71220. /**
  71221. * Multiplies in place the current Vector4 by the given one.
  71222. * @param otherVector vector to multiple with
  71223. * @returns the updated Vector4.
  71224. */
  71225. multiplyInPlace(otherVector: Vector4): Vector4;
  71226. /**
  71227. * Returns a new Vector4 set with the multiplication result of the current Vector4 and the given one.
  71228. * @param otherVector vector to multiple with
  71229. * @returns resulting new vector
  71230. */
  71231. multiply(otherVector: DeepImmutable<Vector4>): Vector4;
  71232. /**
  71233. * Updates the given vector "result" with the multiplication result of the current Vector4 and the given one.
  71234. * @param otherVector vector to multiple with
  71235. * @param result vector to store the result
  71236. * @returns the current Vector4.
  71237. */
  71238. multiplyToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71239. /**
  71240. * Returns a new Vector4 set with the multiplication result of the given floats and the current Vector4 coordinates.
  71241. * @param x x value multiply with
  71242. * @param y y value multiply with
  71243. * @param z z value multiply with
  71244. * @param w w value multiply with
  71245. * @returns resulting new vector
  71246. */
  71247. multiplyByFloats(x: number, y: number, z: number, w: number): Vector4;
  71248. /**
  71249. * Returns a new Vector4 set with the division result of the current Vector4 by the given one.
  71250. * @param otherVector vector to devide with
  71251. * @returns resulting new vector
  71252. */
  71253. divide(otherVector: DeepImmutable<Vector4>): Vector4;
  71254. /**
  71255. * Updates the given vector "result" with the division result of the current Vector4 by the given one.
  71256. * @param otherVector vector to devide with
  71257. * @param result vector to store the result
  71258. * @returns the current Vector4.
  71259. */
  71260. divideToRef(otherVector: DeepImmutable<Vector4>, result: Vector4): Vector4;
  71261. /**
  71262. * Divides the current Vector3 coordinates by the given ones.
  71263. * @param otherVector vector to devide with
  71264. * @returns the updated Vector3.
  71265. */
  71266. divideInPlace(otherVector: DeepImmutable<Vector4>): Vector4;
  71267. /**
  71268. * Updates the Vector4 coordinates with the minimum values between its own and the given vector ones
  71269. * @param other defines the second operand
  71270. * @returns the current updated Vector4
  71271. */
  71272. minimizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71273. /**
  71274. * Updates the Vector4 coordinates with the maximum values between its own and the given vector ones
  71275. * @param other defines the second operand
  71276. * @returns the current updated Vector4
  71277. */
  71278. maximizeInPlace(other: DeepImmutable<Vector4>): Vector4;
  71279. /**
  71280. * Gets a new Vector4 from current Vector4 floored values
  71281. * @returns a new Vector4
  71282. */
  71283. floor(): Vector4;
  71284. /**
  71285. * Gets a new Vector4 from current Vector3 floored values
  71286. * @returns a new Vector4
  71287. */
  71288. fract(): Vector4;
  71289. /**
  71290. * Returns the Vector4 length (float).
  71291. * @returns the length
  71292. */
  71293. length(): number;
  71294. /**
  71295. * Returns the Vector4 squared length (float).
  71296. * @returns the length squared
  71297. */
  71298. lengthSquared(): number;
  71299. /**
  71300. * Normalizes in place the Vector4.
  71301. * @returns the updated Vector4.
  71302. */
  71303. normalize(): Vector4;
  71304. /**
  71305. * Returns a new Vector3 from the Vector4 (x, y, z) coordinates.
  71306. * @returns this converted to a new vector3
  71307. */
  71308. toVector3(): Vector3;
  71309. /**
  71310. * Returns a new Vector4 copied from the current one.
  71311. * @returns the new cloned vector
  71312. */
  71313. clone(): Vector4;
  71314. /**
  71315. * Updates the current Vector4 with the given one coordinates.
  71316. * @param source the source vector to copy from
  71317. * @returns the updated Vector4.
  71318. */
  71319. copyFrom(source: DeepImmutable<Vector4>): Vector4;
  71320. /**
  71321. * Updates the current Vector4 coordinates with the given floats.
  71322. * @param x float to copy from
  71323. * @param y float to copy from
  71324. * @param z float to copy from
  71325. * @param w float to copy from
  71326. * @returns the updated Vector4.
  71327. */
  71328. copyFromFloats(x: number, y: number, z: number, w: number): Vector4;
  71329. /**
  71330. * Updates the current Vector4 coordinates with the given floats.
  71331. * @param x float to set from
  71332. * @param y float to set from
  71333. * @param z float to set from
  71334. * @param w float to set from
  71335. * @returns the updated Vector4.
  71336. */
  71337. set(x: number, y: number, z: number, w: number): Vector4;
  71338. /**
  71339. * Copies the given float to the current Vector3 coordinates
  71340. * @param v defines the x, y, z and w coordinates of the operand
  71341. * @returns the current updated Vector3
  71342. */
  71343. setAll(v: number): Vector4;
  71344. /**
  71345. * Returns a new Vector4 set from the starting index of the given array.
  71346. * @param array the array to pull values from
  71347. * @param offset the offset into the array to start at
  71348. * @returns the new vector
  71349. */
  71350. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Vector4;
  71351. /**
  71352. * Updates the given vector "result" from the starting index of the given array.
  71353. * @param array the array to pull values from
  71354. * @param offset the offset into the array to start at
  71355. * @param result the vector to store the result in
  71356. */
  71357. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Vector4): void;
  71358. /**
  71359. * Updates the given vector "result" from the starting index of the given Float32Array.
  71360. * @param array the array to pull values from
  71361. * @param offset the offset into the array to start at
  71362. * @param result the vector to store the result in
  71363. */
  71364. static FromFloatArrayToRef(array: DeepImmutable<Float32Array>, offset: number, result: Vector4): void;
  71365. /**
  71366. * Updates the given vector "result" coordinates from the given floats.
  71367. * @param x float to set from
  71368. * @param y float to set from
  71369. * @param z float to set from
  71370. * @param w float to set from
  71371. * @param result the vector to the floats in
  71372. */
  71373. static FromFloatsToRef(x: number, y: number, z: number, w: number, result: Vector4): void;
  71374. /**
  71375. * Returns a new Vector4 set to (0.0, 0.0, 0.0, 0.0)
  71376. * @returns the new vector
  71377. */
  71378. static Zero(): Vector4;
  71379. /**
  71380. * Returns a new Vector4 set to (1.0, 1.0, 1.0, 1.0)
  71381. * @returns the new vector
  71382. */
  71383. static One(): Vector4;
  71384. /**
  71385. * Returns a new normalized Vector4 from the given one.
  71386. * @param vector the vector to normalize
  71387. * @returns the vector
  71388. */
  71389. static Normalize(vector: DeepImmutable<Vector4>): Vector4;
  71390. /**
  71391. * Updates the given vector "result" from the normalization of the given one.
  71392. * @param vector the vector to normalize
  71393. * @param result the vector to store the result in
  71394. */
  71395. static NormalizeToRef(vector: DeepImmutable<Vector4>, result: Vector4): void;
  71396. /**
  71397. * Returns a vector with the minimum values from the left and right vectors
  71398. * @param left left vector to minimize
  71399. * @param right right vector to minimize
  71400. * @returns a new vector with the minimum of the left and right vector values
  71401. */
  71402. static Minimize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71403. /**
  71404. * Returns a vector with the maximum values from the left and right vectors
  71405. * @param left left vector to maximize
  71406. * @param right right vector to maximize
  71407. * @returns a new vector with the maximum of the left and right vector values
  71408. */
  71409. static Maximize(left: DeepImmutable<Vector4>, right: DeepImmutable<Vector4>): Vector4;
  71410. /**
  71411. * Returns the distance (float) between the vectors "value1" and "value2".
  71412. * @param value1 value to calulate the distance between
  71413. * @param value2 value to calulate the distance between
  71414. * @return the distance between the two vectors
  71415. */
  71416. static Distance(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71417. /**
  71418. * Returns the squared distance (float) between the vectors "value1" and "value2".
  71419. * @param value1 value to calulate the distance between
  71420. * @param value2 value to calulate the distance between
  71421. * @return the distance between the two vectors squared
  71422. */
  71423. static DistanceSquared(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): number;
  71424. /**
  71425. * Returns a new Vector4 located at the center between the vectors "value1" and "value2".
  71426. * @param value1 value to calulate the center between
  71427. * @param value2 value to calulate the center between
  71428. * @return the center between the two vectors
  71429. */
  71430. static Center(value1: DeepImmutable<Vector4>, value2: DeepImmutable<Vector4>): Vector4;
  71431. /**
  71432. * Returns a new Vector4 set with the result of the normal transformation by the given matrix of the given vector.
  71433. * This methods computes transformed normalized direction vectors only.
  71434. * @param vector the vector to transform
  71435. * @param transformation the transformation matrix to apply
  71436. * @returns the new vector
  71437. */
  71438. static TransformNormal(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>): Vector4;
  71439. /**
  71440. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given vector.
  71441. * This methods computes transformed normalized direction vectors only.
  71442. * @param vector the vector to transform
  71443. * @param transformation the transformation matrix to apply
  71444. * @param result the vector to store the result in
  71445. */
  71446. static TransformNormalToRef(vector: DeepImmutable<Vector4>, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71447. /**
  71448. * Sets the given vector "result" with the result of the normal transformation by the given matrix of the given floats (x, y, z, w).
  71449. * This methods computes transformed normalized direction vectors only.
  71450. * @param x value to transform
  71451. * @param y value to transform
  71452. * @param z value to transform
  71453. * @param w value to transform
  71454. * @param transformation the transformation matrix to apply
  71455. * @param result the vector to store the results in
  71456. */
  71457. static TransformNormalFromFloatsToRef(x: number, y: number, z: number, w: number, transformation: DeepImmutable<Matrix>, result: Vector4): void;
  71458. /**
  71459. * Creates a new Vector4 from a Vector3
  71460. * @param source defines the source data
  71461. * @param w defines the 4th component (default is 0)
  71462. * @returns a new Vector4
  71463. */
  71464. static FromVector3(source: Vector3, w?: number): Vector4;
  71465. }
  71466. /**
  71467. * Class used to store quaternion data
  71468. * @see https://en.wikipedia.org/wiki/Quaternion
  71469. * @see http://doc.babylonjs.com/features/position,_rotation,_scaling
  71470. */
  71471. export class Quaternion {
  71472. /** defines the first component (0 by default) */
  71473. x: number;
  71474. /** defines the second component (0 by default) */
  71475. y: number;
  71476. /** defines the third component (0 by default) */
  71477. z: number;
  71478. /** defines the fourth component (1.0 by default) */
  71479. w: number;
  71480. /**
  71481. * Creates a new Quaternion from the given floats
  71482. * @param x defines the first component (0 by default)
  71483. * @param y defines the second component (0 by default)
  71484. * @param z defines the third component (0 by default)
  71485. * @param w defines the fourth component (1.0 by default)
  71486. */
  71487. constructor(
  71488. /** defines the first component (0 by default) */
  71489. x?: number,
  71490. /** defines the second component (0 by default) */
  71491. y?: number,
  71492. /** defines the third component (0 by default) */
  71493. z?: number,
  71494. /** defines the fourth component (1.0 by default) */
  71495. w?: number);
  71496. /**
  71497. * Gets a string representation for the current quaternion
  71498. * @returns a string with the Quaternion coordinates
  71499. */
  71500. toString(): string;
  71501. /**
  71502. * Gets the class name of the quaternion
  71503. * @returns the string "Quaternion"
  71504. */
  71505. getClassName(): string;
  71506. /**
  71507. * Gets a hash code for this quaternion
  71508. * @returns the quaternion hash code
  71509. */
  71510. getHashCode(): number;
  71511. /**
  71512. * Copy the quaternion to an array
  71513. * @returns a new array populated with 4 elements from the quaternion coordinates
  71514. */
  71515. asArray(): number[];
  71516. /**
  71517. * Check if two quaternions are equals
  71518. * @param otherQuaternion defines the second operand
  71519. * @return true if the current quaternion and the given one coordinates are strictly equals
  71520. */
  71521. equals(otherQuaternion: DeepImmutable<Quaternion>): boolean;
  71522. /**
  71523. * Clone the current quaternion
  71524. * @returns a new quaternion copied from the current one
  71525. */
  71526. clone(): Quaternion;
  71527. /**
  71528. * Copy a quaternion to the current one
  71529. * @param other defines the other quaternion
  71530. * @returns the updated current quaternion
  71531. */
  71532. copyFrom(other: DeepImmutable<Quaternion>): Quaternion;
  71533. /**
  71534. * Updates the current quaternion with the given float coordinates
  71535. * @param x defines the x coordinate
  71536. * @param y defines the y coordinate
  71537. * @param z defines the z coordinate
  71538. * @param w defines the w coordinate
  71539. * @returns the updated current quaternion
  71540. */
  71541. copyFromFloats(x: number, y: number, z: number, w: number): Quaternion;
  71542. /**
  71543. * Updates the current quaternion from the given float coordinates
  71544. * @param x defines the x coordinate
  71545. * @param y defines the y coordinate
  71546. * @param z defines the z coordinate
  71547. * @param w defines the w coordinate
  71548. * @returns the updated current quaternion
  71549. */
  71550. set(x: number, y: number, z: number, w: number): Quaternion;
  71551. /**
  71552. * Adds two quaternions
  71553. * @param other defines the second operand
  71554. * @returns a new quaternion as the addition result of the given one and the current quaternion
  71555. */
  71556. add(other: DeepImmutable<Quaternion>): Quaternion;
  71557. /**
  71558. * Add a quaternion to the current one
  71559. * @param other defines the quaternion to add
  71560. * @returns the current quaternion
  71561. */
  71562. addInPlace(other: DeepImmutable<Quaternion>): Quaternion;
  71563. /**
  71564. * Subtract two quaternions
  71565. * @param other defines the second operand
  71566. * @returns a new quaternion as the subtraction result of the given one from the current one
  71567. */
  71568. subtract(other: Quaternion): Quaternion;
  71569. /**
  71570. * Multiplies the current quaternion by a scale factor
  71571. * @param value defines the scale factor
  71572. * @returns a new quaternion set by multiplying the current quaternion coordinates by the float "scale"
  71573. */
  71574. scale(value: number): Quaternion;
  71575. /**
  71576. * Scale the current quaternion values by a factor and stores the result to a given quaternion
  71577. * @param scale defines the scale factor
  71578. * @param result defines the Quaternion object where to store the result
  71579. * @returns the unmodified current quaternion
  71580. */
  71581. scaleToRef(scale: number, result: Quaternion): Quaternion;
  71582. /**
  71583. * Multiplies in place the current quaternion by a scale factor
  71584. * @param value defines the scale factor
  71585. * @returns the current modified quaternion
  71586. */
  71587. scaleInPlace(value: number): Quaternion;
  71588. /**
  71589. * Scale the current quaternion values by a factor and add the result to a given quaternion
  71590. * @param scale defines the scale factor
  71591. * @param result defines the Quaternion object where to store the result
  71592. * @returns the unmodified current quaternion
  71593. */
  71594. scaleAndAddToRef(scale: number, result: Quaternion): Quaternion;
  71595. /**
  71596. * Multiplies two quaternions
  71597. * @param q1 defines the second operand
  71598. * @returns a new quaternion set as the multiplication result of the current one with the given one "q1"
  71599. */
  71600. multiply(q1: DeepImmutable<Quaternion>): Quaternion;
  71601. /**
  71602. * Sets the given "result" as the the multiplication result of the current one with the given one "q1"
  71603. * @param q1 defines the second operand
  71604. * @param result defines the target quaternion
  71605. * @returns the current quaternion
  71606. */
  71607. multiplyToRef(q1: DeepImmutable<Quaternion>, result: Quaternion): Quaternion;
  71608. /**
  71609. * Updates the current quaternion with the multiplication of itself with the given one "q1"
  71610. * @param q1 defines the second operand
  71611. * @returns the currentupdated quaternion
  71612. */
  71613. multiplyInPlace(q1: DeepImmutable<Quaternion>): Quaternion;
  71614. /**
  71615. * Conjugates (1-q) the current quaternion and stores the result in the given quaternion
  71616. * @param ref defines the target quaternion
  71617. * @returns the current quaternion
  71618. */
  71619. conjugateToRef(ref: Quaternion): Quaternion;
  71620. /**
  71621. * Conjugates in place (1-q) the current quaternion
  71622. * @returns the current updated quaternion
  71623. */
  71624. conjugateInPlace(): Quaternion;
  71625. /**
  71626. * Conjugates in place (1-q) the current quaternion
  71627. * @returns a new quaternion
  71628. */
  71629. conjugate(): Quaternion;
  71630. /**
  71631. * Gets length of current quaternion
  71632. * @returns the quaternion length (float)
  71633. */
  71634. length(): number;
  71635. /**
  71636. * Normalize in place the current quaternion
  71637. * @returns the current updated quaternion
  71638. */
  71639. normalize(): Quaternion;
  71640. /**
  71641. * Returns a new Vector3 set with the Euler angles translated from the current quaternion
  71642. * @param order is a reserved parameter and is ignore for now
  71643. * @returns a new Vector3 containing the Euler angles
  71644. */
  71645. toEulerAngles(order?: string): Vector3;
  71646. /**
  71647. * Sets the given vector3 "result" with the Euler angles translated from the current quaternion
  71648. * @param result defines the vector which will be filled with the Euler angles
  71649. * @param order is a reserved parameter and is ignore for now
  71650. * @returns the current unchanged quaternion
  71651. */
  71652. toEulerAnglesToRef(result: Vector3): Quaternion;
  71653. /**
  71654. * Updates the given rotation matrix with the current quaternion values
  71655. * @param result defines the target matrix
  71656. * @returns the current unchanged quaternion
  71657. */
  71658. toRotationMatrix(result: Matrix): Quaternion;
  71659. /**
  71660. * Updates the current quaternion from the given rotation matrix values
  71661. * @param matrix defines the source matrix
  71662. * @returns the current updated quaternion
  71663. */
  71664. fromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71665. /**
  71666. * Creates a new quaternion from a rotation matrix
  71667. * @param matrix defines the source matrix
  71668. * @returns a new quaternion created from the given rotation matrix values
  71669. */
  71670. static FromRotationMatrix(matrix: DeepImmutable<Matrix>): Quaternion;
  71671. /**
  71672. * Updates the given quaternion with the given rotation matrix values
  71673. * @param matrix defines the source matrix
  71674. * @param result defines the target quaternion
  71675. */
  71676. static FromRotationMatrixToRef(matrix: DeepImmutable<Matrix>, result: Quaternion): void;
  71677. /**
  71678. * Returns the dot product (float) between the quaternions "left" and "right"
  71679. * @param left defines the left operand
  71680. * @param right defines the right operand
  71681. * @returns the dot product
  71682. */
  71683. static Dot(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>): number;
  71684. /**
  71685. * Checks if the two quaternions are close to each other
  71686. * @param quat0 defines the first quaternion to check
  71687. * @param quat1 defines the second quaternion to check
  71688. * @returns true if the two quaternions are close to each other
  71689. */
  71690. static AreClose(quat0: DeepImmutable<Quaternion>, quat1: DeepImmutable<Quaternion>): boolean;
  71691. /**
  71692. * Creates an empty quaternion
  71693. * @returns a new quaternion set to (0.0, 0.0, 0.0)
  71694. */
  71695. static Zero(): Quaternion;
  71696. /**
  71697. * Inverse a given quaternion
  71698. * @param q defines the source quaternion
  71699. * @returns a new quaternion as the inverted current quaternion
  71700. */
  71701. static Inverse(q: DeepImmutable<Quaternion>): Quaternion;
  71702. /**
  71703. * Inverse a given quaternion
  71704. * @param q defines the source quaternion
  71705. * @param result the quaternion the result will be stored in
  71706. * @returns the result quaternion
  71707. */
  71708. static InverseToRef(q: Quaternion, result: Quaternion): Quaternion;
  71709. /**
  71710. * Creates an identity quaternion
  71711. * @returns the identity quaternion
  71712. */
  71713. static Identity(): Quaternion;
  71714. /**
  71715. * Gets a boolean indicating if the given quaternion is identity
  71716. * @param quaternion defines the quaternion to check
  71717. * @returns true if the quaternion is identity
  71718. */
  71719. static IsIdentity(quaternion: DeepImmutable<Quaternion>): boolean;
  71720. /**
  71721. * Creates a quaternion from a rotation around an axis
  71722. * @param axis defines the axis to use
  71723. * @param angle defines the angle to use
  71724. * @returns a new quaternion created from the given axis (Vector3) and angle in radians (float)
  71725. */
  71726. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Quaternion;
  71727. /**
  71728. * Creates a rotation around an axis and stores it into the given quaternion
  71729. * @param axis defines the axis to use
  71730. * @param angle defines the angle to use
  71731. * @param result defines the target quaternion
  71732. * @returns the target quaternion
  71733. */
  71734. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Quaternion): Quaternion;
  71735. /**
  71736. * Creates a new quaternion from data stored into an array
  71737. * @param array defines the data source
  71738. * @param offset defines the offset in the source array where the data starts
  71739. * @returns a new quaternion
  71740. */
  71741. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Quaternion;
  71742. /**
  71743. * Create a quaternion from Euler rotation angles
  71744. * @param x Pitch
  71745. * @param y Yaw
  71746. * @param z Roll
  71747. * @returns the new Quaternion
  71748. */
  71749. static FromEulerAngles(x: number, y: number, z: number): Quaternion;
  71750. /**
  71751. * Updates a quaternion from Euler rotation angles
  71752. * @param x Pitch
  71753. * @param y Yaw
  71754. * @param z Roll
  71755. * @param result the quaternion to store the result
  71756. * @returns the updated quaternion
  71757. */
  71758. static FromEulerAnglesToRef(x: number, y: number, z: number, result: Quaternion): Quaternion;
  71759. /**
  71760. * Create a quaternion from Euler rotation vector
  71761. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71762. * @returns the new Quaternion
  71763. */
  71764. static FromEulerVector(vec: DeepImmutable<Vector3>): Quaternion;
  71765. /**
  71766. * Updates a quaternion from Euler rotation vector
  71767. * @param vec the Euler vector (x Pitch, y Yaw, z Roll)
  71768. * @param result the quaternion to store the result
  71769. * @returns the updated quaternion
  71770. */
  71771. static FromEulerVectorToRef(vec: DeepImmutable<Vector3>, result: Quaternion): Quaternion;
  71772. /**
  71773. * Creates a new quaternion from the given Euler float angles (y, x, z)
  71774. * @param yaw defines the rotation around Y axis
  71775. * @param pitch defines the rotation around X axis
  71776. * @param roll defines the rotation around Z axis
  71777. * @returns the new quaternion
  71778. */
  71779. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Quaternion;
  71780. /**
  71781. * Creates a new rotation from the given Euler float angles (y, x, z) and stores it in the target quaternion
  71782. * @param yaw defines the rotation around Y axis
  71783. * @param pitch defines the rotation around X axis
  71784. * @param roll defines the rotation around Z axis
  71785. * @param result defines the target quaternion
  71786. */
  71787. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Quaternion): void;
  71788. /**
  71789. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation
  71790. * @param alpha defines the rotation around first axis
  71791. * @param beta defines the rotation around second axis
  71792. * @param gamma defines the rotation around third axis
  71793. * @returns the new quaternion
  71794. */
  71795. static RotationAlphaBetaGamma(alpha: number, beta: number, gamma: number): Quaternion;
  71796. /**
  71797. * Creates a new quaternion from the given Euler float angles expressed in z-x-z orientation and stores it in the target quaternion
  71798. * @param alpha defines the rotation around first axis
  71799. * @param beta defines the rotation around second axis
  71800. * @param gamma defines the rotation around third axis
  71801. * @param result defines the target quaternion
  71802. */
  71803. static RotationAlphaBetaGammaToRef(alpha: number, beta: number, gamma: number, result: Quaternion): void;
  71804. /**
  71805. * 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)
  71806. * @param axis1 defines the first axis
  71807. * @param axis2 defines the second axis
  71808. * @param axis3 defines the third axis
  71809. * @returns the new quaternion
  71810. */
  71811. static RotationQuaternionFromAxis(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>): Quaternion;
  71812. /**
  71813. * 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
  71814. * @param axis1 defines the first axis
  71815. * @param axis2 defines the second axis
  71816. * @param axis3 defines the third axis
  71817. * @param ref defines the target quaternion
  71818. */
  71819. static RotationQuaternionFromAxisToRef(axis1: DeepImmutable<Vector3>, axis2: DeepImmutable<Vector3>, axis3: DeepImmutable<Vector3>, ref: Quaternion): void;
  71820. /**
  71821. * Interpolates between two quaternions
  71822. * @param left defines first quaternion
  71823. * @param right defines second quaternion
  71824. * @param amount defines the gradient to use
  71825. * @returns the new interpolated quaternion
  71826. */
  71827. static Slerp(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71828. /**
  71829. * Interpolates between two quaternions and stores it into a target quaternion
  71830. * @param left defines first quaternion
  71831. * @param right defines second quaternion
  71832. * @param amount defines the gradient to use
  71833. * @param result defines the target quaternion
  71834. */
  71835. static SlerpToRef(left: DeepImmutable<Quaternion>, right: DeepImmutable<Quaternion>, amount: number, result: Quaternion): void;
  71836. /**
  71837. * Interpolate between two quaternions using Hermite interpolation
  71838. * @param value1 defines first quaternion
  71839. * @param tangent1 defines the incoming tangent
  71840. * @param value2 defines second quaternion
  71841. * @param tangent2 defines the outgoing tangent
  71842. * @param amount defines the target quaternion
  71843. * @returns the new interpolated quaternion
  71844. */
  71845. static Hermite(value1: DeepImmutable<Quaternion>, tangent1: DeepImmutable<Quaternion>, value2: DeepImmutable<Quaternion>, tangent2: DeepImmutable<Quaternion>, amount: number): Quaternion;
  71846. }
  71847. /**
  71848. * Class used to store matrix data (4x4)
  71849. */
  71850. export class Matrix {
  71851. private static _updateFlagSeed;
  71852. private static _identityReadOnly;
  71853. private _isIdentity;
  71854. private _isIdentityDirty;
  71855. private _isIdentity3x2;
  71856. private _isIdentity3x2Dirty;
  71857. /**
  71858. * Gets the update flag of the matrix which is an unique number for the matrix.
  71859. * It will be incremented every time the matrix data change.
  71860. * You can use it to speed the comparison between two versions of the same matrix.
  71861. */
  71862. updateFlag: number;
  71863. private readonly _m;
  71864. /**
  71865. * Gets the internal data of the matrix
  71866. */
  71867. readonly m: DeepImmutable<Float32Array>;
  71868. /** @hidden */
  71869. _markAsUpdated(): void;
  71870. /** @hidden */
  71871. private _updateIdentityStatus;
  71872. /**
  71873. * Creates an empty matrix (filled with zeros)
  71874. */
  71875. constructor();
  71876. /**
  71877. * Check if the current matrix is identity
  71878. * @returns true is the matrix is the identity matrix
  71879. */
  71880. isIdentity(): boolean;
  71881. /**
  71882. * Check if the current matrix is identity as a texture matrix (3x2 store in 4x4)
  71883. * @returns true is the matrix is the identity matrix
  71884. */
  71885. isIdentityAs3x2(): boolean;
  71886. /**
  71887. * Gets the determinant of the matrix
  71888. * @returns the matrix determinant
  71889. */
  71890. determinant(): number;
  71891. /**
  71892. * Returns the matrix as a Float32Array
  71893. * @returns the matrix underlying array
  71894. */
  71895. toArray(): DeepImmutable<Float32Array>;
  71896. /**
  71897. * Returns the matrix as a Float32Array
  71898. * @returns the matrix underlying array.
  71899. */
  71900. asArray(): DeepImmutable<Float32Array>;
  71901. /**
  71902. * Inverts the current matrix in place
  71903. * @returns the current inverted matrix
  71904. */
  71905. invert(): Matrix;
  71906. /**
  71907. * Sets all the matrix elements to zero
  71908. * @returns the current matrix
  71909. */
  71910. reset(): Matrix;
  71911. /**
  71912. * Adds the current matrix with a second one
  71913. * @param other defines the matrix to add
  71914. * @returns a new matrix as the addition of the current matrix and the given one
  71915. */
  71916. add(other: DeepImmutable<Matrix>): Matrix;
  71917. /**
  71918. * Sets the given matrix "result" to the addition of the current matrix and the given one
  71919. * @param other defines the matrix to add
  71920. * @param result defines the target matrix
  71921. * @returns the current matrix
  71922. */
  71923. addToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  71924. /**
  71925. * Adds in place the given matrix to the current matrix
  71926. * @param other defines the second operand
  71927. * @returns the current updated matrix
  71928. */
  71929. addToSelf(other: DeepImmutable<Matrix>): Matrix;
  71930. /**
  71931. * Sets the given matrix to the current inverted Matrix
  71932. * @param other defines the target matrix
  71933. * @returns the unmodified current matrix
  71934. */
  71935. invertToRef(other: Matrix): Matrix;
  71936. /**
  71937. * add a value at the specified position in the current Matrix
  71938. * @param index the index of the value within the matrix. between 0 and 15.
  71939. * @param value the value to be added
  71940. * @returns the current updated matrix
  71941. */
  71942. addAtIndex(index: number, value: number): Matrix;
  71943. /**
  71944. * mutiply the specified position in the current Matrix by a value
  71945. * @param index the index of the value within the matrix. between 0 and 15.
  71946. * @param value the value to be added
  71947. * @returns the current updated matrix
  71948. */
  71949. multiplyAtIndex(index: number, value: number): Matrix;
  71950. /**
  71951. * Inserts the translation vector (using 3 floats) in the current matrix
  71952. * @param x defines the 1st component of the translation
  71953. * @param y defines the 2nd component of the translation
  71954. * @param z defines the 3rd component of the translation
  71955. * @returns the current updated matrix
  71956. */
  71957. setTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71958. /**
  71959. * Adds the translation vector (using 3 floats) in the current matrix
  71960. * @param x defines the 1st component of the translation
  71961. * @param y defines the 2nd component of the translation
  71962. * @param z defines the 3rd component of the translation
  71963. * @returns the current updated matrix
  71964. */
  71965. addTranslationFromFloats(x: number, y: number, z: number): Matrix;
  71966. /**
  71967. * Inserts the translation vector in the current matrix
  71968. * @param vector3 defines the translation to insert
  71969. * @returns the current updated matrix
  71970. */
  71971. setTranslation(vector3: DeepImmutable<Vector3>): Matrix;
  71972. /**
  71973. * Gets the translation value of the current matrix
  71974. * @returns a new Vector3 as the extracted translation from the matrix
  71975. */
  71976. getTranslation(): Vector3;
  71977. /**
  71978. * Fill a Vector3 with the extracted translation from the matrix
  71979. * @param result defines the Vector3 where to store the translation
  71980. * @returns the current matrix
  71981. */
  71982. getTranslationToRef(result: Vector3): Matrix;
  71983. /**
  71984. * Remove rotation and scaling part from the matrix
  71985. * @returns the updated matrix
  71986. */
  71987. removeRotationAndScaling(): Matrix;
  71988. /**
  71989. * Multiply two matrices
  71990. * @param other defines the second operand
  71991. * @returns a new matrix set with the multiplication result of the current Matrix and the given one
  71992. */
  71993. multiply(other: DeepImmutable<Matrix>): Matrix;
  71994. /**
  71995. * Copy the current matrix from the given one
  71996. * @param other defines the source matrix
  71997. * @returns the current updated matrix
  71998. */
  71999. copyFrom(other: DeepImmutable<Matrix>): Matrix;
  72000. /**
  72001. * Populates the given array from the starting index with the current matrix values
  72002. * @param array defines the target array
  72003. * @param offset defines the offset in the target array where to start storing values
  72004. * @returns the current matrix
  72005. */
  72006. copyToArray(array: Float32Array, offset?: number): Matrix;
  72007. /**
  72008. * Sets the given matrix "result" with the multiplication result of the current Matrix and the given one
  72009. * @param other defines the second operand
  72010. * @param result defines the matrix where to store the multiplication
  72011. * @returns the current matrix
  72012. */
  72013. multiplyToRef(other: DeepImmutable<Matrix>, result: Matrix): Matrix;
  72014. /**
  72015. * Sets the Float32Array "result" from the given index "offset" with the multiplication of the current matrix and the given one
  72016. * @param other defines the second operand
  72017. * @param result defines the array where to store the multiplication
  72018. * @param offset defines the offset in the target array where to start storing values
  72019. * @returns the current matrix
  72020. */
  72021. multiplyToArray(other: DeepImmutable<Matrix>, result: Float32Array, offset: number): Matrix;
  72022. /**
  72023. * Check equality between this matrix and a second one
  72024. * @param value defines the second matrix to compare
  72025. * @returns true is the current matrix and the given one values are strictly equal
  72026. */
  72027. equals(value: DeepImmutable<Matrix>): boolean;
  72028. /**
  72029. * Clone the current matrix
  72030. * @returns a new matrix from the current matrix
  72031. */
  72032. clone(): Matrix;
  72033. /**
  72034. * Returns the name of the current matrix class
  72035. * @returns the string "Matrix"
  72036. */
  72037. getClassName(): string;
  72038. /**
  72039. * Gets the hash code of the current matrix
  72040. * @returns the hash code
  72041. */
  72042. getHashCode(): number;
  72043. /**
  72044. * Decomposes the current Matrix into a translation, rotation and scaling components
  72045. * @param scale defines the scale vector3 given as a reference to update
  72046. * @param rotation defines the rotation quaternion given as a reference to update
  72047. * @param translation defines the translation vector3 given as a reference to update
  72048. * @returns true if operation was successful
  72049. */
  72050. decompose(scale?: Vector3, rotation?: Quaternion, translation?: Vector3): boolean;
  72051. /**
  72052. * Gets specific row of the matrix
  72053. * @param index defines the number of the row to get
  72054. * @returns the index-th row of the current matrix as a new Vector4
  72055. */
  72056. getRow(index: number): Nullable<Vector4>;
  72057. /**
  72058. * Sets the index-th row of the current matrix to the vector4 values
  72059. * @param index defines the number of the row to set
  72060. * @param row defines the target vector4
  72061. * @returns the updated current matrix
  72062. */
  72063. setRow(index: number, row: Vector4): Matrix;
  72064. /**
  72065. * Compute the transpose of the matrix
  72066. * @returns the new transposed matrix
  72067. */
  72068. transpose(): Matrix;
  72069. /**
  72070. * Compute the transpose of the matrix and store it in a given matrix
  72071. * @param result defines the target matrix
  72072. * @returns the current matrix
  72073. */
  72074. transposeToRef(result: Matrix): Matrix;
  72075. /**
  72076. * Sets the index-th row of the current matrix with the given 4 x float values
  72077. * @param index defines the row index
  72078. * @param x defines the x component to set
  72079. * @param y defines the y component to set
  72080. * @param z defines the z component to set
  72081. * @param w defines the w component to set
  72082. * @returns the updated current matrix
  72083. */
  72084. setRowFromFloats(index: number, x: number, y: number, z: number, w: number): Matrix;
  72085. /**
  72086. * Compute a new matrix set with the current matrix values multiplied by scale (float)
  72087. * @param scale defines the scale factor
  72088. * @returns a new matrix
  72089. */
  72090. scale(scale: number): Matrix;
  72091. /**
  72092. * Scale the current matrix values by a factor to a given result matrix
  72093. * @param scale defines the scale factor
  72094. * @param result defines the matrix to store the result
  72095. * @returns the current matrix
  72096. */
  72097. scaleToRef(scale: number, result: Matrix): Matrix;
  72098. /**
  72099. * Scale the current matrix values by a factor and add the result to a given matrix
  72100. * @param scale defines the scale factor
  72101. * @param result defines the Matrix to store the result
  72102. * @returns the current matrix
  72103. */
  72104. scaleAndAddToRef(scale: number, result: Matrix): Matrix;
  72105. /**
  72106. * Writes to the given matrix a normal matrix, computed from this one (using values from identity matrix for fourth row and column).
  72107. * @param ref matrix to store the result
  72108. */
  72109. toNormalMatrix(ref: Matrix): void;
  72110. /**
  72111. * Gets only rotation part of the current matrix
  72112. * @returns a new matrix sets to the extracted rotation matrix from the current one
  72113. */
  72114. getRotationMatrix(): Matrix;
  72115. /**
  72116. * Extracts the rotation matrix from the current one and sets it as the given "result"
  72117. * @param result defines the target matrix to store data to
  72118. * @returns the current matrix
  72119. */
  72120. getRotationMatrixToRef(result: Matrix): Matrix;
  72121. /**
  72122. * Toggles model matrix from being right handed to left handed in place and vice versa
  72123. */
  72124. toggleModelMatrixHandInPlace(): void;
  72125. /**
  72126. * Toggles projection matrix from being right handed to left handed in place and vice versa
  72127. */
  72128. toggleProjectionMatrixHandInPlace(): void;
  72129. /**
  72130. * Creates a matrix from an array
  72131. * @param array defines the source array
  72132. * @param offset defines an offset in the source array
  72133. * @returns a new Matrix set from the starting index of the given array
  72134. */
  72135. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Matrix;
  72136. /**
  72137. * Copy the content of an array into a given matrix
  72138. * @param array defines the source array
  72139. * @param offset defines an offset in the source array
  72140. * @param result defines the target matrix
  72141. */
  72142. static FromArrayToRef(array: DeepImmutable<ArrayLike<number>>, offset: number, result: Matrix): void;
  72143. /**
  72144. * Stores an array into a matrix after having multiplied each component by a given factor
  72145. * @param array defines the source array
  72146. * @param offset defines the offset in the source array
  72147. * @param scale defines the scaling factor
  72148. * @param result defines the target matrix
  72149. */
  72150. static FromFloat32ArrayToRefScaled(array: DeepImmutable<Float32Array>, offset: number, scale: number, result: Matrix): void;
  72151. /**
  72152. * Gets an identity matrix that must not be updated
  72153. */
  72154. static readonly IdentityReadOnly: DeepImmutable<Matrix>;
  72155. /**
  72156. * Stores a list of values (16) inside a given matrix
  72157. * @param initialM11 defines 1st value of 1st row
  72158. * @param initialM12 defines 2nd value of 1st row
  72159. * @param initialM13 defines 3rd value of 1st row
  72160. * @param initialM14 defines 4th value of 1st row
  72161. * @param initialM21 defines 1st value of 2nd row
  72162. * @param initialM22 defines 2nd value of 2nd row
  72163. * @param initialM23 defines 3rd value of 2nd row
  72164. * @param initialM24 defines 4th value of 2nd row
  72165. * @param initialM31 defines 1st value of 3rd row
  72166. * @param initialM32 defines 2nd value of 3rd row
  72167. * @param initialM33 defines 3rd value of 3rd row
  72168. * @param initialM34 defines 4th value of 3rd row
  72169. * @param initialM41 defines 1st value of 4th row
  72170. * @param initialM42 defines 2nd value of 4th row
  72171. * @param initialM43 defines 3rd value of 4th row
  72172. * @param initialM44 defines 4th value of 4th row
  72173. * @param result defines the target matrix
  72174. */
  72175. 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;
  72176. /**
  72177. * Creates new matrix from a list of values (16)
  72178. * @param initialM11 defines 1st value of 1st row
  72179. * @param initialM12 defines 2nd value of 1st row
  72180. * @param initialM13 defines 3rd value of 1st row
  72181. * @param initialM14 defines 4th value of 1st row
  72182. * @param initialM21 defines 1st value of 2nd row
  72183. * @param initialM22 defines 2nd value of 2nd row
  72184. * @param initialM23 defines 3rd value of 2nd row
  72185. * @param initialM24 defines 4th value of 2nd row
  72186. * @param initialM31 defines 1st value of 3rd row
  72187. * @param initialM32 defines 2nd value of 3rd row
  72188. * @param initialM33 defines 3rd value of 3rd row
  72189. * @param initialM34 defines 4th value of 3rd row
  72190. * @param initialM41 defines 1st value of 4th row
  72191. * @param initialM42 defines 2nd value of 4th row
  72192. * @param initialM43 defines 3rd value of 4th row
  72193. * @param initialM44 defines 4th value of 4th row
  72194. * @returns the new matrix
  72195. */
  72196. 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;
  72197. /**
  72198. * Creates a new matrix composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72199. * @param scale defines the scale vector3
  72200. * @param rotation defines the rotation quaternion
  72201. * @param translation defines the translation vector3
  72202. * @returns a new matrix
  72203. */
  72204. static Compose(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>): Matrix;
  72205. /**
  72206. * Sets a matrix to a value composed by merging scale (vector3), rotation (quaternion) and translation (vector3)
  72207. * @param scale defines the scale vector3
  72208. * @param rotation defines the rotation quaternion
  72209. * @param translation defines the translation vector3
  72210. * @param result defines the target matrix
  72211. */
  72212. static ComposeToRef(scale: DeepImmutable<Vector3>, rotation: DeepImmutable<Quaternion>, translation: DeepImmutable<Vector3>, result: Matrix): void;
  72213. /**
  72214. * Creates a new identity matrix
  72215. * @returns a new identity matrix
  72216. */
  72217. static Identity(): Matrix;
  72218. /**
  72219. * Creates a new identity matrix and stores the result in a given matrix
  72220. * @param result defines the target matrix
  72221. */
  72222. static IdentityToRef(result: Matrix): void;
  72223. /**
  72224. * Creates a new zero matrix
  72225. * @returns a new zero matrix
  72226. */
  72227. static Zero(): Matrix;
  72228. /**
  72229. * Creates a new rotation matrix for "angle" radians around the X axis
  72230. * @param angle defines the angle (in radians) to use
  72231. * @return the new matrix
  72232. */
  72233. static RotationX(angle: number): Matrix;
  72234. /**
  72235. * Creates a new matrix as the invert of a given matrix
  72236. * @param source defines the source matrix
  72237. * @returns the new matrix
  72238. */
  72239. static Invert(source: DeepImmutable<Matrix>): Matrix;
  72240. /**
  72241. * Creates a new rotation matrix for "angle" radians around the X axis and stores it in a given matrix
  72242. * @param angle defines the angle (in radians) to use
  72243. * @param result defines the target matrix
  72244. */
  72245. static RotationXToRef(angle: number, result: Matrix): void;
  72246. /**
  72247. * Creates a new rotation matrix for "angle" radians around the Y axis
  72248. * @param angle defines the angle (in radians) to use
  72249. * @return the new matrix
  72250. */
  72251. static RotationY(angle: number): Matrix;
  72252. /**
  72253. * Creates a new rotation matrix for "angle" radians around the Y axis and stores it in a given matrix
  72254. * @param angle defines the angle (in radians) to use
  72255. * @param result defines the target matrix
  72256. */
  72257. static RotationYToRef(angle: number, result: Matrix): void;
  72258. /**
  72259. * Creates a new rotation matrix for "angle" radians around the Z axis
  72260. * @param angle defines the angle (in radians) to use
  72261. * @return the new matrix
  72262. */
  72263. static RotationZ(angle: number): Matrix;
  72264. /**
  72265. * Creates a new rotation matrix for "angle" radians around the Z axis and stores it in a given matrix
  72266. * @param angle defines the angle (in radians) to use
  72267. * @param result defines the target matrix
  72268. */
  72269. static RotationZToRef(angle: number, result: Matrix): void;
  72270. /**
  72271. * Creates a new rotation matrix for "angle" radians around the given axis
  72272. * @param axis defines the axis to use
  72273. * @param angle defines the angle (in radians) to use
  72274. * @return the new matrix
  72275. */
  72276. static RotationAxis(axis: DeepImmutable<Vector3>, angle: number): Matrix;
  72277. /**
  72278. * Creates a new rotation matrix for "angle" radians around the given axis and stores it in a given matrix
  72279. * @param axis defines the axis to use
  72280. * @param angle defines the angle (in radians) to use
  72281. * @param result defines the target matrix
  72282. */
  72283. static RotationAxisToRef(axis: DeepImmutable<Vector3>, angle: number, result: Matrix): void;
  72284. /**
  72285. * Takes normalised vectors and returns a rotation matrix to align "from" with "to".
  72286. * Taken from http://www.iquilezles.org/www/articles/noacos/noacos.htm
  72287. * @param from defines the vector to align
  72288. * @param to defines the vector to align to
  72289. * @param result defines the target matrix
  72290. */
  72291. static RotationAlignToRef(from: DeepImmutable<Vector3>, to: DeepImmutable<Vector3>, result: Matrix): void;
  72292. /**
  72293. * Creates a rotation matrix
  72294. * @param yaw defines the yaw angle in radians (Y axis)
  72295. * @param pitch defines the pitch angle in radians (X axis)
  72296. * @param roll defines the roll angle in radians (X axis)
  72297. * @returns the new rotation matrix
  72298. */
  72299. static RotationYawPitchRoll(yaw: number, pitch: number, roll: number): Matrix;
  72300. /**
  72301. * Creates a rotation matrix and stores it in a given matrix
  72302. * @param yaw defines the yaw angle in radians (Y axis)
  72303. * @param pitch defines the pitch angle in radians (X axis)
  72304. * @param roll defines the roll angle in radians (X axis)
  72305. * @param result defines the target matrix
  72306. */
  72307. static RotationYawPitchRollToRef(yaw: number, pitch: number, roll: number, result: Matrix): void;
  72308. /**
  72309. * Creates a scaling matrix
  72310. * @param x defines the scale factor on X axis
  72311. * @param y defines the scale factor on Y axis
  72312. * @param z defines the scale factor on Z axis
  72313. * @returns the new matrix
  72314. */
  72315. static Scaling(x: number, y: number, z: number): Matrix;
  72316. /**
  72317. * Creates a scaling matrix and stores it in a given matrix
  72318. * @param x defines the scale factor on X axis
  72319. * @param y defines the scale factor on Y axis
  72320. * @param z defines the scale factor on Z axis
  72321. * @param result defines the target matrix
  72322. */
  72323. static ScalingToRef(x: number, y: number, z: number, result: Matrix): void;
  72324. /**
  72325. * Creates a translation matrix
  72326. * @param x defines the translation on X axis
  72327. * @param y defines the translation on Y axis
  72328. * @param z defines the translationon Z axis
  72329. * @returns the new matrix
  72330. */
  72331. static Translation(x: number, y: number, z: number): Matrix;
  72332. /**
  72333. * Creates a translation matrix and stores it in a given matrix
  72334. * @param x defines the translation on X axis
  72335. * @param y defines the translation on Y axis
  72336. * @param z defines the translationon Z axis
  72337. * @param result defines the target matrix
  72338. */
  72339. static TranslationToRef(x: number, y: number, z: number, result: Matrix): void;
  72340. /**
  72341. * Returns a new Matrix whose values are the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72342. * @param startValue defines the start value
  72343. * @param endValue defines the end value
  72344. * @param gradient defines the gradient factor
  72345. * @returns the new matrix
  72346. */
  72347. static Lerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72348. /**
  72349. * Set the given matrix "result" as the interpolated values for "gradient" (float) between the ones of the matrices "startValue" and "endValue".
  72350. * @param startValue defines the start value
  72351. * @param endValue defines the end value
  72352. * @param gradient defines the gradient factor
  72353. * @param result defines the Matrix object where to store data
  72354. */
  72355. static LerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72356. /**
  72357. * Builds a new matrix whose values are computed by:
  72358. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72359. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72360. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72361. * @param startValue defines the first matrix
  72362. * @param endValue defines the second matrix
  72363. * @param gradient defines the gradient between the two matrices
  72364. * @returns the new matrix
  72365. */
  72366. static DecomposeLerp(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number): Matrix;
  72367. /**
  72368. * Update a matrix to values which are computed by:
  72369. * * decomposing the the "startValue" and "endValue" matrices into their respective scale, rotation and translation matrices
  72370. * * interpolating for "gradient" (float) the values between each of these decomposed matrices between the start and the end
  72371. * * recomposing a new matrix from these 3 interpolated scale, rotation and translation matrices
  72372. * @param startValue defines the first matrix
  72373. * @param endValue defines the second matrix
  72374. * @param gradient defines the gradient between the two matrices
  72375. * @param result defines the target matrix
  72376. */
  72377. static DecomposeLerpToRef(startValue: DeepImmutable<Matrix>, endValue: DeepImmutable<Matrix>, gradient: number, result: Matrix): void;
  72378. /**
  72379. * 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"
  72380. * This function works in left handed mode
  72381. * @param eye defines the final position of the entity
  72382. * @param target defines where the entity should look at
  72383. * @param up defines the up vector for the entity
  72384. * @returns the new matrix
  72385. */
  72386. static LookAtLH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72387. /**
  72388. * 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".
  72389. * This function works in left handed mode
  72390. * @param eye defines the final position of the entity
  72391. * @param target defines where the entity should look at
  72392. * @param up defines the up vector for the entity
  72393. * @param result defines the target matrix
  72394. */
  72395. static LookAtLHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72396. /**
  72397. * 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"
  72398. * This function works in right handed mode
  72399. * @param eye defines the final position of the entity
  72400. * @param target defines where the entity should look at
  72401. * @param up defines the up vector for the entity
  72402. * @returns the new matrix
  72403. */
  72404. static LookAtRH(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>): Matrix;
  72405. /**
  72406. * 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".
  72407. * This function works in right handed mode
  72408. * @param eye defines the final position of the entity
  72409. * @param target defines where the entity should look at
  72410. * @param up defines the up vector for the entity
  72411. * @param result defines the target matrix
  72412. */
  72413. static LookAtRHToRef(eye: DeepImmutable<Vector3>, target: DeepImmutable<Vector3>, up: DeepImmutable<Vector3>, result: Matrix): void;
  72414. /**
  72415. * Create a left-handed orthographic projection matrix
  72416. * @param width defines the viewport width
  72417. * @param height defines the viewport height
  72418. * @param znear defines the near clip plane
  72419. * @param zfar defines the far clip plane
  72420. * @returns a new matrix as a left-handed orthographic projection matrix
  72421. */
  72422. static OrthoLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72423. /**
  72424. * Store a left-handed orthographic projection to a given matrix
  72425. * @param width defines the viewport width
  72426. * @param height defines the viewport height
  72427. * @param znear defines the near clip plane
  72428. * @param zfar defines the far clip plane
  72429. * @param result defines the target matrix
  72430. */
  72431. static OrthoLHToRef(width: number, height: number, znear: number, zfar: number, result: Matrix): void;
  72432. /**
  72433. * Create a left-handed orthographic projection matrix
  72434. * @param left defines the viewport left coordinate
  72435. * @param right defines the viewport right coordinate
  72436. * @param bottom defines the viewport bottom coordinate
  72437. * @param top defines the viewport top coordinate
  72438. * @param znear defines the near clip plane
  72439. * @param zfar defines the far clip plane
  72440. * @returns a new matrix as a left-handed orthographic projection matrix
  72441. */
  72442. static OrthoOffCenterLH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72443. /**
  72444. * Stores a left-handed orthographic projection into a given matrix
  72445. * @param left defines the viewport left coordinate
  72446. * @param right defines the viewport right coordinate
  72447. * @param bottom defines the viewport bottom coordinate
  72448. * @param top defines the viewport top coordinate
  72449. * @param znear defines the near clip plane
  72450. * @param zfar defines the far clip plane
  72451. * @param result defines the target matrix
  72452. */
  72453. static OrthoOffCenterLHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72454. /**
  72455. * Creates a right-handed orthographic projection matrix
  72456. * @param left defines the viewport left coordinate
  72457. * @param right defines the viewport right coordinate
  72458. * @param bottom defines the viewport bottom coordinate
  72459. * @param top defines the viewport top coordinate
  72460. * @param znear defines the near clip plane
  72461. * @param zfar defines the far clip plane
  72462. * @returns a new matrix as a right-handed orthographic projection matrix
  72463. */
  72464. static OrthoOffCenterRH(left: number, right: number, bottom: number, top: number, znear: number, zfar: number): Matrix;
  72465. /**
  72466. * Stores a right-handed orthographic projection into a given matrix
  72467. * @param left defines the viewport left coordinate
  72468. * @param right defines the viewport right coordinate
  72469. * @param bottom defines the viewport bottom coordinate
  72470. * @param top defines the viewport top coordinate
  72471. * @param znear defines the near clip plane
  72472. * @param zfar defines the far clip plane
  72473. * @param result defines the target matrix
  72474. */
  72475. static OrthoOffCenterRHToRef(left: number, right: number, bottom: number, top: number, znear: number, zfar: number, result: Matrix): void;
  72476. /**
  72477. * Creates a left-handed perspective projection matrix
  72478. * @param width defines the viewport width
  72479. * @param height defines the viewport height
  72480. * @param znear defines the near clip plane
  72481. * @param zfar defines the far clip plane
  72482. * @returns a new matrix as a left-handed perspective projection matrix
  72483. */
  72484. static PerspectiveLH(width: number, height: number, znear: number, zfar: number): Matrix;
  72485. /**
  72486. * Creates a left-handed perspective projection matrix
  72487. * @param fov defines the horizontal field of view
  72488. * @param aspect defines the aspect ratio
  72489. * @param znear defines the near clip plane
  72490. * @param zfar defines the far clip plane
  72491. * @returns a new matrix as a left-handed perspective projection matrix
  72492. */
  72493. static PerspectiveFovLH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72494. /**
  72495. * Stores a left-handed perspective projection into a given matrix
  72496. * @param fov defines the horizontal field of view
  72497. * @param aspect defines the aspect ratio
  72498. * @param znear defines the near clip plane
  72499. * @param zfar defines the far clip plane
  72500. * @param result defines the target matrix
  72501. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72502. */
  72503. static PerspectiveFovLHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72504. /**
  72505. * Creates a right-handed perspective projection matrix
  72506. * @param fov defines the horizontal field of view
  72507. * @param aspect defines the aspect ratio
  72508. * @param znear defines the near clip plane
  72509. * @param zfar defines the far clip plane
  72510. * @returns a new matrix as a right-handed perspective projection matrix
  72511. */
  72512. static PerspectiveFovRH(fov: number, aspect: number, znear: number, zfar: number): Matrix;
  72513. /**
  72514. * Stores a right-handed perspective projection into a given matrix
  72515. * @param fov defines the horizontal field of view
  72516. * @param aspect defines the aspect ratio
  72517. * @param znear defines the near clip plane
  72518. * @param zfar defines the far clip plane
  72519. * @param result defines the target matrix
  72520. * @param isVerticalFovFixed defines it the fov is vertically fixed (default) or horizontally
  72521. */
  72522. static PerspectiveFovRHToRef(fov: number, aspect: number, znear: number, zfar: number, result: Matrix, isVerticalFovFixed?: boolean): void;
  72523. /**
  72524. * Stores a perspective projection for WebVR info a given matrix
  72525. * @param fov defines the field of view
  72526. * @param znear defines the near clip plane
  72527. * @param zfar defines the far clip plane
  72528. * @param result defines the target matrix
  72529. * @param rightHanded defines if the matrix must be in right-handed mode (false by default)
  72530. */
  72531. static PerspectiveFovWebVRToRef(fov: {
  72532. upDegrees: number;
  72533. downDegrees: number;
  72534. leftDegrees: number;
  72535. rightDegrees: number;
  72536. }, znear: number, zfar: number, result: Matrix, rightHanded?: boolean): void;
  72537. /**
  72538. * Computes a complete transformation matrix
  72539. * @param viewport defines the viewport to use
  72540. * @param world defines the world matrix
  72541. * @param view defines the view matrix
  72542. * @param projection defines the projection matrix
  72543. * @param zmin defines the near clip plane
  72544. * @param zmax defines the far clip plane
  72545. * @returns the transformation matrix
  72546. */
  72547. static GetFinalMatrix(viewport: DeepImmutable<Viewport>, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>, zmin: number, zmax: number): Matrix;
  72548. /**
  72549. * Extracts a 2x2 matrix from a given matrix and store the result in a Float32Array
  72550. * @param matrix defines the matrix to use
  72551. * @returns a new Float32Array array with 4 elements : the 2x2 matrix extracted from the given matrix
  72552. */
  72553. static GetAsMatrix2x2(matrix: DeepImmutable<Matrix>): Float32Array;
  72554. /**
  72555. * Extracts a 3x3 matrix from a given matrix and store the result in a Float32Array
  72556. * @param matrix defines the matrix to use
  72557. * @returns a new Float32Array array with 9 elements : the 3x3 matrix extracted from the given matrix
  72558. */
  72559. static GetAsMatrix3x3(matrix: DeepImmutable<Matrix>): Float32Array;
  72560. /**
  72561. * Compute the transpose of a given matrix
  72562. * @param matrix defines the matrix to transpose
  72563. * @returns the new matrix
  72564. */
  72565. static Transpose(matrix: DeepImmutable<Matrix>): Matrix;
  72566. /**
  72567. * Compute the transpose of a matrix and store it in a target matrix
  72568. * @param matrix defines the matrix to transpose
  72569. * @param result defines the target matrix
  72570. */
  72571. static TransposeToRef(matrix: DeepImmutable<Matrix>, result: Matrix): void;
  72572. /**
  72573. * Computes a reflection matrix from a plane
  72574. * @param plane defines the reflection plane
  72575. * @returns a new matrix
  72576. */
  72577. static Reflection(plane: DeepImmutable<IPlaneLike>): Matrix;
  72578. /**
  72579. * Computes a reflection matrix from a plane
  72580. * @param plane defines the reflection plane
  72581. * @param result defines the target matrix
  72582. */
  72583. static ReflectionToRef(plane: DeepImmutable<IPlaneLike>, result: Matrix): void;
  72584. /**
  72585. * Sets the given matrix as a rotation matrix composed from the 3 left handed axes
  72586. * @param xaxis defines the value of the 1st axis
  72587. * @param yaxis defines the value of the 2nd axis
  72588. * @param zaxis defines the value of the 3rd axis
  72589. * @param result defines the target matrix
  72590. */
  72591. static FromXYZAxesToRef(xaxis: DeepImmutable<Vector3>, yaxis: DeepImmutable<Vector3>, zaxis: DeepImmutable<Vector3>, result: Matrix): void;
  72592. /**
  72593. * Creates a rotation matrix from a quaternion and stores it in a target matrix
  72594. * @param quat defines the quaternion to use
  72595. * @param result defines the target matrix
  72596. */
  72597. static FromQuaternionToRef(quat: DeepImmutable<Quaternion>, result: Matrix): void;
  72598. }
  72599. /**
  72600. * @hidden
  72601. */
  72602. export class TmpVectors {
  72603. static Vector2: Vector2[];
  72604. static Vector3: Vector3[];
  72605. static Vector4: Vector4[];
  72606. static Quaternion: Quaternion[];
  72607. static Matrix: Matrix[];
  72608. }
  72609. }
  72610. declare module BABYLON {
  72611. /**
  72612. * Defines potential orientation for back face culling
  72613. */
  72614. export enum Orientation {
  72615. /**
  72616. * Clockwise
  72617. */
  72618. CW = 0,
  72619. /** Counter clockwise */
  72620. CCW = 1
  72621. }
  72622. /** Class used to represent a Bezier curve */
  72623. export class BezierCurve {
  72624. /**
  72625. * Returns the cubic Bezier interpolated value (float) at "t" (float) from the given x1, y1, x2, y2 floats
  72626. * @param t defines the time
  72627. * @param x1 defines the left coordinate on X axis
  72628. * @param y1 defines the left coordinate on Y axis
  72629. * @param x2 defines the right coordinate on X axis
  72630. * @param y2 defines the right coordinate on Y axis
  72631. * @returns the interpolated value
  72632. */
  72633. static Interpolate(t: number, x1: number, y1: number, x2: number, y2: number): number;
  72634. }
  72635. /**
  72636. * Defines angle representation
  72637. */
  72638. export class Angle {
  72639. private _radians;
  72640. /**
  72641. * Creates an Angle object of "radians" radians (float).
  72642. * @param radians the angle in radians
  72643. */
  72644. constructor(radians: number);
  72645. /**
  72646. * Get value in degrees
  72647. * @returns the Angle value in degrees (float)
  72648. */
  72649. degrees(): number;
  72650. /**
  72651. * Get value in radians
  72652. * @returns the Angle value in radians (float)
  72653. */
  72654. radians(): number;
  72655. /**
  72656. * Gets a new Angle object valued with the angle value in radians between the two given vectors
  72657. * @param a defines first vector
  72658. * @param b defines second vector
  72659. * @returns a new Angle
  72660. */
  72661. static BetweenTwoPoints(a: DeepImmutable<Vector2>, b: DeepImmutable<Vector2>): Angle;
  72662. /**
  72663. * Gets a new Angle object from the given float in radians
  72664. * @param radians defines the angle value in radians
  72665. * @returns a new Angle
  72666. */
  72667. static FromRadians(radians: number): Angle;
  72668. /**
  72669. * Gets a new Angle object from the given float in degrees
  72670. * @param degrees defines the angle value in degrees
  72671. * @returns a new Angle
  72672. */
  72673. static FromDegrees(degrees: number): Angle;
  72674. }
  72675. /**
  72676. * This represents an arc in a 2d space.
  72677. */
  72678. export class Arc2 {
  72679. /** Defines the start point of the arc */
  72680. startPoint: Vector2;
  72681. /** Defines the mid point of the arc */
  72682. midPoint: Vector2;
  72683. /** Defines the end point of the arc */
  72684. endPoint: Vector2;
  72685. /**
  72686. * Defines the center point of the arc.
  72687. */
  72688. centerPoint: Vector2;
  72689. /**
  72690. * Defines the radius of the arc.
  72691. */
  72692. radius: number;
  72693. /**
  72694. * Defines the angle of the arc (from mid point to end point).
  72695. */
  72696. angle: Angle;
  72697. /**
  72698. * Defines the start angle of the arc (from start point to middle point).
  72699. */
  72700. startAngle: Angle;
  72701. /**
  72702. * Defines the orientation of the arc (clock wise/counter clock wise).
  72703. */
  72704. orientation: Orientation;
  72705. /**
  72706. * Creates an Arc object from the three given points : start, middle and end.
  72707. * @param startPoint Defines the start point of the arc
  72708. * @param midPoint Defines the midlle point of the arc
  72709. * @param endPoint Defines the end point of the arc
  72710. */
  72711. constructor(
  72712. /** Defines the start point of the arc */
  72713. startPoint: Vector2,
  72714. /** Defines the mid point of the arc */
  72715. midPoint: Vector2,
  72716. /** Defines the end point of the arc */
  72717. endPoint: Vector2);
  72718. }
  72719. /**
  72720. * Represents a 2D path made up of multiple 2D points
  72721. */
  72722. export class Path2 {
  72723. private _points;
  72724. private _length;
  72725. /**
  72726. * If the path start and end point are the same
  72727. */
  72728. closed: boolean;
  72729. /**
  72730. * Creates a Path2 object from the starting 2D coordinates x and y.
  72731. * @param x the starting points x value
  72732. * @param y the starting points y value
  72733. */
  72734. constructor(x: number, y: number);
  72735. /**
  72736. * Adds a new segment until the given coordinates (x, y) to the current Path2.
  72737. * @param x the added points x value
  72738. * @param y the added points y value
  72739. * @returns the updated Path2.
  72740. */
  72741. addLineTo(x: number, y: number): Path2;
  72742. /**
  72743. * 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.
  72744. * @param midX middle point x value
  72745. * @param midY middle point y value
  72746. * @param endX end point x value
  72747. * @param endY end point y value
  72748. * @param numberOfSegments (default: 36)
  72749. * @returns the updated Path2.
  72750. */
  72751. addArcTo(midX: number, midY: number, endX: number, endY: number, numberOfSegments?: number): Path2;
  72752. /**
  72753. * Closes the Path2.
  72754. * @returns the Path2.
  72755. */
  72756. close(): Path2;
  72757. /**
  72758. * Gets the sum of the distance between each sequential point in the path
  72759. * @returns the Path2 total length (float).
  72760. */
  72761. length(): number;
  72762. /**
  72763. * Gets the points which construct the path
  72764. * @returns the Path2 internal array of points.
  72765. */
  72766. getPoints(): Vector2[];
  72767. /**
  72768. * Retreives the point at the distance aways from the starting point
  72769. * @param normalizedLengthPosition the length along the path to retreive the point from
  72770. * @returns a new Vector2 located at a percentage of the Path2 total length on this path.
  72771. */
  72772. getPointAtLengthPosition(normalizedLengthPosition: number): Vector2;
  72773. /**
  72774. * Creates a new path starting from an x and y position
  72775. * @param x starting x value
  72776. * @param y starting y value
  72777. * @returns a new Path2 starting at the coordinates (x, y).
  72778. */
  72779. static StartingAt(x: number, y: number): Path2;
  72780. }
  72781. /**
  72782. * Represents a 3D path made up of multiple 3D points
  72783. */
  72784. export class Path3D {
  72785. /**
  72786. * an array of Vector3, the curve axis of the Path3D
  72787. */
  72788. path: Vector3[];
  72789. private _curve;
  72790. private _distances;
  72791. private _tangents;
  72792. private _normals;
  72793. private _binormals;
  72794. private _raw;
  72795. /**
  72796. * new Path3D(path, normal, raw)
  72797. * Creates a Path3D. A Path3D is a logical math object, so not a mesh.
  72798. * please read the description in the tutorial : https://doc.babylonjs.com/how_to/how_to_use_path3d
  72799. * @param path an array of Vector3, the curve axis of the Path3D
  72800. * @param firstNormal (options) Vector3, the first wanted normal to the curve. Ex (0, 1, 0) for a vertical normal.
  72801. * @param raw (optional, default false) : boolean, if true the returned Path3D isn't normalized. Useful to depict path acceleration or speed.
  72802. */
  72803. constructor(
  72804. /**
  72805. * an array of Vector3, the curve axis of the Path3D
  72806. */
  72807. path: Vector3[], firstNormal?: Nullable<Vector3>, raw?: boolean);
  72808. /**
  72809. * Returns the Path3D array of successive Vector3 designing its curve.
  72810. * @returns the Path3D array of successive Vector3 designing its curve.
  72811. */
  72812. getCurve(): Vector3[];
  72813. /**
  72814. * Returns an array populated with tangent vectors on each Path3D curve point.
  72815. * @returns an array populated with tangent vectors on each Path3D curve point.
  72816. */
  72817. getTangents(): Vector3[];
  72818. /**
  72819. * Returns an array populated with normal vectors on each Path3D curve point.
  72820. * @returns an array populated with normal vectors on each Path3D curve point.
  72821. */
  72822. getNormals(): Vector3[];
  72823. /**
  72824. * Returns an array populated with binormal vectors on each Path3D curve point.
  72825. * @returns an array populated with binormal vectors on each Path3D curve point.
  72826. */
  72827. getBinormals(): Vector3[];
  72828. /**
  72829. * Returns an array populated with distances (float) of the i-th point from the first curve point.
  72830. * @returns an array populated with distances (float) of the i-th point from the first curve point.
  72831. */
  72832. getDistances(): number[];
  72833. /**
  72834. * Forces the Path3D tangent, normal, binormal and distance recomputation.
  72835. * @param path path which all values are copied into the curves points
  72836. * @param firstNormal which should be projected onto the curve
  72837. * @returns the same object updated.
  72838. */
  72839. update(path: Vector3[], firstNormal?: Nullable<Vector3>): Path3D;
  72840. private _compute;
  72841. private _getFirstNonNullVector;
  72842. private _getLastNonNullVector;
  72843. private _normalVector;
  72844. }
  72845. /**
  72846. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72847. * A Curve3 is designed from a series of successive Vector3.
  72848. * @see https://doc.babylonjs.com/how_to/how_to_use_curve3
  72849. */
  72850. export class Curve3 {
  72851. private _points;
  72852. private _length;
  72853. /**
  72854. * Returns a Curve3 object along a Quadratic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#quadratic-bezier-curve
  72855. * @param v0 (Vector3) the origin point of the Quadratic Bezier
  72856. * @param v1 (Vector3) the control point
  72857. * @param v2 (Vector3) the end point of the Quadratic Bezier
  72858. * @param nbPoints (integer) the wanted number of points in the curve
  72859. * @returns the created Curve3
  72860. */
  72861. static CreateQuadraticBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72862. /**
  72863. * Returns a Curve3 object along a Cubic Bezier curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#cubic-bezier-curve
  72864. * @param v0 (Vector3) the origin point of the Cubic Bezier
  72865. * @param v1 (Vector3) the first control point
  72866. * @param v2 (Vector3) the second control point
  72867. * @param v3 (Vector3) the end point of the Cubic Bezier
  72868. * @param nbPoints (integer) the wanted number of points in the curve
  72869. * @returns the created Curve3
  72870. */
  72871. static CreateCubicBezier(v0: DeepImmutable<Vector3>, v1: DeepImmutable<Vector3>, v2: DeepImmutable<Vector3>, v3: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72872. /**
  72873. * Returns a Curve3 object along a Hermite Spline curve : https://doc.babylonjs.com/how_to/how_to_use_curve3#hermite-spline
  72874. * @param p1 (Vector3) the origin point of the Hermite Spline
  72875. * @param t1 (Vector3) the tangent vector at the origin point
  72876. * @param p2 (Vector3) the end point of the Hermite Spline
  72877. * @param t2 (Vector3) the tangent vector at the end point
  72878. * @param nbPoints (integer) the wanted number of points in the curve
  72879. * @returns the created Curve3
  72880. */
  72881. static CreateHermiteSpline(p1: DeepImmutable<Vector3>, t1: DeepImmutable<Vector3>, p2: DeepImmutable<Vector3>, t2: DeepImmutable<Vector3>, nbPoints: number): Curve3;
  72882. /**
  72883. * Returns a Curve3 object along a CatmullRom Spline curve :
  72884. * @param points (array of Vector3) the points the spline must pass through. At least, four points required
  72885. * @param nbPoints (integer) the wanted number of points between each curve control points
  72886. * @param closed (boolean) optional with default false, when true forms a closed loop from the points
  72887. * @returns the created Curve3
  72888. */
  72889. static CreateCatmullRomSpline(points: DeepImmutable<Vector3[]>, nbPoints: number, closed?: boolean): Curve3;
  72890. /**
  72891. * A Curve3 object is a logical object, so not a mesh, to handle curves in the 3D geometric space.
  72892. * A Curve3 is designed from a series of successive Vector3.
  72893. * Tuto : https://doc.babylonjs.com/how_to/how_to_use_curve3#curve3-object
  72894. * @param points points which make up the curve
  72895. */
  72896. constructor(points: Vector3[]);
  72897. /**
  72898. * @returns the Curve3 stored array of successive Vector3
  72899. */
  72900. getPoints(): Vector3[];
  72901. /**
  72902. * @returns the computed length (float) of the curve.
  72903. */
  72904. length(): number;
  72905. /**
  72906. * Returns a new instance of Curve3 object : var curve = curveA.continue(curveB);
  72907. * This new Curve3 is built by translating and sticking the curveB at the end of the curveA.
  72908. * curveA and curveB keep unchanged.
  72909. * @param curve the curve to continue from this curve
  72910. * @returns the newly constructed curve
  72911. */
  72912. continue(curve: DeepImmutable<Curve3>): Curve3;
  72913. private _computeLength;
  72914. }
  72915. }
  72916. declare module BABYLON {
  72917. /**
  72918. * This represents the main contract an easing function should follow.
  72919. * Easing functions are used throughout the animation system.
  72920. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72921. */
  72922. export interface IEasingFunction {
  72923. /**
  72924. * Given an input gradient between 0 and 1, this returns the corrseponding value
  72925. * of the easing function.
  72926. * The link below provides some of the most common examples of easing functions.
  72927. * @see https://easings.net/
  72928. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72929. * @returns the corresponding value on the curve defined by the easing function
  72930. */
  72931. ease(gradient: number): number;
  72932. }
  72933. /**
  72934. * Base class used for every default easing function.
  72935. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72936. */
  72937. export class EasingFunction implements IEasingFunction {
  72938. /**
  72939. * Interpolation follows the mathematical formula associated with the easing function.
  72940. */
  72941. static readonly EASINGMODE_EASEIN: number;
  72942. /**
  72943. * Interpolation follows 100% interpolation minus the output of the formula associated with the easing function.
  72944. */
  72945. static readonly EASINGMODE_EASEOUT: number;
  72946. /**
  72947. * Interpolation uses EaseIn for the first half of the animation and EaseOut for the second half.
  72948. */
  72949. static readonly EASINGMODE_EASEINOUT: number;
  72950. private _easingMode;
  72951. /**
  72952. * Sets the easing mode of the current function.
  72953. * @param easingMode Defines the willing mode (EASINGMODE_EASEIN, EASINGMODE_EASEOUT or EASINGMODE_EASEINOUT)
  72954. */
  72955. setEasingMode(easingMode: number): void;
  72956. /**
  72957. * Gets the current easing mode.
  72958. * @returns the easing mode
  72959. */
  72960. getEasingMode(): number;
  72961. /**
  72962. * @hidden
  72963. */
  72964. easeInCore(gradient: number): number;
  72965. /**
  72966. * Given an input gradient between 0 and 1, this returns the corresponding value
  72967. * of the easing function.
  72968. * @param gradient Defines the value between 0 and 1 we want the easing value for
  72969. * @returns the corresponding value on the curve defined by the easing function
  72970. */
  72971. ease(gradient: number): number;
  72972. }
  72973. /**
  72974. * Easing function with a circle shape (see link below).
  72975. * @see https://easings.net/#easeInCirc
  72976. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72977. */
  72978. export class CircleEase extends EasingFunction implements IEasingFunction {
  72979. /** @hidden */
  72980. easeInCore(gradient: number): number;
  72981. }
  72982. /**
  72983. * Easing function with a ease back shape (see link below).
  72984. * @see https://easings.net/#easeInBack
  72985. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  72986. */
  72987. export class BackEase extends EasingFunction implements IEasingFunction {
  72988. /** Defines the amplitude of the function */
  72989. amplitude: number;
  72990. /**
  72991. * Instantiates a back ease easing
  72992. * @see https://easings.net/#easeInBack
  72993. * @param amplitude Defines the amplitude of the function
  72994. */
  72995. constructor(
  72996. /** Defines the amplitude of the function */
  72997. amplitude?: number);
  72998. /** @hidden */
  72999. easeInCore(gradient: number): number;
  73000. }
  73001. /**
  73002. * Easing function with a bouncing shape (see link below).
  73003. * @see https://easings.net/#easeInBounce
  73004. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73005. */
  73006. export class BounceEase extends EasingFunction implements IEasingFunction {
  73007. /** Defines the number of bounces */
  73008. bounces: number;
  73009. /** Defines the amplitude of the bounce */
  73010. bounciness: number;
  73011. /**
  73012. * Instantiates a bounce easing
  73013. * @see https://easings.net/#easeInBounce
  73014. * @param bounces Defines the number of bounces
  73015. * @param bounciness Defines the amplitude of the bounce
  73016. */
  73017. constructor(
  73018. /** Defines the number of bounces */
  73019. bounces?: number,
  73020. /** Defines the amplitude of the bounce */
  73021. bounciness?: number);
  73022. /** @hidden */
  73023. easeInCore(gradient: number): number;
  73024. }
  73025. /**
  73026. * Easing function with a power of 3 shape (see link below).
  73027. * @see https://easings.net/#easeInCubic
  73028. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73029. */
  73030. export class CubicEase extends EasingFunction implements IEasingFunction {
  73031. /** @hidden */
  73032. easeInCore(gradient: number): number;
  73033. }
  73034. /**
  73035. * Easing function with an elastic shape (see link below).
  73036. * @see https://easings.net/#easeInElastic
  73037. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73038. */
  73039. export class ElasticEase extends EasingFunction implements IEasingFunction {
  73040. /** Defines the number of oscillations*/
  73041. oscillations: number;
  73042. /** Defines the amplitude of the oscillations*/
  73043. springiness: number;
  73044. /**
  73045. * Instantiates an elastic easing function
  73046. * @see https://easings.net/#easeInElastic
  73047. * @param oscillations Defines the number of oscillations
  73048. * @param springiness Defines the amplitude of the oscillations
  73049. */
  73050. constructor(
  73051. /** Defines the number of oscillations*/
  73052. oscillations?: number,
  73053. /** Defines the amplitude of the oscillations*/
  73054. springiness?: number);
  73055. /** @hidden */
  73056. easeInCore(gradient: number): number;
  73057. }
  73058. /**
  73059. * Easing function with an exponential shape (see link below).
  73060. * @see https://easings.net/#easeInExpo
  73061. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73062. */
  73063. export class ExponentialEase extends EasingFunction implements IEasingFunction {
  73064. /** Defines the exponent of the function */
  73065. exponent: number;
  73066. /**
  73067. * Instantiates an exponential easing function
  73068. * @see https://easings.net/#easeInExpo
  73069. * @param exponent Defines the exponent of the function
  73070. */
  73071. constructor(
  73072. /** Defines the exponent of the function */
  73073. exponent?: number);
  73074. /** @hidden */
  73075. easeInCore(gradient: number): number;
  73076. }
  73077. /**
  73078. * Easing function with a power shape (see link below).
  73079. * @see https://easings.net/#easeInQuad
  73080. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73081. */
  73082. export class PowerEase extends EasingFunction implements IEasingFunction {
  73083. /** Defines the power of the function */
  73084. power: number;
  73085. /**
  73086. * Instantiates an power base easing function
  73087. * @see https://easings.net/#easeInQuad
  73088. * @param power Defines the power of the function
  73089. */
  73090. constructor(
  73091. /** Defines the power of the function */
  73092. power?: number);
  73093. /** @hidden */
  73094. easeInCore(gradient: number): number;
  73095. }
  73096. /**
  73097. * Easing function with a power of 2 shape (see link below).
  73098. * @see https://easings.net/#easeInQuad
  73099. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73100. */
  73101. export class QuadraticEase extends EasingFunction implements IEasingFunction {
  73102. /** @hidden */
  73103. easeInCore(gradient: number): number;
  73104. }
  73105. /**
  73106. * Easing function with a power of 4 shape (see link below).
  73107. * @see https://easings.net/#easeInQuart
  73108. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73109. */
  73110. export class QuarticEase extends EasingFunction implements IEasingFunction {
  73111. /** @hidden */
  73112. easeInCore(gradient: number): number;
  73113. }
  73114. /**
  73115. * Easing function with a power of 5 shape (see link below).
  73116. * @see https://easings.net/#easeInQuint
  73117. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73118. */
  73119. export class QuinticEase extends EasingFunction implements IEasingFunction {
  73120. /** @hidden */
  73121. easeInCore(gradient: number): number;
  73122. }
  73123. /**
  73124. * Easing function with a sin shape (see link below).
  73125. * @see https://easings.net/#easeInSine
  73126. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73127. */
  73128. export class SineEase extends EasingFunction implements IEasingFunction {
  73129. /** @hidden */
  73130. easeInCore(gradient: number): number;
  73131. }
  73132. /**
  73133. * Easing function with a bezier shape (see link below).
  73134. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73135. * @see http://doc.babylonjs.com/babylon101/animations#easing-functions
  73136. */
  73137. export class BezierCurveEase extends EasingFunction implements IEasingFunction {
  73138. /** Defines the x component of the start tangent in the bezier curve */
  73139. x1: number;
  73140. /** Defines the y component of the start tangent in the bezier curve */
  73141. y1: number;
  73142. /** Defines the x component of the end tangent in the bezier curve */
  73143. x2: number;
  73144. /** Defines the y component of the end tangent in the bezier curve */
  73145. y2: number;
  73146. /**
  73147. * Instantiates a bezier function
  73148. * @see http://cubic-bezier.com/#.17,.67,.83,.67
  73149. * @param x1 Defines the x component of the start tangent in the bezier curve
  73150. * @param y1 Defines the y component of the start tangent in the bezier curve
  73151. * @param x2 Defines the x component of the end tangent in the bezier curve
  73152. * @param y2 Defines the y component of the end tangent in the bezier curve
  73153. */
  73154. constructor(
  73155. /** Defines the x component of the start tangent in the bezier curve */
  73156. x1?: number,
  73157. /** Defines the y component of the start tangent in the bezier curve */
  73158. y1?: number,
  73159. /** Defines the x component of the end tangent in the bezier curve */
  73160. x2?: number,
  73161. /** Defines the y component of the end tangent in the bezier curve */
  73162. y2?: number);
  73163. /** @hidden */
  73164. easeInCore(gradient: number): number;
  73165. }
  73166. }
  73167. declare module BABYLON {
  73168. /**
  73169. * Class used to hold a RBG color
  73170. */
  73171. export class Color3 {
  73172. /**
  73173. * Defines the red component (between 0 and 1, default is 0)
  73174. */
  73175. r: number;
  73176. /**
  73177. * Defines the green component (between 0 and 1, default is 0)
  73178. */
  73179. g: number;
  73180. /**
  73181. * Defines the blue component (between 0 and 1, default is 0)
  73182. */
  73183. b: number;
  73184. /**
  73185. * Creates a new Color3 object from red, green, blue values, all between 0 and 1
  73186. * @param r defines the red component (between 0 and 1, default is 0)
  73187. * @param g defines the green component (between 0 and 1, default is 0)
  73188. * @param b defines the blue component (between 0 and 1, default is 0)
  73189. */
  73190. constructor(
  73191. /**
  73192. * Defines the red component (between 0 and 1, default is 0)
  73193. */
  73194. r?: number,
  73195. /**
  73196. * Defines the green component (between 0 and 1, default is 0)
  73197. */
  73198. g?: number,
  73199. /**
  73200. * Defines the blue component (between 0 and 1, default is 0)
  73201. */
  73202. b?: number);
  73203. /**
  73204. * Creates a string with the Color3 current values
  73205. * @returns the string representation of the Color3 object
  73206. */
  73207. toString(): string;
  73208. /**
  73209. * Returns the string "Color3"
  73210. * @returns "Color3"
  73211. */
  73212. getClassName(): string;
  73213. /**
  73214. * Compute the Color3 hash code
  73215. * @returns an unique number that can be used to hash Color3 objects
  73216. */
  73217. getHashCode(): number;
  73218. /**
  73219. * Stores in the given array from the given starting index the red, green, blue values as successive elements
  73220. * @param array defines the array where to store the r,g,b components
  73221. * @param index defines an optional index in the target array to define where to start storing values
  73222. * @returns the current Color3 object
  73223. */
  73224. toArray(array: FloatArray, index?: number): Color3;
  73225. /**
  73226. * Returns a new Color4 object from the current Color3 and the given alpha
  73227. * @param alpha defines the alpha component on the new Color4 object (default is 1)
  73228. * @returns a new Color4 object
  73229. */
  73230. toColor4(alpha?: number): Color4;
  73231. /**
  73232. * Returns a new array populated with 3 numeric elements : red, green and blue values
  73233. * @returns the new array
  73234. */
  73235. asArray(): number[];
  73236. /**
  73237. * Returns the luminance value
  73238. * @returns a float value
  73239. */
  73240. toLuminance(): number;
  73241. /**
  73242. * Multiply each Color3 rgb values by the given Color3 rgb values in a new Color3 object
  73243. * @param otherColor defines the second operand
  73244. * @returns the new Color3 object
  73245. */
  73246. multiply(otherColor: DeepImmutable<Color3>): Color3;
  73247. /**
  73248. * Multiply the rgb values of the Color3 and the given Color3 and stores the result in the object "result"
  73249. * @param otherColor defines the second operand
  73250. * @param result defines the Color3 object where to store the result
  73251. * @returns the current Color3
  73252. */
  73253. multiplyToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73254. /**
  73255. * Determines equality between Color3 objects
  73256. * @param otherColor defines the second operand
  73257. * @returns true if the rgb values are equal to the given ones
  73258. */
  73259. equals(otherColor: DeepImmutable<Color3>): boolean;
  73260. /**
  73261. * Determines equality between the current Color3 object and a set of r,b,g values
  73262. * @param r defines the red component to check
  73263. * @param g defines the green component to check
  73264. * @param b defines the blue component to check
  73265. * @returns true if the rgb values are equal to the given ones
  73266. */
  73267. equalsFloats(r: number, g: number, b: number): boolean;
  73268. /**
  73269. * Multiplies in place each rgb value by scale
  73270. * @param scale defines the scaling factor
  73271. * @returns the updated Color3
  73272. */
  73273. scale(scale: number): Color3;
  73274. /**
  73275. * Multiplies the rgb values by scale and stores the result into "result"
  73276. * @param scale defines the scaling factor
  73277. * @param result defines the Color3 object where to store the result
  73278. * @returns the unmodified current Color3
  73279. */
  73280. scaleToRef(scale: number, result: Color3): Color3;
  73281. /**
  73282. * Scale the current Color3 values by a factor and add the result to a given Color3
  73283. * @param scale defines the scale factor
  73284. * @param result defines color to store the result into
  73285. * @returns the unmodified current Color3
  73286. */
  73287. scaleAndAddToRef(scale: number, result: Color3): Color3;
  73288. /**
  73289. * Clamps the rgb values by the min and max values and stores the result into "result"
  73290. * @param min defines minimum clamping value (default is 0)
  73291. * @param max defines maximum clamping value (default is 1)
  73292. * @param result defines color to store the result into
  73293. * @returns the original Color3
  73294. */
  73295. clampToRef(min: number | undefined, max: number | undefined, result: Color3): Color3;
  73296. /**
  73297. * Creates a new Color3 set with the added values of the current Color3 and of the given one
  73298. * @param otherColor defines the second operand
  73299. * @returns the new Color3
  73300. */
  73301. add(otherColor: DeepImmutable<Color3>): Color3;
  73302. /**
  73303. * Stores the result of the addition of the current Color3 and given one rgb values into "result"
  73304. * @param otherColor defines the second operand
  73305. * @param result defines Color3 object to store the result into
  73306. * @returns the unmodified current Color3
  73307. */
  73308. addToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73309. /**
  73310. * Returns a new Color3 set with the subtracted values of the given one from the current Color3
  73311. * @param otherColor defines the second operand
  73312. * @returns the new Color3
  73313. */
  73314. subtract(otherColor: DeepImmutable<Color3>): Color3;
  73315. /**
  73316. * Stores the result of the subtraction of given one from the current Color3 rgb values into "result"
  73317. * @param otherColor defines the second operand
  73318. * @param result defines Color3 object to store the result into
  73319. * @returns the unmodified current Color3
  73320. */
  73321. subtractToRef(otherColor: DeepImmutable<Color3>, result: Color3): Color3;
  73322. /**
  73323. * Copy the current object
  73324. * @returns a new Color3 copied the current one
  73325. */
  73326. clone(): Color3;
  73327. /**
  73328. * Copies the rgb values from the source in the current Color3
  73329. * @param source defines the source Color3 object
  73330. * @returns the updated Color3 object
  73331. */
  73332. copyFrom(source: DeepImmutable<Color3>): Color3;
  73333. /**
  73334. * Updates the Color3 rgb values from the given floats
  73335. * @param r defines the red component to read from
  73336. * @param g defines the green component to read from
  73337. * @param b defines the blue component to read from
  73338. * @returns the current Color3 object
  73339. */
  73340. copyFromFloats(r: number, g: number, b: number): Color3;
  73341. /**
  73342. * Updates the Color3 rgb values from the given floats
  73343. * @param r defines the red component to read from
  73344. * @param g defines the green component to read from
  73345. * @param b defines the blue component to read from
  73346. * @returns the current Color3 object
  73347. */
  73348. set(r: number, g: number, b: number): Color3;
  73349. /**
  73350. * Compute the Color3 hexadecimal code as a string
  73351. * @returns a string containing the hexadecimal representation of the Color3 object
  73352. */
  73353. toHexString(): string;
  73354. /**
  73355. * Computes a new Color3 converted from the current one to linear space
  73356. * @returns a new Color3 object
  73357. */
  73358. toLinearSpace(): Color3;
  73359. /**
  73360. * Converts current color in rgb space to HSV values
  73361. * @returns a new color3 representing the HSV values
  73362. */
  73363. toHSV(): Color3;
  73364. /**
  73365. * Converts current color in rgb space to HSV values
  73366. * @param result defines the Color3 where to store the HSV values
  73367. */
  73368. toHSVToRef(result: Color3): void;
  73369. /**
  73370. * Converts the Color3 values to linear space and stores the result in "convertedColor"
  73371. * @param convertedColor defines the Color3 object where to store the linear space version
  73372. * @returns the unmodified Color3
  73373. */
  73374. toLinearSpaceToRef(convertedColor: Color3): Color3;
  73375. /**
  73376. * Computes a new Color3 converted from the current one to gamma space
  73377. * @returns a new Color3 object
  73378. */
  73379. toGammaSpace(): Color3;
  73380. /**
  73381. * Converts the Color3 values to gamma space and stores the result in "convertedColor"
  73382. * @param convertedColor defines the Color3 object where to store the gamma space version
  73383. * @returns the unmodified Color3
  73384. */
  73385. toGammaSpaceToRef(convertedColor: Color3): Color3;
  73386. private static _BlackReadOnly;
  73387. /**
  73388. * Convert Hue, saturation and value to a Color3 (RGB)
  73389. * @param hue defines the hue
  73390. * @param saturation defines the saturation
  73391. * @param value defines the value
  73392. * @param result defines the Color3 where to store the RGB values
  73393. */
  73394. static HSVtoRGBToRef(hue: number, saturation: number, value: number, result: Color3): void;
  73395. /**
  73396. * Creates a new Color3 from the string containing valid hexadecimal values
  73397. * @param hex defines a string containing valid hexadecimal values
  73398. * @returns a new Color3 object
  73399. */
  73400. static FromHexString(hex: string): Color3;
  73401. /**
  73402. * Creates a new Color3 from the starting index of the given array
  73403. * @param array defines the source array
  73404. * @param offset defines an offset in the source array
  73405. * @returns a new Color3 object
  73406. */
  73407. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color3;
  73408. /**
  73409. * Creates a new Color3 from integer values (< 256)
  73410. * @param r defines the red component to read from (value between 0 and 255)
  73411. * @param g defines the green component to read from (value between 0 and 255)
  73412. * @param b defines the blue component to read from (value between 0 and 255)
  73413. * @returns a new Color3 object
  73414. */
  73415. static FromInts(r: number, g: number, b: number): Color3;
  73416. /**
  73417. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73418. * @param start defines the start Color3 value
  73419. * @param end defines the end Color3 value
  73420. * @param amount defines the gradient value between start and end
  73421. * @returns a new Color3 object
  73422. */
  73423. static Lerp(start: DeepImmutable<Color3>, end: DeepImmutable<Color3>, amount: number): Color3;
  73424. /**
  73425. * Creates a new Color3 with values linearly interpolated of "amount" between the start Color3 and the end Color3
  73426. * @param left defines the start value
  73427. * @param right defines the end value
  73428. * @param amount defines the gradient factor
  73429. * @param result defines the Color3 object where to store the result
  73430. */
  73431. static LerpToRef(left: DeepImmutable<Color3>, right: DeepImmutable<Color3>, amount: number, result: Color3): void;
  73432. /**
  73433. * Returns a Color3 value containing a red color
  73434. * @returns a new Color3 object
  73435. */
  73436. static Red(): Color3;
  73437. /**
  73438. * Returns a Color3 value containing a green color
  73439. * @returns a new Color3 object
  73440. */
  73441. static Green(): Color3;
  73442. /**
  73443. * Returns a Color3 value containing a blue color
  73444. * @returns a new Color3 object
  73445. */
  73446. static Blue(): Color3;
  73447. /**
  73448. * Returns a Color3 value containing a black color
  73449. * @returns a new Color3 object
  73450. */
  73451. static Black(): Color3;
  73452. /**
  73453. * Gets a Color3 value containing a black color that must not be updated
  73454. */
  73455. static readonly BlackReadOnly: DeepImmutable<Color3>;
  73456. /**
  73457. * Returns a Color3 value containing a white color
  73458. * @returns a new Color3 object
  73459. */
  73460. static White(): Color3;
  73461. /**
  73462. * Returns a Color3 value containing a purple color
  73463. * @returns a new Color3 object
  73464. */
  73465. static Purple(): Color3;
  73466. /**
  73467. * Returns a Color3 value containing a magenta color
  73468. * @returns a new Color3 object
  73469. */
  73470. static Magenta(): Color3;
  73471. /**
  73472. * Returns a Color3 value containing a yellow color
  73473. * @returns a new Color3 object
  73474. */
  73475. static Yellow(): Color3;
  73476. /**
  73477. * Returns a Color3 value containing a gray color
  73478. * @returns a new Color3 object
  73479. */
  73480. static Gray(): Color3;
  73481. /**
  73482. * Returns a Color3 value containing a teal color
  73483. * @returns a new Color3 object
  73484. */
  73485. static Teal(): Color3;
  73486. /**
  73487. * Returns a Color3 value containing a random color
  73488. * @returns a new Color3 object
  73489. */
  73490. static Random(): Color3;
  73491. }
  73492. /**
  73493. * Class used to hold a RBGA color
  73494. */
  73495. export class Color4 {
  73496. /**
  73497. * Defines the red component (between 0 and 1, default is 0)
  73498. */
  73499. r: number;
  73500. /**
  73501. * Defines the green component (between 0 and 1, default is 0)
  73502. */
  73503. g: number;
  73504. /**
  73505. * Defines the blue component (between 0 and 1, default is 0)
  73506. */
  73507. b: number;
  73508. /**
  73509. * Defines the alpha component (between 0 and 1, default is 1)
  73510. */
  73511. a: number;
  73512. /**
  73513. * Creates a new Color4 object from red, green, blue values, all between 0 and 1
  73514. * @param r defines the red component (between 0 and 1, default is 0)
  73515. * @param g defines the green component (between 0 and 1, default is 0)
  73516. * @param b defines the blue component (between 0 and 1, default is 0)
  73517. * @param a defines the alpha component (between 0 and 1, default is 1)
  73518. */
  73519. constructor(
  73520. /**
  73521. * Defines the red component (between 0 and 1, default is 0)
  73522. */
  73523. r?: number,
  73524. /**
  73525. * Defines the green component (between 0 and 1, default is 0)
  73526. */
  73527. g?: number,
  73528. /**
  73529. * Defines the blue component (between 0 and 1, default is 0)
  73530. */
  73531. b?: number,
  73532. /**
  73533. * Defines the alpha component (between 0 and 1, default is 1)
  73534. */
  73535. a?: number);
  73536. /**
  73537. * Adds in place the given Color4 values to the current Color4 object
  73538. * @param right defines the second operand
  73539. * @returns the current updated Color4 object
  73540. */
  73541. addInPlace(right: DeepImmutable<Color4>): Color4;
  73542. /**
  73543. * Creates a new array populated with 4 numeric elements : red, green, blue, alpha values
  73544. * @returns the new array
  73545. */
  73546. asArray(): number[];
  73547. /**
  73548. * Stores from the starting index in the given array the Color4 successive values
  73549. * @param array defines the array where to store the r,g,b components
  73550. * @param index defines an optional index in the target array to define where to start storing values
  73551. * @returns the current Color4 object
  73552. */
  73553. toArray(array: number[], index?: number): Color4;
  73554. /**
  73555. * Determines equality between Color4 objects
  73556. * @param otherColor defines the second operand
  73557. * @returns true if the rgba values are equal to the given ones
  73558. */
  73559. equals(otherColor: DeepImmutable<Color4>): boolean;
  73560. /**
  73561. * Creates a new Color4 set with the added values of the current Color4 and of the given one
  73562. * @param right defines the second operand
  73563. * @returns a new Color4 object
  73564. */
  73565. add(right: DeepImmutable<Color4>): Color4;
  73566. /**
  73567. * Creates a new Color4 set with the subtracted values of the given one from the current Color4
  73568. * @param right defines the second operand
  73569. * @returns a new Color4 object
  73570. */
  73571. subtract(right: DeepImmutable<Color4>): Color4;
  73572. /**
  73573. * Subtracts the given ones from the current Color4 values and stores the results in "result"
  73574. * @param right defines the second operand
  73575. * @param result defines the Color4 object where to store the result
  73576. * @returns the current Color4 object
  73577. */
  73578. subtractToRef(right: DeepImmutable<Color4>, result: Color4): Color4;
  73579. /**
  73580. * Creates a new Color4 with the current Color4 values multiplied by scale
  73581. * @param scale defines the scaling factor to apply
  73582. * @returns a new Color4 object
  73583. */
  73584. scale(scale: number): Color4;
  73585. /**
  73586. * Multiplies the current Color4 values by scale and stores the result in "result"
  73587. * @param scale defines the scaling factor to apply
  73588. * @param result defines the Color4 object where to store the result
  73589. * @returns the current unmodified Color4
  73590. */
  73591. scaleToRef(scale: number, result: Color4): Color4;
  73592. /**
  73593. * Scale the current Color4 values by a factor and add the result to a given Color4
  73594. * @param scale defines the scale factor
  73595. * @param result defines the Color4 object where to store the result
  73596. * @returns the unmodified current Color4
  73597. */
  73598. scaleAndAddToRef(scale: number, result: Color4): Color4;
  73599. /**
  73600. * Clamps the rgb values by the min and max values and stores the result into "result"
  73601. * @param min defines minimum clamping value (default is 0)
  73602. * @param max defines maximum clamping value (default is 1)
  73603. * @param result defines color to store the result into.
  73604. * @returns the cuurent Color4
  73605. */
  73606. clampToRef(min: number | undefined, max: number | undefined, result: Color4): Color4;
  73607. /**
  73608. * Multipy an Color4 value by another and return a new Color4 object
  73609. * @param color defines the Color4 value to multiply by
  73610. * @returns a new Color4 object
  73611. */
  73612. multiply(color: Color4): Color4;
  73613. /**
  73614. * Multipy a Color4 value by another and push the result in a reference value
  73615. * @param color defines the Color4 value to multiply by
  73616. * @param result defines the Color4 to fill the result in
  73617. * @returns the result Color4
  73618. */
  73619. multiplyToRef(color: Color4, result: Color4): Color4;
  73620. /**
  73621. * Creates a string with the Color4 current values
  73622. * @returns the string representation of the Color4 object
  73623. */
  73624. toString(): string;
  73625. /**
  73626. * Returns the string "Color4"
  73627. * @returns "Color4"
  73628. */
  73629. getClassName(): string;
  73630. /**
  73631. * Compute the Color4 hash code
  73632. * @returns an unique number that can be used to hash Color4 objects
  73633. */
  73634. getHashCode(): number;
  73635. /**
  73636. * Creates a new Color4 copied from the current one
  73637. * @returns a new Color4 object
  73638. */
  73639. clone(): Color4;
  73640. /**
  73641. * Copies the given Color4 values into the current one
  73642. * @param source defines the source Color4 object
  73643. * @returns the current updated Color4 object
  73644. */
  73645. copyFrom(source: Color4): Color4;
  73646. /**
  73647. * Copies the given float values into the current one
  73648. * @param r defines the red component to read from
  73649. * @param g defines the green component to read from
  73650. * @param b defines the blue component to read from
  73651. * @param a defines the alpha component to read from
  73652. * @returns the current updated Color4 object
  73653. */
  73654. copyFromFloats(r: number, g: number, b: number, a: number): Color4;
  73655. /**
  73656. * Copies the given float values into the current one
  73657. * @param r defines the red component to read from
  73658. * @param g defines the green component to read from
  73659. * @param b defines the blue component to read from
  73660. * @param a defines the alpha component to read from
  73661. * @returns the current updated Color4 object
  73662. */
  73663. set(r: number, g: number, b: number, a: number): Color4;
  73664. /**
  73665. * Compute the Color4 hexadecimal code as a string
  73666. * @returns a string containing the hexadecimal representation of the Color4 object
  73667. */
  73668. toHexString(): string;
  73669. /**
  73670. * Computes a new Color4 converted from the current one to linear space
  73671. * @returns a new Color4 object
  73672. */
  73673. toLinearSpace(): Color4;
  73674. /**
  73675. * Converts the Color4 values to linear space and stores the result in "convertedColor"
  73676. * @param convertedColor defines the Color4 object where to store the linear space version
  73677. * @returns the unmodified Color4
  73678. */
  73679. toLinearSpaceToRef(convertedColor: Color4): Color4;
  73680. /**
  73681. * Computes a new Color4 converted from the current one to gamma space
  73682. * @returns a new Color4 object
  73683. */
  73684. toGammaSpace(): Color4;
  73685. /**
  73686. * Converts the Color4 values to gamma space and stores the result in "convertedColor"
  73687. * @param convertedColor defines the Color4 object where to store the gamma space version
  73688. * @returns the unmodified Color4
  73689. */
  73690. toGammaSpaceToRef(convertedColor: Color4): Color4;
  73691. /**
  73692. * Creates a new Color4 from the string containing valid hexadecimal values
  73693. * @param hex defines a string containing valid hexadecimal values
  73694. * @returns a new Color4 object
  73695. */
  73696. static FromHexString(hex: string): Color4;
  73697. /**
  73698. * Creates a new Color4 object set with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73699. * @param left defines the start value
  73700. * @param right defines the end value
  73701. * @param amount defines the gradient factor
  73702. * @returns a new Color4 object
  73703. */
  73704. static Lerp(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number): Color4;
  73705. /**
  73706. * Set the given "result" with the linearly interpolated values of "amount" between the left Color4 object and the right Color4 object
  73707. * @param left defines the start value
  73708. * @param right defines the end value
  73709. * @param amount defines the gradient factor
  73710. * @param result defines the Color4 object where to store data
  73711. */
  73712. static LerpToRef(left: DeepImmutable<Color4>, right: DeepImmutable<Color4>, amount: number, result: Color4): void;
  73713. /**
  73714. * Creates a new Color4 from a Color3 and an alpha value
  73715. * @param color3 defines the source Color3 to read from
  73716. * @param alpha defines the alpha component (1.0 by default)
  73717. * @returns a new Color4 object
  73718. */
  73719. static FromColor3(color3: DeepImmutable<Color3>, alpha?: number): Color4;
  73720. /**
  73721. * Creates a new Color4 from the starting index element of the given array
  73722. * @param array defines the source array to read from
  73723. * @param offset defines the offset in the source array
  73724. * @returns a new Color4 object
  73725. */
  73726. static FromArray(array: DeepImmutable<ArrayLike<number>>, offset?: number): Color4;
  73727. /**
  73728. * Creates a new Color3 from integer values (< 256)
  73729. * @param r defines the red component to read from (value between 0 and 255)
  73730. * @param g defines the green component to read from (value between 0 and 255)
  73731. * @param b defines the blue component to read from (value between 0 and 255)
  73732. * @param a defines the alpha component to read from (value between 0 and 255)
  73733. * @returns a new Color3 object
  73734. */
  73735. static FromInts(r: number, g: number, b: number, a: number): Color4;
  73736. /**
  73737. * Check the content of a given array and convert it to an array containing RGBA data
  73738. * If the original array was already containing count * 4 values then it is returned directly
  73739. * @param colors defines the array to check
  73740. * @param count defines the number of RGBA data to expect
  73741. * @returns an array containing count * 4 values (RGBA)
  73742. */
  73743. static CheckColors4(colors: number[], count: number): number[];
  73744. }
  73745. /**
  73746. * @hidden
  73747. */
  73748. export class TmpColors {
  73749. static Color3: Color3[];
  73750. static Color4: Color4[];
  73751. }
  73752. }
  73753. declare module BABYLON {
  73754. /**
  73755. * Defines an interface which represents an animation key frame
  73756. */
  73757. export interface IAnimationKey {
  73758. /**
  73759. * Frame of the key frame
  73760. */
  73761. frame: number;
  73762. /**
  73763. * Value at the specifies key frame
  73764. */
  73765. value: any;
  73766. /**
  73767. * The input tangent for the cubic hermite spline
  73768. */
  73769. inTangent?: any;
  73770. /**
  73771. * The output tangent for the cubic hermite spline
  73772. */
  73773. outTangent?: any;
  73774. /**
  73775. * The animation interpolation type
  73776. */
  73777. interpolation?: AnimationKeyInterpolation;
  73778. }
  73779. /**
  73780. * Enum for the animation key frame interpolation type
  73781. */
  73782. export enum AnimationKeyInterpolation {
  73783. /**
  73784. * Do not interpolate between keys and use the start key value only. Tangents are ignored
  73785. */
  73786. STEP = 1
  73787. }
  73788. }
  73789. declare module BABYLON {
  73790. /**
  73791. * Represents the range of an animation
  73792. */
  73793. export class AnimationRange {
  73794. /**The name of the animation range**/
  73795. name: string;
  73796. /**The starting frame of the animation */
  73797. from: number;
  73798. /**The ending frame of the animation*/
  73799. to: number;
  73800. /**
  73801. * Initializes the range of an animation
  73802. * @param name The name of the animation range
  73803. * @param from The starting frame of the animation
  73804. * @param to The ending frame of the animation
  73805. */
  73806. constructor(
  73807. /**The name of the animation range**/
  73808. name: string,
  73809. /**The starting frame of the animation */
  73810. from: number,
  73811. /**The ending frame of the animation*/
  73812. to: number);
  73813. /**
  73814. * Makes a copy of the animation range
  73815. * @returns A copy of the animation range
  73816. */
  73817. clone(): AnimationRange;
  73818. }
  73819. }
  73820. declare module BABYLON {
  73821. /**
  73822. * Composed of a frame, and an action function
  73823. */
  73824. export class AnimationEvent {
  73825. /** The frame for which the event is triggered **/
  73826. frame: number;
  73827. /** The event to perform when triggered **/
  73828. action: (currentFrame: number) => void;
  73829. /** Specifies if the event should be triggered only once**/
  73830. onlyOnce?: boolean | undefined;
  73831. /**
  73832. * Specifies if the animation event is done
  73833. */
  73834. isDone: boolean;
  73835. /**
  73836. * Initializes the animation event
  73837. * @param frame The frame for which the event is triggered
  73838. * @param action The event to perform when triggered
  73839. * @param onlyOnce Specifies if the event should be triggered only once
  73840. */
  73841. constructor(
  73842. /** The frame for which the event is triggered **/
  73843. frame: number,
  73844. /** The event to perform when triggered **/
  73845. action: (currentFrame: number) => void,
  73846. /** Specifies if the event should be triggered only once**/
  73847. onlyOnce?: boolean | undefined);
  73848. /** @hidden */
  73849. _clone(): AnimationEvent;
  73850. }
  73851. }
  73852. declare module BABYLON {
  73853. /**
  73854. * Interface used to define a behavior
  73855. */
  73856. export interface Behavior<T> {
  73857. /** gets or sets behavior's name */
  73858. name: string;
  73859. /**
  73860. * Function called when the behavior needs to be initialized (after attaching it to a target)
  73861. */
  73862. init(): void;
  73863. /**
  73864. * Called when the behavior is attached to a target
  73865. * @param target defines the target where the behavior is attached to
  73866. */
  73867. attach(target: T): void;
  73868. /**
  73869. * Called when the behavior is detached from its target
  73870. */
  73871. detach(): void;
  73872. }
  73873. /**
  73874. * Interface implemented by classes supporting behaviors
  73875. */
  73876. export interface IBehaviorAware<T> {
  73877. /**
  73878. * Attach a behavior
  73879. * @param behavior defines the behavior to attach
  73880. * @returns the current host
  73881. */
  73882. addBehavior(behavior: Behavior<T>): T;
  73883. /**
  73884. * Remove a behavior from the current object
  73885. * @param behavior defines the behavior to detach
  73886. * @returns the current host
  73887. */
  73888. removeBehavior(behavior: Behavior<T>): T;
  73889. /**
  73890. * Gets a behavior using its name to search
  73891. * @param name defines the name to search
  73892. * @returns the behavior or null if not found
  73893. */
  73894. getBehaviorByName(name: string): Nullable<Behavior<T>>;
  73895. }
  73896. }
  73897. declare module BABYLON {
  73898. /**
  73899. * Defines an array and its length.
  73900. * It can be helpfull to group result from both Arrays and smart arrays in one structure.
  73901. */
  73902. export interface ISmartArrayLike<T> {
  73903. /**
  73904. * The data of the array.
  73905. */
  73906. data: Array<T>;
  73907. /**
  73908. * The active length of the array.
  73909. */
  73910. length: number;
  73911. }
  73912. /**
  73913. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73914. */
  73915. export class SmartArray<T> implements ISmartArrayLike<T> {
  73916. /**
  73917. * The full set of data from the array.
  73918. */
  73919. data: Array<T>;
  73920. /**
  73921. * The active length of the array.
  73922. */
  73923. length: number;
  73924. protected _id: number;
  73925. /**
  73926. * Instantiates a Smart Array.
  73927. * @param capacity defines the default capacity of the array.
  73928. */
  73929. constructor(capacity: number);
  73930. /**
  73931. * Pushes a value at the end of the active data.
  73932. * @param value defines the object to push in the array.
  73933. */
  73934. push(value: T): void;
  73935. /**
  73936. * Iterates over the active data and apply the lambda to them.
  73937. * @param func defines the action to apply on each value.
  73938. */
  73939. forEach(func: (content: T) => void): void;
  73940. /**
  73941. * Sorts the full sets of data.
  73942. * @param compareFn defines the comparison function to apply.
  73943. */
  73944. sort(compareFn: (a: T, b: T) => number): void;
  73945. /**
  73946. * Resets the active data to an empty array.
  73947. */
  73948. reset(): void;
  73949. /**
  73950. * Releases all the data from the array as well as the array.
  73951. */
  73952. dispose(): void;
  73953. /**
  73954. * Concats the active data with a given array.
  73955. * @param array defines the data to concatenate with.
  73956. */
  73957. concat(array: any): void;
  73958. /**
  73959. * Returns the position of a value in the active data.
  73960. * @param value defines the value to find the index for
  73961. * @returns the index if found in the active data otherwise -1
  73962. */
  73963. indexOf(value: T): number;
  73964. /**
  73965. * Returns whether an element is part of the active data.
  73966. * @param value defines the value to look for
  73967. * @returns true if found in the active data otherwise false
  73968. */
  73969. contains(value: T): boolean;
  73970. private static _GlobalId;
  73971. }
  73972. /**
  73973. * Defines an GC Friendly array where the backfield array do not shrink to prevent over allocations.
  73974. * The data in this array can only be present once
  73975. */
  73976. export class SmartArrayNoDuplicate<T> extends SmartArray<T> {
  73977. private _duplicateId;
  73978. /**
  73979. * Pushes a value at the end of the active data.
  73980. * THIS DOES NOT PREVENT DUPPLICATE DATA
  73981. * @param value defines the object to push in the array.
  73982. */
  73983. push(value: T): void;
  73984. /**
  73985. * Pushes a value at the end of the active data.
  73986. * If the data is already present, it won t be added again
  73987. * @param value defines the object to push in the array.
  73988. * @returns true if added false if it was already present
  73989. */
  73990. pushNoDuplicate(value: T): boolean;
  73991. /**
  73992. * Resets the active data to an empty array.
  73993. */
  73994. reset(): void;
  73995. /**
  73996. * Concats the active data with a given array.
  73997. * This ensures no dupplicate will be present in the result.
  73998. * @param array defines the data to concatenate with.
  73999. */
  74000. concatWithNoDuplicate(array: any): void;
  74001. }
  74002. }
  74003. declare module BABYLON {
  74004. /**
  74005. * @ignore
  74006. * This is a list of all the different input types that are available in the application.
  74007. * Fo instance: ArcRotateCameraGamepadInput...
  74008. */
  74009. export var CameraInputTypes: {};
  74010. /**
  74011. * This is the contract to implement in order to create a new input class.
  74012. * Inputs are dealing with listening to user actions and moving the camera accordingly.
  74013. */
  74014. export interface ICameraInput<TCamera extends Camera> {
  74015. /**
  74016. * Defines the camera the input is attached to.
  74017. */
  74018. camera: Nullable<TCamera>;
  74019. /**
  74020. * Gets the class name of the current intput.
  74021. * @returns the class name
  74022. */
  74023. getClassName(): string;
  74024. /**
  74025. * Get the friendly name associated with the input class.
  74026. * @returns the input friendly name
  74027. */
  74028. getSimpleName(): string;
  74029. /**
  74030. * Attach the input controls to a specific dom element to get the input from.
  74031. * @param element Defines the element the controls should be listened from
  74032. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74033. */
  74034. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  74035. /**
  74036. * Detach the current controls from the specified dom element.
  74037. * @param element Defines the element to stop listening the inputs from
  74038. */
  74039. detachControl(element: Nullable<HTMLElement>): void;
  74040. /**
  74041. * Update the current camera state depending on the inputs that have been used this frame.
  74042. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74043. */
  74044. checkInputs?: () => void;
  74045. }
  74046. /**
  74047. * Represents a map of input types to input instance or input index to input instance.
  74048. */
  74049. export interface CameraInputsMap<TCamera extends Camera> {
  74050. /**
  74051. * Accessor to the input by input type.
  74052. */
  74053. [name: string]: ICameraInput<TCamera>;
  74054. /**
  74055. * Accessor to the input by input index.
  74056. */
  74057. [idx: number]: ICameraInput<TCamera>;
  74058. }
  74059. /**
  74060. * This represents the input manager used within a camera.
  74061. * It helps dealing with all the different kind of input attached to a camera.
  74062. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74063. */
  74064. export class CameraInputsManager<TCamera extends Camera> {
  74065. /**
  74066. * Defines the list of inputs attahed to the camera.
  74067. */
  74068. attached: CameraInputsMap<TCamera>;
  74069. /**
  74070. * Defines the dom element the camera is collecting inputs from.
  74071. * This is null if the controls have not been attached.
  74072. */
  74073. attachedElement: Nullable<HTMLElement>;
  74074. /**
  74075. * Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74076. */
  74077. noPreventDefault: boolean;
  74078. /**
  74079. * Defined the camera the input manager belongs to.
  74080. */
  74081. camera: TCamera;
  74082. /**
  74083. * Update the current camera state depending on the inputs that have been used this frame.
  74084. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  74085. */
  74086. checkInputs: () => void;
  74087. /**
  74088. * Instantiate a new Camera Input Manager.
  74089. * @param camera Defines the camera the input manager blongs to
  74090. */
  74091. constructor(camera: TCamera);
  74092. /**
  74093. * Add an input method to a camera
  74094. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  74095. * @param input camera input method
  74096. */
  74097. add(input: ICameraInput<TCamera>): void;
  74098. /**
  74099. * Remove a specific input method from a camera
  74100. * example: camera.inputs.remove(camera.inputs.attached.mouse);
  74101. * @param inputToRemove camera input method
  74102. */
  74103. remove(inputToRemove: ICameraInput<TCamera>): void;
  74104. /**
  74105. * Remove a specific input type from a camera
  74106. * example: camera.inputs.remove("ArcRotateCameraGamepadInput");
  74107. * @param inputType the type of the input to remove
  74108. */
  74109. removeByType(inputType: string): void;
  74110. private _addCheckInputs;
  74111. /**
  74112. * Attach the input controls to the currently attached dom element to listen the events from.
  74113. * @param input Defines the input to attach
  74114. */
  74115. attachInput(input: ICameraInput<TCamera>): void;
  74116. /**
  74117. * Attach the current manager inputs controls to a specific dom element to listen the events from.
  74118. * @param element Defines the dom element to collect the events from
  74119. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  74120. */
  74121. attachElement(element: HTMLElement, noPreventDefault?: boolean): void;
  74122. /**
  74123. * Detach the current manager inputs controls from a specific dom element.
  74124. * @param element Defines the dom element to collect the events from
  74125. * @param disconnect Defines whether the input should be removed from the current list of attached inputs
  74126. */
  74127. detachElement(element: HTMLElement, disconnect?: boolean): void;
  74128. /**
  74129. * Rebuild the dynamic inputCheck function from the current list of
  74130. * defined inputs in the manager.
  74131. */
  74132. rebuildInputCheck(): void;
  74133. /**
  74134. * Remove all attached input methods from a camera
  74135. */
  74136. clear(): void;
  74137. /**
  74138. * Serialize the current input manager attached to a camera.
  74139. * This ensures than once parsed,
  74140. * the input associated to the camera will be identical to the current ones
  74141. * @param serializedCamera Defines the camera serialization JSON the input serialization should write to
  74142. */
  74143. serialize(serializedCamera: any): void;
  74144. /**
  74145. * Parses an input manager serialized JSON to restore the previous list of inputs
  74146. * and states associated to a camera.
  74147. * @param parsedCamera Defines the JSON to parse
  74148. */
  74149. parse(parsedCamera: any): void;
  74150. }
  74151. }
  74152. declare module BABYLON {
  74153. /**
  74154. * Class used to store data that will be store in GPU memory
  74155. */
  74156. export class Buffer {
  74157. private _engine;
  74158. private _buffer;
  74159. /** @hidden */
  74160. _data: Nullable<DataArray>;
  74161. private _updatable;
  74162. private _instanced;
  74163. private _divisor;
  74164. /**
  74165. * Gets the byte stride.
  74166. */
  74167. readonly byteStride: number;
  74168. /**
  74169. * Constructor
  74170. * @param engine the engine
  74171. * @param data the data to use for this buffer
  74172. * @param updatable whether the data is updatable
  74173. * @param stride the stride (optional)
  74174. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74175. * @param instanced whether the buffer is instanced (optional)
  74176. * @param useBytes set to true if the stride in in bytes (optional)
  74177. * @param divisor sets an optional divisor for instances (1 by default)
  74178. */
  74179. constructor(engine: any, data: DataArray, updatable: boolean, stride?: number, postponeInternalCreation?: boolean, instanced?: boolean, useBytes?: boolean, divisor?: number);
  74180. /**
  74181. * Create a new VertexBuffer based on the current buffer
  74182. * @param kind defines the vertex buffer kind (position, normal, etc.)
  74183. * @param offset defines offset in the buffer (0 by default)
  74184. * @param size defines the size in floats of attributes (position is 3 for instance)
  74185. * @param stride defines the stride size in floats in the buffer (the offset to apply to reach next value when data is interleaved)
  74186. * @param instanced defines if the vertex buffer contains indexed data
  74187. * @param useBytes defines if the offset and stride are in bytes *
  74188. * @param divisor sets an optional divisor for instances (1 by default)
  74189. * @returns the new vertex buffer
  74190. */
  74191. createVertexBuffer(kind: string, offset: number, size: number, stride?: number, instanced?: boolean, useBytes?: boolean, divisor?: number): VertexBuffer;
  74192. /**
  74193. * Gets a boolean indicating if the Buffer is updatable?
  74194. * @returns true if the buffer is updatable
  74195. */
  74196. isUpdatable(): boolean;
  74197. /**
  74198. * Gets current buffer's data
  74199. * @returns a DataArray or null
  74200. */
  74201. getData(): Nullable<DataArray>;
  74202. /**
  74203. * Gets underlying native buffer
  74204. * @returns underlying native buffer
  74205. */
  74206. getBuffer(): Nullable<DataBuffer>;
  74207. /**
  74208. * Gets the stride in float32 units (i.e. byte stride / 4).
  74209. * May not be an integer if the byte stride is not divisible by 4.
  74210. * DEPRECATED. Use byteStride instead.
  74211. * @returns the stride in float32 units
  74212. */
  74213. getStrideSize(): number;
  74214. /**
  74215. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74216. * @param data defines the data to store
  74217. */
  74218. create(data?: Nullable<DataArray>): void;
  74219. /** @hidden */
  74220. _rebuild(): void;
  74221. /**
  74222. * Update current buffer data
  74223. * @param data defines the data to store
  74224. */
  74225. update(data: DataArray): void;
  74226. /**
  74227. * Updates the data directly.
  74228. * @param data the new data
  74229. * @param offset the new offset
  74230. * @param vertexCount the vertex count (optional)
  74231. * @param useBytes set to true if the offset is in bytes
  74232. */
  74233. updateDirectly(data: DataArray, offset: number, vertexCount?: number, useBytes?: boolean): void;
  74234. /**
  74235. * Release all resources
  74236. */
  74237. dispose(): void;
  74238. }
  74239. /**
  74240. * Specialized buffer used to store vertex data
  74241. */
  74242. export class VertexBuffer {
  74243. /** @hidden */
  74244. _buffer: Buffer;
  74245. private _kind;
  74246. private _size;
  74247. private _ownsBuffer;
  74248. private _instanced;
  74249. private _instanceDivisor;
  74250. /**
  74251. * The byte type.
  74252. */
  74253. static readonly BYTE: number;
  74254. /**
  74255. * The unsigned byte type.
  74256. */
  74257. static readonly UNSIGNED_BYTE: number;
  74258. /**
  74259. * The short type.
  74260. */
  74261. static readonly SHORT: number;
  74262. /**
  74263. * The unsigned short type.
  74264. */
  74265. static readonly UNSIGNED_SHORT: number;
  74266. /**
  74267. * The integer type.
  74268. */
  74269. static readonly INT: number;
  74270. /**
  74271. * The unsigned integer type.
  74272. */
  74273. static readonly UNSIGNED_INT: number;
  74274. /**
  74275. * The float type.
  74276. */
  74277. static readonly FLOAT: number;
  74278. /**
  74279. * Gets or sets the instance divisor when in instanced mode
  74280. */
  74281. instanceDivisor: number;
  74282. /**
  74283. * Gets the byte stride.
  74284. */
  74285. readonly byteStride: number;
  74286. /**
  74287. * Gets the byte offset.
  74288. */
  74289. readonly byteOffset: number;
  74290. /**
  74291. * Gets whether integer data values should be normalized into a certain range when being casted to a float.
  74292. */
  74293. readonly normalized: boolean;
  74294. /**
  74295. * Gets the data type of each component in the array.
  74296. */
  74297. readonly type: number;
  74298. /**
  74299. * Constructor
  74300. * @param engine the engine
  74301. * @param data the data to use for this vertex buffer
  74302. * @param kind the vertex buffer kind
  74303. * @param updatable whether the data is updatable
  74304. * @param postponeInternalCreation whether to postpone creating the internal WebGL buffer (optional)
  74305. * @param stride the stride (optional)
  74306. * @param instanced whether the buffer is instanced (optional)
  74307. * @param offset the offset of the data (optional)
  74308. * @param size the number of components (optional)
  74309. * @param type the type of the component (optional)
  74310. * @param normalized whether the data contains normalized data (optional)
  74311. * @param useBytes set to true if stride and offset are in bytes (optional)
  74312. * @param divisor defines the instance divisor to use (1 by default)
  74313. */
  74314. 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, divisor?: number);
  74315. /** @hidden */
  74316. _rebuild(): void;
  74317. /**
  74318. * Returns the kind of the VertexBuffer (string)
  74319. * @returns a string
  74320. */
  74321. getKind(): string;
  74322. /**
  74323. * Gets a boolean indicating if the VertexBuffer is updatable?
  74324. * @returns true if the buffer is updatable
  74325. */
  74326. isUpdatable(): boolean;
  74327. /**
  74328. * Gets current buffer's data
  74329. * @returns a DataArray or null
  74330. */
  74331. getData(): Nullable<DataArray>;
  74332. /**
  74333. * Gets underlying native buffer
  74334. * @returns underlying native buffer
  74335. */
  74336. getBuffer(): Nullable<DataBuffer>;
  74337. /**
  74338. * Gets the stride in float32 units (i.e. byte stride / 4).
  74339. * May not be an integer if the byte stride is not divisible by 4.
  74340. * DEPRECATED. Use byteStride instead.
  74341. * @returns the stride in float32 units
  74342. */
  74343. getStrideSize(): number;
  74344. /**
  74345. * Returns the offset as a multiple of the type byte length.
  74346. * DEPRECATED. Use byteOffset instead.
  74347. * @returns the offset in bytes
  74348. */
  74349. getOffset(): number;
  74350. /**
  74351. * Returns the number of components per vertex attribute (integer)
  74352. * @returns the size in float
  74353. */
  74354. getSize(): number;
  74355. /**
  74356. * Gets a boolean indicating is the internal buffer of the VertexBuffer is instanced
  74357. * @returns true if this buffer is instanced
  74358. */
  74359. getIsInstanced(): boolean;
  74360. /**
  74361. * Returns the instancing divisor, zero for non-instanced (integer).
  74362. * @returns a number
  74363. */
  74364. getInstanceDivisor(): number;
  74365. /**
  74366. * Store data into the buffer. If the buffer was already used it will be either recreated or updated depending on isUpdatable property
  74367. * @param data defines the data to store
  74368. */
  74369. create(data?: DataArray): void;
  74370. /**
  74371. * Updates the underlying buffer according to the passed numeric array or Float32Array.
  74372. * This function will create a new buffer if the current one is not updatable
  74373. * @param data defines the data to store
  74374. */
  74375. update(data: DataArray): void;
  74376. /**
  74377. * Updates directly the underlying WebGLBuffer according to the passed numeric array or Float32Array.
  74378. * Returns the directly updated WebGLBuffer.
  74379. * @param data the new data
  74380. * @param offset the new offset
  74381. * @param useBytes set to true if the offset is in bytes
  74382. */
  74383. updateDirectly(data: DataArray, offset: number, useBytes?: boolean): void;
  74384. /**
  74385. * Disposes the VertexBuffer and the underlying WebGLBuffer.
  74386. */
  74387. dispose(): void;
  74388. /**
  74389. * Enumerates each value of this vertex buffer as numbers.
  74390. * @param count the number of values to enumerate
  74391. * @param callback the callback function called for each value
  74392. */
  74393. forEach(count: number, callback: (value: number, index: number) => void): void;
  74394. /**
  74395. * Positions
  74396. */
  74397. static readonly PositionKind: string;
  74398. /**
  74399. * Normals
  74400. */
  74401. static readonly NormalKind: string;
  74402. /**
  74403. * Tangents
  74404. */
  74405. static readonly TangentKind: string;
  74406. /**
  74407. * Texture coordinates
  74408. */
  74409. static readonly UVKind: string;
  74410. /**
  74411. * Texture coordinates 2
  74412. */
  74413. static readonly UV2Kind: string;
  74414. /**
  74415. * Texture coordinates 3
  74416. */
  74417. static readonly UV3Kind: string;
  74418. /**
  74419. * Texture coordinates 4
  74420. */
  74421. static readonly UV4Kind: string;
  74422. /**
  74423. * Texture coordinates 5
  74424. */
  74425. static readonly UV5Kind: string;
  74426. /**
  74427. * Texture coordinates 6
  74428. */
  74429. static readonly UV6Kind: string;
  74430. /**
  74431. * Colors
  74432. */
  74433. static readonly ColorKind: string;
  74434. /**
  74435. * Matrix indices (for bones)
  74436. */
  74437. static readonly MatricesIndicesKind: string;
  74438. /**
  74439. * Matrix weights (for bones)
  74440. */
  74441. static readonly MatricesWeightsKind: string;
  74442. /**
  74443. * Additional matrix indices (for bones)
  74444. */
  74445. static readonly MatricesIndicesExtraKind: string;
  74446. /**
  74447. * Additional matrix weights (for bones)
  74448. */
  74449. static readonly MatricesWeightsExtraKind: string;
  74450. /**
  74451. * Deduces the stride given a kind.
  74452. * @param kind The kind string to deduce
  74453. * @returns The deduced stride
  74454. */
  74455. static DeduceStride(kind: string): number;
  74456. /**
  74457. * Gets the byte length of the given type.
  74458. * @param type the type
  74459. * @returns the number of bytes
  74460. */
  74461. static GetTypeByteLength(type: number): number;
  74462. /**
  74463. * Enumerates each value of the given parameters as numbers.
  74464. * @param data the data to enumerate
  74465. * @param byteOffset the byte offset of the data
  74466. * @param byteStride the byte stride of the data
  74467. * @param componentCount the number of components per element
  74468. * @param componentType the type of the component
  74469. * @param count the number of values to enumerate
  74470. * @param normalized whether the data is normalized
  74471. * @param callback the callback function called for each value
  74472. */
  74473. static ForEach(data: DataArray, byteOffset: number, byteStride: number, componentCount: number, componentType: number, count: number, normalized: boolean, callback: (value: number, index: number) => void): void;
  74474. private static _GetFloatValue;
  74475. }
  74476. }
  74477. declare module BABYLON {
  74478. /**
  74479. * @hidden
  74480. */
  74481. export class IntersectionInfo {
  74482. bu: Nullable<number>;
  74483. bv: Nullable<number>;
  74484. distance: number;
  74485. faceId: number;
  74486. subMeshId: number;
  74487. constructor(bu: Nullable<number>, bv: Nullable<number>, distance: number);
  74488. }
  74489. }
  74490. declare module BABYLON {
  74491. /**
  74492. * Represens a plane by the equation ax + by + cz + d = 0
  74493. */
  74494. export class Plane {
  74495. private static _TmpMatrix;
  74496. /**
  74497. * Normal of the plane (a,b,c)
  74498. */
  74499. normal: Vector3;
  74500. /**
  74501. * d component of the plane
  74502. */
  74503. d: number;
  74504. /**
  74505. * Creates a Plane object according to the given floats a, b, c, d and the plane equation : ax + by + cz + d = 0
  74506. * @param a a component of the plane
  74507. * @param b b component of the plane
  74508. * @param c c component of the plane
  74509. * @param d d component of the plane
  74510. */
  74511. constructor(a: number, b: number, c: number, d: number);
  74512. /**
  74513. * @returns the plane coordinates as a new array of 4 elements [a, b, c, d].
  74514. */
  74515. asArray(): number[];
  74516. /**
  74517. * @returns a new plane copied from the current Plane.
  74518. */
  74519. clone(): Plane;
  74520. /**
  74521. * @returns the string "Plane".
  74522. */
  74523. getClassName(): string;
  74524. /**
  74525. * @returns the Plane hash code.
  74526. */
  74527. getHashCode(): number;
  74528. /**
  74529. * Normalize the current Plane in place.
  74530. * @returns the updated Plane.
  74531. */
  74532. normalize(): Plane;
  74533. /**
  74534. * Applies a transformation the plane and returns the result
  74535. * @param transformation the transformation matrix to be applied to the plane
  74536. * @returns a new Plane as the result of the transformation of the current Plane by the given matrix.
  74537. */
  74538. transform(transformation: DeepImmutable<Matrix>): Plane;
  74539. /**
  74540. * Calcualtte the dot product between the point and the plane normal
  74541. * @param point point to calculate the dot product with
  74542. * @returns the dot product (float) of the point coordinates and the plane normal.
  74543. */
  74544. dotCoordinate(point: DeepImmutable<Vector3>): number;
  74545. /**
  74546. * Updates the current Plane from the plane defined by the three given points.
  74547. * @param point1 one of the points used to contruct the plane
  74548. * @param point2 one of the points used to contruct the plane
  74549. * @param point3 one of the points used to contruct the plane
  74550. * @returns the updated Plane.
  74551. */
  74552. copyFromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74553. /**
  74554. * Checks if the plane is facing a given direction
  74555. * @param direction the direction to check if the plane is facing
  74556. * @param epsilon value the dot product is compared against (returns true if dot <= epsilon)
  74557. * @returns True is the vector "direction" is the same side than the plane normal.
  74558. */
  74559. isFrontFacingTo(direction: DeepImmutable<Vector3>, epsilon: number): boolean;
  74560. /**
  74561. * Calculates the distance to a point
  74562. * @param point point to calculate distance to
  74563. * @returns the signed distance (float) from the given point to the Plane.
  74564. */
  74565. signedDistanceTo(point: DeepImmutable<Vector3>): number;
  74566. /**
  74567. * Creates a plane from an array
  74568. * @param array the array to create a plane from
  74569. * @returns a new Plane from the given array.
  74570. */
  74571. static FromArray(array: DeepImmutable<ArrayLike<number>>): Plane;
  74572. /**
  74573. * Creates a plane from three points
  74574. * @param point1 point used to create the plane
  74575. * @param point2 point used to create the plane
  74576. * @param point3 point used to create the plane
  74577. * @returns a new Plane defined by the three given points.
  74578. */
  74579. static FromPoints(point1: DeepImmutable<Vector3>, point2: DeepImmutable<Vector3>, point3: DeepImmutable<Vector3>): Plane;
  74580. /**
  74581. * Creates a plane from an origin point and a normal
  74582. * @param origin origin of the plane to be constructed
  74583. * @param normal normal of the plane to be constructed
  74584. * @returns a new Plane the normal vector to this plane at the given origin point.
  74585. * Note : the vector "normal" is updated because normalized.
  74586. */
  74587. static FromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>): Plane;
  74588. /**
  74589. * Calculates the distance from a plane and a point
  74590. * @param origin origin of the plane to be constructed
  74591. * @param normal normal of the plane to be constructed
  74592. * @param point point to calculate distance to
  74593. * @returns the signed distance between the plane defined by the normal vector at the "origin"" point and the given other point.
  74594. */
  74595. static SignedDistanceToPlaneFromPositionAndNormal(origin: DeepImmutable<Vector3>, normal: DeepImmutable<Vector3>, point: DeepImmutable<Vector3>): number;
  74596. }
  74597. }
  74598. declare module BABYLON {
  74599. /**
  74600. * Class used to store bounding sphere information
  74601. */
  74602. export class BoundingSphere {
  74603. /**
  74604. * Gets the center of the bounding sphere in local space
  74605. */
  74606. readonly center: Vector3;
  74607. /**
  74608. * Radius of the bounding sphere in local space
  74609. */
  74610. radius: number;
  74611. /**
  74612. * Gets the center of the bounding sphere in world space
  74613. */
  74614. readonly centerWorld: Vector3;
  74615. /**
  74616. * Radius of the bounding sphere in world space
  74617. */
  74618. radiusWorld: number;
  74619. /**
  74620. * Gets the minimum vector in local space
  74621. */
  74622. readonly minimum: Vector3;
  74623. /**
  74624. * Gets the maximum vector in local space
  74625. */
  74626. readonly maximum: Vector3;
  74627. private _worldMatrix;
  74628. private static readonly TmpVector3;
  74629. /**
  74630. * Creates a new bounding sphere
  74631. * @param min defines the minimum vector (in local space)
  74632. * @param max defines the maximum vector (in local space)
  74633. * @param worldMatrix defines the new world matrix
  74634. */
  74635. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74636. /**
  74637. * Recreates the entire bounding sphere from scratch as if we call the constructor in place
  74638. * @param min defines the new minimum vector (in local space)
  74639. * @param max defines the new maximum vector (in local space)
  74640. * @param worldMatrix defines the new world matrix
  74641. */
  74642. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74643. /**
  74644. * Scale the current bounding sphere by applying a scale factor
  74645. * @param factor defines the scale factor to apply
  74646. * @returns the current bounding box
  74647. */
  74648. scale(factor: number): BoundingSphere;
  74649. /**
  74650. * Gets the world matrix of the bounding box
  74651. * @returns a matrix
  74652. */
  74653. getWorldMatrix(): DeepImmutable<Matrix>;
  74654. /** @hidden */
  74655. _update(worldMatrix: DeepImmutable<Matrix>): void;
  74656. /**
  74657. * Tests if the bounding sphere is intersecting the frustum planes
  74658. * @param frustumPlanes defines the frustum planes to test
  74659. * @returns true if there is an intersection
  74660. */
  74661. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74662. /**
  74663. * Tests if the bounding sphere center is in between the frustum planes.
  74664. * Used for optimistic fast inclusion.
  74665. * @param frustumPlanes defines the frustum planes to test
  74666. * @returns true if the sphere center is in between the frustum planes
  74667. */
  74668. isCenterInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74669. /**
  74670. * Tests if a point is inside the bounding sphere
  74671. * @param point defines the point to test
  74672. * @returns true if the point is inside the bounding sphere
  74673. */
  74674. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74675. /**
  74676. * Checks if two sphere intersct
  74677. * @param sphere0 sphere 0
  74678. * @param sphere1 sphere 1
  74679. * @returns true if the speres intersect
  74680. */
  74681. static Intersects(sphere0: DeepImmutable<BoundingSphere>, sphere1: DeepImmutable<BoundingSphere>): boolean;
  74682. }
  74683. }
  74684. declare module BABYLON {
  74685. /**
  74686. * Class used to store bounding box information
  74687. */
  74688. export class BoundingBox implements ICullable {
  74689. /**
  74690. * Gets the 8 vectors representing the bounding box in local space
  74691. */
  74692. readonly vectors: Vector3[];
  74693. /**
  74694. * Gets the center of the bounding box in local space
  74695. */
  74696. readonly center: Vector3;
  74697. /**
  74698. * Gets the center of the bounding box in world space
  74699. */
  74700. readonly centerWorld: Vector3;
  74701. /**
  74702. * Gets the extend size in local space
  74703. */
  74704. readonly extendSize: Vector3;
  74705. /**
  74706. * Gets the extend size in world space
  74707. */
  74708. readonly extendSizeWorld: Vector3;
  74709. /**
  74710. * Gets the OBB (object bounding box) directions
  74711. */
  74712. readonly directions: Vector3[];
  74713. /**
  74714. * Gets the 8 vectors representing the bounding box in world space
  74715. */
  74716. readonly vectorsWorld: Vector3[];
  74717. /**
  74718. * Gets the minimum vector in world space
  74719. */
  74720. readonly minimumWorld: Vector3;
  74721. /**
  74722. * Gets the maximum vector in world space
  74723. */
  74724. readonly maximumWorld: Vector3;
  74725. /**
  74726. * Gets the minimum vector in local space
  74727. */
  74728. readonly minimum: Vector3;
  74729. /**
  74730. * Gets the maximum vector in local space
  74731. */
  74732. readonly maximum: Vector3;
  74733. private _worldMatrix;
  74734. private static readonly TmpVector3;
  74735. /**
  74736. * @hidden
  74737. */
  74738. _tag: number;
  74739. /**
  74740. * Creates a new bounding box
  74741. * @param min defines the minimum vector (in local space)
  74742. * @param max defines the maximum vector (in local space)
  74743. * @param worldMatrix defines the new world matrix
  74744. */
  74745. constructor(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74746. /**
  74747. * Recreates the entire bounding box from scratch as if we call the constructor in place
  74748. * @param min defines the new minimum vector (in local space)
  74749. * @param max defines the new maximum vector (in local space)
  74750. * @param worldMatrix defines the new world matrix
  74751. */
  74752. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74753. /**
  74754. * Scale the current bounding box by applying a scale factor
  74755. * @param factor defines the scale factor to apply
  74756. * @returns the current bounding box
  74757. */
  74758. scale(factor: number): BoundingBox;
  74759. /**
  74760. * Gets the world matrix of the bounding box
  74761. * @returns a matrix
  74762. */
  74763. getWorldMatrix(): DeepImmutable<Matrix>;
  74764. /** @hidden */
  74765. _update(world: DeepImmutable<Matrix>): void;
  74766. /**
  74767. * Tests if the bounding box is intersecting the frustum planes
  74768. * @param frustumPlanes defines the frustum planes to test
  74769. * @returns true if there is an intersection
  74770. */
  74771. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74772. /**
  74773. * Tests if the bounding box is entirely inside the frustum planes
  74774. * @param frustumPlanes defines the frustum planes to test
  74775. * @returns true if there is an inclusion
  74776. */
  74777. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74778. /**
  74779. * Tests if a point is inside the bounding box
  74780. * @param point defines the point to test
  74781. * @returns true if the point is inside the bounding box
  74782. */
  74783. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74784. /**
  74785. * Tests if the bounding box intersects with a bounding sphere
  74786. * @param sphere defines the sphere to test
  74787. * @returns true if there is an intersection
  74788. */
  74789. intersectsSphere(sphere: DeepImmutable<BoundingSphere>): boolean;
  74790. /**
  74791. * Tests if the bounding box intersects with a box defined by a min and max vectors
  74792. * @param min defines the min vector to use
  74793. * @param max defines the max vector to use
  74794. * @returns true if there is an intersection
  74795. */
  74796. intersectsMinMax(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>): boolean;
  74797. /**
  74798. * Tests if two bounding boxes are intersections
  74799. * @param box0 defines the first box to test
  74800. * @param box1 defines the second box to test
  74801. * @returns true if there is an intersection
  74802. */
  74803. static Intersects(box0: DeepImmutable<BoundingBox>, box1: DeepImmutable<BoundingBox>): boolean;
  74804. /**
  74805. * Tests if a bounding box defines by a min/max vectors intersects a sphere
  74806. * @param minPoint defines the minimum vector of the bounding box
  74807. * @param maxPoint defines the maximum vector of the bounding box
  74808. * @param sphereCenter defines the sphere center
  74809. * @param sphereRadius defines the sphere radius
  74810. * @returns true if there is an intersection
  74811. */
  74812. static IntersectsSphere(minPoint: DeepImmutable<Vector3>, maxPoint: DeepImmutable<Vector3>, sphereCenter: DeepImmutable<Vector3>, sphereRadius: number): boolean;
  74813. /**
  74814. * Tests if a bounding box defined with 8 vectors is entirely inside frustum planes
  74815. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74816. * @param frustumPlanes defines the frustum planes to test
  74817. * @return true if there is an inclusion
  74818. */
  74819. static IsCompletelyInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74820. /**
  74821. * Tests if a bounding box defined with 8 vectors intersects frustum planes
  74822. * @param boundingVectors defines an array of 8 vectors representing a bounding box
  74823. * @param frustumPlanes defines the frustum planes to test
  74824. * @return true if there is an intersection
  74825. */
  74826. static IsInFrustum(boundingVectors: Array<DeepImmutable<Vector3>>, frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74827. }
  74828. }
  74829. declare module BABYLON {
  74830. /** @hidden */
  74831. export class Collider {
  74832. /** Define if a collision was found */
  74833. collisionFound: boolean;
  74834. /**
  74835. * Define last intersection point in local space
  74836. */
  74837. intersectionPoint: Vector3;
  74838. /**
  74839. * Define last collided mesh
  74840. */
  74841. collidedMesh: Nullable<AbstractMesh>;
  74842. private _collisionPoint;
  74843. private _planeIntersectionPoint;
  74844. private _tempVector;
  74845. private _tempVector2;
  74846. private _tempVector3;
  74847. private _tempVector4;
  74848. private _edge;
  74849. private _baseToVertex;
  74850. private _destinationPoint;
  74851. private _slidePlaneNormal;
  74852. private _displacementVector;
  74853. /** @hidden */
  74854. _radius: Vector3;
  74855. /** @hidden */
  74856. _retry: number;
  74857. private _velocity;
  74858. private _basePoint;
  74859. private _epsilon;
  74860. /** @hidden */
  74861. _velocityWorldLength: number;
  74862. /** @hidden */
  74863. _basePointWorld: Vector3;
  74864. private _velocityWorld;
  74865. private _normalizedVelocity;
  74866. /** @hidden */
  74867. _initialVelocity: Vector3;
  74868. /** @hidden */
  74869. _initialPosition: Vector3;
  74870. private _nearestDistance;
  74871. private _collisionMask;
  74872. collisionMask: number;
  74873. /**
  74874. * Gets the plane normal used to compute the sliding response (in local space)
  74875. */
  74876. readonly slidePlaneNormal: Vector3;
  74877. /** @hidden */
  74878. _initialize(source: Vector3, dir: Vector3, e: number): void;
  74879. /** @hidden */
  74880. _checkPointInTriangle(point: Vector3, pa: Vector3, pb: Vector3, pc: Vector3, n: Vector3): boolean;
  74881. /** @hidden */
  74882. _canDoCollision(sphereCenter: Vector3, sphereRadius: number, vecMin: Vector3, vecMax: Vector3): boolean;
  74883. /** @hidden */
  74884. _testTriangle(faceIndex: number, trianglePlaneArray: Array<Plane>, p1: Vector3, p2: Vector3, p3: Vector3, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74885. /** @hidden */
  74886. _collide(trianglePlaneArray: Array<Plane>, pts: Vector3[], indices: IndicesArray, indexStart: number, indexEnd: number, decal: number, hasMaterial: boolean, hostMesh: AbstractMesh): void;
  74887. /** @hidden */
  74888. _getResponse(pos: Vector3, vel: Vector3): void;
  74889. }
  74890. }
  74891. declare module BABYLON {
  74892. /**
  74893. * Interface for cullable objects
  74894. * @see https://doc.babylonjs.com/babylon101/materials#back-face-culling
  74895. */
  74896. export interface ICullable {
  74897. /**
  74898. * Checks if the object or part of the object is in the frustum
  74899. * @param frustumPlanes Camera near/planes
  74900. * @returns true if the object is in frustum otherwise false
  74901. */
  74902. isInFrustum(frustumPlanes: Plane[]): boolean;
  74903. /**
  74904. * Checks if a cullable object (mesh...) is in the camera frustum
  74905. * Unlike isInFrustum this cheks the full bounding box
  74906. * @param frustumPlanes Camera near/planes
  74907. * @returns true if the object is in frustum otherwise false
  74908. */
  74909. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  74910. }
  74911. /**
  74912. * Info for a bounding data of a mesh
  74913. */
  74914. export class BoundingInfo implements ICullable {
  74915. /**
  74916. * Bounding box for the mesh
  74917. */
  74918. readonly boundingBox: BoundingBox;
  74919. /**
  74920. * Bounding sphere for the mesh
  74921. */
  74922. readonly boundingSphere: BoundingSphere;
  74923. private _isLocked;
  74924. private static readonly TmpVector3;
  74925. /**
  74926. * Constructs bounding info
  74927. * @param minimum min vector of the bounding box/sphere
  74928. * @param maximum max vector of the bounding box/sphere
  74929. * @param worldMatrix defines the new world matrix
  74930. */
  74931. constructor(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>);
  74932. /**
  74933. * Recreates the entire bounding info from scratch as if we call the constructor in place
  74934. * @param min defines the new minimum vector (in local space)
  74935. * @param max defines the new maximum vector (in local space)
  74936. * @param worldMatrix defines the new world matrix
  74937. */
  74938. reConstruct(min: DeepImmutable<Vector3>, max: DeepImmutable<Vector3>, worldMatrix?: DeepImmutable<Matrix>): void;
  74939. /**
  74940. * min vector of the bounding box/sphere
  74941. */
  74942. readonly minimum: Vector3;
  74943. /**
  74944. * max vector of the bounding box/sphere
  74945. */
  74946. readonly maximum: Vector3;
  74947. /**
  74948. * If the info is locked and won't be updated to avoid perf overhead
  74949. */
  74950. isLocked: boolean;
  74951. /**
  74952. * Updates the bounding sphere and box
  74953. * @param world world matrix to be used to update
  74954. */
  74955. update(world: DeepImmutable<Matrix>): void;
  74956. /**
  74957. * Recreate the bounding info to be centered around a specific point given a specific extend.
  74958. * @param center New center of the bounding info
  74959. * @param extend New extend of the bounding info
  74960. * @returns the current bounding info
  74961. */
  74962. centerOn(center: DeepImmutable<Vector3>, extend: DeepImmutable<Vector3>): BoundingInfo;
  74963. /**
  74964. * Scale the current bounding info by applying a scale factor
  74965. * @param factor defines the scale factor to apply
  74966. * @returns the current bounding info
  74967. */
  74968. scale(factor: number): BoundingInfo;
  74969. /**
  74970. * Returns `true` if the bounding info is within the frustum defined by the passed array of planes.
  74971. * @param frustumPlanes defines the frustum to test
  74972. * @param strategy defines the strategy to use for the culling (default is BABYLON.AbstractMesh.CULLINGSTRATEGY_STANDARD)
  74973. * @returns true if the bounding info is in the frustum planes
  74974. */
  74975. isInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>, strategy?: number): boolean;
  74976. /**
  74977. * Gets the world distance between the min and max points of the bounding box
  74978. */
  74979. readonly diagonalLength: number;
  74980. /**
  74981. * Checks if a cullable object (mesh...) is in the camera frustum
  74982. * Unlike isInFrustum this cheks the full bounding box
  74983. * @param frustumPlanes Camera near/planes
  74984. * @returns true if the object is in frustum otherwise false
  74985. */
  74986. isCompletelyInFrustum(frustumPlanes: Array<DeepImmutable<Plane>>): boolean;
  74987. /** @hidden */
  74988. _checkCollision(collider: Collider): boolean;
  74989. /**
  74990. * Checks if a point is inside the bounding box and bounding sphere or the mesh
  74991. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74992. * @param point the point to check intersection with
  74993. * @returns if the point intersects
  74994. */
  74995. intersectsPoint(point: DeepImmutable<Vector3>): boolean;
  74996. /**
  74997. * Checks if another bounding info intersects the bounding box and bounding sphere or the mesh
  74998. * @see https://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  74999. * @param boundingInfo the bounding info to check intersection with
  75000. * @param precise if the intersection should be done using OBB
  75001. * @returns if the bounding info intersects
  75002. */
  75003. intersects(boundingInfo: DeepImmutable<BoundingInfo>, precise: boolean): boolean;
  75004. }
  75005. }
  75006. declare module BABYLON {
  75007. /**
  75008. * Extracts minimum and maximum values from a list of indexed positions
  75009. * @param positions defines the positions to use
  75010. * @param indices defines the indices to the positions
  75011. * @param indexStart defines the start index
  75012. * @param indexCount defines the end index
  75013. * @param bias defines bias value to add to the result
  75014. * @return minimum and maximum values
  75015. */
  75016. export function extractMinAndMaxIndexed(positions: FloatArray, indices: IndicesArray, indexStart: number, indexCount: number, bias?: Nullable<Vector2>): {
  75017. minimum: Vector3;
  75018. maximum: Vector3;
  75019. };
  75020. /**
  75021. * Extracts minimum and maximum values from a list of positions
  75022. * @param positions defines the positions to use
  75023. * @param start defines the start index in the positions array
  75024. * @param count defines the number of positions to handle
  75025. * @param bias defines bias value to add to the result
  75026. * @param stride defines the stride size to use (distance between two positions in the positions array)
  75027. * @return minimum and maximum values
  75028. */
  75029. export function extractMinAndMax(positions: FloatArray, start: number, count: number, bias?: Nullable<Vector2>, stride?: number): {
  75030. minimum: Vector3;
  75031. maximum: Vector3;
  75032. };
  75033. }
  75034. declare module BABYLON {
  75035. /** @hidden */
  75036. export class WebGLDataBuffer extends DataBuffer {
  75037. private _buffer;
  75038. constructor(resource: WebGLBuffer);
  75039. readonly underlyingResource: any;
  75040. }
  75041. }
  75042. declare module BABYLON {
  75043. /** @hidden */
  75044. export class WebGLPipelineContext implements IPipelineContext {
  75045. engine: ThinEngine;
  75046. program: Nullable<WebGLProgram>;
  75047. context?: WebGLRenderingContext;
  75048. vertexShader?: WebGLShader;
  75049. fragmentShader?: WebGLShader;
  75050. isParallelCompiled: boolean;
  75051. onCompiled?: () => void;
  75052. transformFeedback?: WebGLTransformFeedback | null;
  75053. readonly isAsync: boolean;
  75054. readonly isReady: boolean;
  75055. _handlesSpectorRebuildCallback(onCompiled: (program: WebGLProgram) => void): void;
  75056. }
  75057. }
  75058. declare module BABYLON {
  75059. interface ThinEngine {
  75060. /**
  75061. * Create an uniform buffer
  75062. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75063. * @param elements defines the content of the uniform buffer
  75064. * @returns the webGL uniform buffer
  75065. */
  75066. createUniformBuffer(elements: FloatArray): DataBuffer;
  75067. /**
  75068. * Create a dynamic uniform buffer
  75069. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75070. * @param elements defines the content of the uniform buffer
  75071. * @returns the webGL uniform buffer
  75072. */
  75073. createDynamicUniformBuffer(elements: FloatArray): DataBuffer;
  75074. /**
  75075. * Update an existing uniform buffer
  75076. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  75077. * @param uniformBuffer defines the target uniform buffer
  75078. * @param elements defines the content to update
  75079. * @param offset defines the offset in the uniform buffer where update should start
  75080. * @param count defines the size of the data to update
  75081. */
  75082. updateUniformBuffer(uniformBuffer: DataBuffer, elements: FloatArray, offset?: number, count?: number): void;
  75083. /**
  75084. * Bind an uniform buffer to the current webGL context
  75085. * @param buffer defines the buffer to bind
  75086. */
  75087. bindUniformBuffer(buffer: Nullable<DataBuffer>): void;
  75088. /**
  75089. * Bind a buffer to the current webGL context at a given location
  75090. * @param buffer defines the buffer to bind
  75091. * @param location defines the index where to bind the buffer
  75092. */
  75093. bindUniformBufferBase(buffer: DataBuffer, location: number): void;
  75094. /**
  75095. * Bind a specific block at a given index in a specific shader program
  75096. * @param pipelineContext defines the pipeline context to use
  75097. * @param blockName defines the block name
  75098. * @param index defines the index where to bind the block
  75099. */
  75100. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  75101. }
  75102. }
  75103. declare module BABYLON {
  75104. /**
  75105. * Uniform buffer objects.
  75106. *
  75107. * Handles blocks of uniform on the GPU.
  75108. *
  75109. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75110. *
  75111. * For more information, please refer to :
  75112. * https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75113. */
  75114. export class UniformBuffer {
  75115. private _engine;
  75116. private _buffer;
  75117. private _data;
  75118. private _bufferData;
  75119. private _dynamic?;
  75120. private _uniformLocations;
  75121. private _uniformSizes;
  75122. private _uniformLocationPointer;
  75123. private _needSync;
  75124. private _noUBO;
  75125. private _currentEffect;
  75126. /** @hidden */
  75127. _alreadyBound: boolean;
  75128. private static _MAX_UNIFORM_SIZE;
  75129. private static _tempBuffer;
  75130. /**
  75131. * Lambda to Update a 3x3 Matrix in a uniform buffer.
  75132. * This is dynamic to allow compat with webgl 1 and 2.
  75133. * You will need to pass the name of the uniform as well as the value.
  75134. */
  75135. updateMatrix3x3: (name: string, matrix: Float32Array) => void;
  75136. /**
  75137. * Lambda to Update a 2x2 Matrix in a uniform buffer.
  75138. * This is dynamic to allow compat with webgl 1 and 2.
  75139. * You will need to pass the name of the uniform as well as the value.
  75140. */
  75141. updateMatrix2x2: (name: string, matrix: Float32Array) => void;
  75142. /**
  75143. * Lambda to Update a single float in a uniform buffer.
  75144. * This is dynamic to allow compat with webgl 1 and 2.
  75145. * You will need to pass the name of the uniform as well as the value.
  75146. */
  75147. updateFloat: (name: string, x: number) => void;
  75148. /**
  75149. * Lambda to Update a vec2 of float in a uniform buffer.
  75150. * This is dynamic to allow compat with webgl 1 and 2.
  75151. * You will need to pass the name of the uniform as well as the value.
  75152. */
  75153. updateFloat2: (name: string, x: number, y: number, suffix?: string) => void;
  75154. /**
  75155. * Lambda to Update a vec3 of float in a uniform buffer.
  75156. * This is dynamic to allow compat with webgl 1 and 2.
  75157. * You will need to pass the name of the uniform as well as the value.
  75158. */
  75159. updateFloat3: (name: string, x: number, y: number, z: number, suffix?: string) => void;
  75160. /**
  75161. * Lambda to Update a vec4 of float in a uniform buffer.
  75162. * This is dynamic to allow compat with webgl 1 and 2.
  75163. * You will need to pass the name of the uniform as well as the value.
  75164. */
  75165. updateFloat4: (name: string, x: number, y: number, z: number, w: number, suffix?: string) => void;
  75166. /**
  75167. * Lambda to Update a 4x4 Matrix in a uniform buffer.
  75168. * This is dynamic to allow compat with webgl 1 and 2.
  75169. * You will need to pass the name of the uniform as well as the value.
  75170. */
  75171. updateMatrix: (name: string, mat: Matrix) => void;
  75172. /**
  75173. * Lambda to Update vec3 of float from a Vector in a uniform buffer.
  75174. * This is dynamic to allow compat with webgl 1 and 2.
  75175. * You will need to pass the name of the uniform as well as the value.
  75176. */
  75177. updateVector3: (name: string, vector: Vector3) => void;
  75178. /**
  75179. * Lambda to Update vec4 of float from a Vector in a uniform buffer.
  75180. * This is dynamic to allow compat with webgl 1 and 2.
  75181. * You will need to pass the name of the uniform as well as the value.
  75182. */
  75183. updateVector4: (name: string, vector: Vector4) => void;
  75184. /**
  75185. * Lambda to Update vec3 of float from a Color in a uniform buffer.
  75186. * This is dynamic to allow compat with webgl 1 and 2.
  75187. * You will need to pass the name of the uniform as well as the value.
  75188. */
  75189. updateColor3: (name: string, color: Color3, suffix?: string) => void;
  75190. /**
  75191. * Lambda to Update vec4 of float from a Color in a uniform buffer.
  75192. * This is dynamic to allow compat with webgl 1 and 2.
  75193. * You will need to pass the name of the uniform as well as the value.
  75194. */
  75195. updateColor4: (name: string, color: Color3, alpha: number, suffix?: string) => void;
  75196. /**
  75197. * Instantiates a new Uniform buffer objects.
  75198. *
  75199. * Handles blocks of uniform on the GPU.
  75200. *
  75201. * If WebGL 2 is not available, this class falls back on traditionnal setUniformXXX calls.
  75202. *
  75203. * For more information, please refer to :
  75204. * @see https://www.khronos.org/opengl/wiki/Uniform_Buffer_Object
  75205. * @param engine Define the engine the buffer is associated with
  75206. * @param data Define the data contained in the buffer
  75207. * @param dynamic Define if the buffer is updatable
  75208. */
  75209. constructor(engine: Engine, data?: number[], dynamic?: boolean);
  75210. /**
  75211. * Indicates if the buffer is using the WebGL2 UBO implementation,
  75212. * or just falling back on setUniformXXX calls.
  75213. */
  75214. readonly useUbo: boolean;
  75215. /**
  75216. * Indicates if the WebGL underlying uniform buffer is in sync
  75217. * with the javascript cache data.
  75218. */
  75219. readonly isSync: boolean;
  75220. /**
  75221. * Indicates if the WebGL underlying uniform buffer is dynamic.
  75222. * Also, a dynamic UniformBuffer will disable cache verification and always
  75223. * update the underlying WebGL uniform buffer to the GPU.
  75224. * @returns if Dynamic, otherwise false
  75225. */
  75226. isDynamic(): boolean;
  75227. /**
  75228. * The data cache on JS side.
  75229. * @returns the underlying data as a float array
  75230. */
  75231. getData(): Float32Array;
  75232. /**
  75233. * The underlying WebGL Uniform buffer.
  75234. * @returns the webgl buffer
  75235. */
  75236. getBuffer(): Nullable<DataBuffer>;
  75237. /**
  75238. * std140 layout specifies how to align data within an UBO structure.
  75239. * See https://khronos.org/registry/OpenGL/specs/gl/glspec45.core.pdf#page=159
  75240. * for specs.
  75241. */
  75242. private _fillAlignment;
  75243. /**
  75244. * Adds an uniform in the buffer.
  75245. * Warning : the subsequents calls of this function must be in the same order as declared in the shader
  75246. * for the layout to be correct !
  75247. * @param name Name of the uniform, as used in the uniform block in the shader.
  75248. * @param size Data size, or data directly.
  75249. */
  75250. addUniform(name: string, size: number | number[]): void;
  75251. /**
  75252. * Adds a Matrix 4x4 to the uniform buffer.
  75253. * @param name Name of the uniform, as used in the uniform block in the shader.
  75254. * @param mat A 4x4 matrix.
  75255. */
  75256. addMatrix(name: string, mat: Matrix): void;
  75257. /**
  75258. * Adds a vec2 to the uniform buffer.
  75259. * @param name Name of the uniform, as used in the uniform block in the shader.
  75260. * @param x Define the x component value of the vec2
  75261. * @param y Define the y component value of the vec2
  75262. */
  75263. addFloat2(name: string, x: number, y: number): void;
  75264. /**
  75265. * Adds a vec3 to the uniform buffer.
  75266. * @param name Name of the uniform, as used in the uniform block in the shader.
  75267. * @param x Define the x component value of the vec3
  75268. * @param y Define the y component value of the vec3
  75269. * @param z Define the z component value of the vec3
  75270. */
  75271. addFloat3(name: string, x: number, y: number, z: number): void;
  75272. /**
  75273. * Adds a vec3 to the uniform buffer.
  75274. * @param name Name of the uniform, as used in the uniform block in the shader.
  75275. * @param color Define the vec3 from a Color
  75276. */
  75277. addColor3(name: string, color: Color3): void;
  75278. /**
  75279. * Adds a vec4 to the uniform buffer.
  75280. * @param name Name of the uniform, as used in the uniform block in the shader.
  75281. * @param color Define the rgb components from a Color
  75282. * @param alpha Define the a component of the vec4
  75283. */
  75284. addColor4(name: string, color: Color3, alpha: number): void;
  75285. /**
  75286. * Adds a vec3 to the uniform buffer.
  75287. * @param name Name of the uniform, as used in the uniform block in the shader.
  75288. * @param vector Define the vec3 components from a Vector
  75289. */
  75290. addVector3(name: string, vector: Vector3): void;
  75291. /**
  75292. * Adds a Matrix 3x3 to the uniform buffer.
  75293. * @param name Name of the uniform, as used in the uniform block in the shader.
  75294. */
  75295. addMatrix3x3(name: string): void;
  75296. /**
  75297. * Adds a Matrix 2x2 to the uniform buffer.
  75298. * @param name Name of the uniform, as used in the uniform block in the shader.
  75299. */
  75300. addMatrix2x2(name: string): void;
  75301. /**
  75302. * Effectively creates the WebGL Uniform Buffer, once layout is completed with `addUniform`.
  75303. */
  75304. create(): void;
  75305. /** @hidden */
  75306. _rebuild(): void;
  75307. /**
  75308. * Updates the WebGL Uniform Buffer on the GPU.
  75309. * If the `dynamic` flag is set to true, no cache comparison is done.
  75310. * Otherwise, the buffer will be updated only if the cache differs.
  75311. */
  75312. update(): void;
  75313. /**
  75314. * Updates the value of an uniform. The `update` method must be called afterwards to make it effective in the GPU.
  75315. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75316. * @param data Define the flattened data
  75317. * @param size Define the size of the data.
  75318. */
  75319. updateUniform(uniformName: string, data: FloatArray, size: number): void;
  75320. private _valueCache;
  75321. private _cacheMatrix;
  75322. private _updateMatrix3x3ForUniform;
  75323. private _updateMatrix3x3ForEffect;
  75324. private _updateMatrix2x2ForEffect;
  75325. private _updateMatrix2x2ForUniform;
  75326. private _updateFloatForEffect;
  75327. private _updateFloatForUniform;
  75328. private _updateFloat2ForEffect;
  75329. private _updateFloat2ForUniform;
  75330. private _updateFloat3ForEffect;
  75331. private _updateFloat3ForUniform;
  75332. private _updateFloat4ForEffect;
  75333. private _updateFloat4ForUniform;
  75334. private _updateMatrixForEffect;
  75335. private _updateMatrixForUniform;
  75336. private _updateVector3ForEffect;
  75337. private _updateVector3ForUniform;
  75338. private _updateVector4ForEffect;
  75339. private _updateVector4ForUniform;
  75340. private _updateColor3ForEffect;
  75341. private _updateColor3ForUniform;
  75342. private _updateColor4ForEffect;
  75343. private _updateColor4ForUniform;
  75344. /**
  75345. * Sets a sampler uniform on the effect.
  75346. * @param name Define the name of the sampler.
  75347. * @param texture Define the texture to set in the sampler
  75348. */
  75349. setTexture(name: string, texture: Nullable<BaseTexture>): void;
  75350. /**
  75351. * Directly updates the value of the uniform in the cache AND on the GPU.
  75352. * @param uniformName Define the name of the uniform, as used in the uniform block in the shader.
  75353. * @param data Define the flattened data
  75354. */
  75355. updateUniformDirectly(uniformName: string, data: FloatArray): void;
  75356. /**
  75357. * Binds this uniform buffer to an effect.
  75358. * @param effect Define the effect to bind the buffer to
  75359. * @param name Name of the uniform block in the shader.
  75360. */
  75361. bindToEffect(effect: Effect, name: string): void;
  75362. /**
  75363. * Disposes the uniform buffer.
  75364. */
  75365. dispose(): void;
  75366. }
  75367. }
  75368. declare module BABYLON {
  75369. /**
  75370. * Enum that determines the text-wrapping mode to use.
  75371. */
  75372. export enum InspectableType {
  75373. /**
  75374. * Checkbox for booleans
  75375. */
  75376. Checkbox = 0,
  75377. /**
  75378. * Sliders for numbers
  75379. */
  75380. Slider = 1,
  75381. /**
  75382. * Vector3
  75383. */
  75384. Vector3 = 2,
  75385. /**
  75386. * Quaternions
  75387. */
  75388. Quaternion = 3,
  75389. /**
  75390. * Color3
  75391. */
  75392. Color3 = 4,
  75393. /**
  75394. * String
  75395. */
  75396. String = 5
  75397. }
  75398. /**
  75399. * Interface used to define custom inspectable properties.
  75400. * This interface is used by the inspector to display custom property grids
  75401. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  75402. */
  75403. export interface IInspectable {
  75404. /**
  75405. * Gets the label to display
  75406. */
  75407. label: string;
  75408. /**
  75409. * Gets the name of the property to edit
  75410. */
  75411. propertyName: string;
  75412. /**
  75413. * Gets the type of the editor to use
  75414. */
  75415. type: InspectableType;
  75416. /**
  75417. * Gets the minimum value of the property when using in "slider" mode
  75418. */
  75419. min?: number;
  75420. /**
  75421. * Gets the maximum value of the property when using in "slider" mode
  75422. */
  75423. max?: number;
  75424. /**
  75425. * Gets the setp to use when using in "slider" mode
  75426. */
  75427. step?: number;
  75428. }
  75429. }
  75430. declare module BABYLON {
  75431. /**
  75432. * Class used to provide helper for timing
  75433. */
  75434. export class TimingTools {
  75435. /**
  75436. * Polyfill for setImmediate
  75437. * @param action defines the action to execute after the current execution block
  75438. */
  75439. static SetImmediate(action: () => void): void;
  75440. }
  75441. }
  75442. declare module BABYLON {
  75443. /**
  75444. * Class used to enable instatition of objects by class name
  75445. */
  75446. export class InstantiationTools {
  75447. /**
  75448. * Use this object to register external classes like custom textures or material
  75449. * to allow the laoders to instantiate them
  75450. */
  75451. static RegisteredExternalClasses: {
  75452. [key: string]: Object;
  75453. };
  75454. /**
  75455. * Tries to instantiate a new object from a given class name
  75456. * @param className defines the class name to instantiate
  75457. * @returns the new object or null if the system was not able to do the instantiation
  75458. */
  75459. static Instantiate(className: string): any;
  75460. }
  75461. }
  75462. declare module BABYLON {
  75463. /**
  75464. * Define options used to create a depth texture
  75465. */
  75466. export class DepthTextureCreationOptions {
  75467. /** Specifies whether or not a stencil should be allocated in the texture */
  75468. generateStencil?: boolean;
  75469. /** Specifies whether or not bilinear filtering is enable on the texture */
  75470. bilinearFiltering?: boolean;
  75471. /** Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode */
  75472. comparisonFunction?: number;
  75473. /** Specifies if the created texture is a cube texture */
  75474. isCube?: boolean;
  75475. }
  75476. }
  75477. declare module BABYLON {
  75478. interface ThinEngine {
  75479. /**
  75480. * Creates a depth stencil cube texture.
  75481. * This is only available in WebGL 2.
  75482. * @param size The size of face edge in the cube texture.
  75483. * @param options The options defining the cube texture.
  75484. * @returns The cube texture
  75485. */
  75486. _createDepthStencilCubeTexture(size: number, options: DepthTextureCreationOptions): InternalTexture;
  75487. /**
  75488. * Creates a cube texture
  75489. * @param rootUrl defines the url where the files to load is located
  75490. * @param scene defines the current scene
  75491. * @param files defines the list of files to load (1 per face)
  75492. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75493. * @param onLoad defines an optional callback raised when the texture is loaded
  75494. * @param onError defines an optional callback raised if there is an issue to load the texture
  75495. * @param format defines the format of the data
  75496. * @param forcedExtension defines the extension to use to pick the right loader
  75497. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75498. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75499. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75500. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  75501. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (defualt: empty array)
  75502. * @returns the cube texture as an InternalTexture
  75503. */
  75504. 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;
  75505. /**
  75506. * Creates a cube texture
  75507. * @param rootUrl defines the url where the files to load is located
  75508. * @param scene defines the current scene
  75509. * @param files defines the list of files to load (1 per face)
  75510. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75511. * @param onLoad defines an optional callback raised when the texture is loaded
  75512. * @param onError defines an optional callback raised if there is an issue to load the texture
  75513. * @param format defines the format of the data
  75514. * @param forcedExtension defines the extension to use to pick the right loader
  75515. * @returns the cube texture as an InternalTexture
  75516. */
  75517. 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;
  75518. /**
  75519. * Creates a cube texture
  75520. * @param rootUrl defines the url where the files to load is located
  75521. * @param scene defines the current scene
  75522. * @param files defines the list of files to load (1 per face)
  75523. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  75524. * @param onLoad defines an optional callback raised when the texture is loaded
  75525. * @param onError defines an optional callback raised if there is an issue to load the texture
  75526. * @param format defines the format of the data
  75527. * @param forcedExtension defines the extension to use to pick the right loader
  75528. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  75529. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75530. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75531. * @returns the cube texture as an InternalTexture
  75532. */
  75533. 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;
  75534. /** @hidden */
  75535. _partialLoadFile(url: string, index: number, loadedFiles: (string | ArrayBuffer)[], onfinish: (files: (string | ArrayBuffer)[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>): void;
  75536. /** @hidden */
  75537. _cascadeLoadFiles(scene: Nullable<Scene>, onfinish: (images: (string | ArrayBuffer)[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>): void;
  75538. /** @hidden */
  75539. _cascadeLoadImgs(scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, files: string[], onError: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75540. /** @hidden */
  75541. _partialLoadImg(url: string, index: number, loadedImages: HTMLImageElement[], scene: Nullable<Scene>, onfinish: (images: HTMLImageElement[]) => void, onErrorCallBack: Nullable<(message?: string, exception?: any) => void>, mimeType?: string): void;
  75542. /**
  75543. * @hidden
  75544. */
  75545. _setCubeMapTextureParams(loadMipmap: boolean): void;
  75546. }
  75547. }
  75548. declare module BABYLON {
  75549. /**
  75550. * Class for creating a cube texture
  75551. */
  75552. export class CubeTexture extends BaseTexture {
  75553. private _delayedOnLoad;
  75554. /**
  75555. * The url of the texture
  75556. */
  75557. url: string;
  75558. /**
  75559. * Gets or sets the center of the bounding box associated with the cube texture.
  75560. * It must define where the camera used to render the texture was set
  75561. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75562. */
  75563. boundingBoxPosition: Vector3;
  75564. private _boundingBoxSize;
  75565. /**
  75566. * Gets or sets the size of the bounding box associated with the cube texture
  75567. * When defined, the cubemap will switch to local mode
  75568. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  75569. * @example https://www.babylonjs-playground.com/#RNASML
  75570. */
  75571. /**
  75572. * Returns the bounding box size
  75573. * @see http://doc.babylonjs.com/how_to/reflect#using-local-cubemap-mode
  75574. */
  75575. boundingBoxSize: Vector3;
  75576. protected _rotationY: number;
  75577. /**
  75578. * Sets texture matrix rotation angle around Y axis in radians.
  75579. */
  75580. /**
  75581. * Gets texture matrix rotation angle around Y axis radians.
  75582. */
  75583. rotationY: number;
  75584. /**
  75585. * Are mip maps generated for this texture or not.
  75586. */
  75587. readonly noMipmap: boolean;
  75588. private _noMipmap;
  75589. private _files;
  75590. protected _forcedExtension: Nullable<string>;
  75591. private _extensions;
  75592. private _textureMatrix;
  75593. private _format;
  75594. private _createPolynomials;
  75595. /** @hidden */
  75596. _prefiltered: boolean;
  75597. /**
  75598. * Creates a cube texture from an array of image urls
  75599. * @param files defines an array of image urls
  75600. * @param scene defines the hosting scene
  75601. * @param noMipmap specifies if mip maps are not used
  75602. * @returns a cube texture
  75603. */
  75604. static CreateFromImages(files: string[], scene: Scene, noMipmap?: boolean): CubeTexture;
  75605. /**
  75606. * Creates and return a texture created from prefilterd data by tools like IBL Baker or Lys.
  75607. * @param url defines the url of the prefiltered texture
  75608. * @param scene defines the scene the texture is attached to
  75609. * @param forcedExtension defines the extension of the file if different from the url
  75610. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75611. * @return the prefiltered texture
  75612. */
  75613. static CreateFromPrefilteredData(url: string, scene: Scene, forcedExtension?: any, createPolynomials?: boolean): CubeTexture;
  75614. /**
  75615. * Creates a cube texture to use with reflection for instance. It can be based upon dds or six images as well
  75616. * as prefiltered data.
  75617. * @param rootUrl defines the url of the texture or the root name of the six images
  75618. * @param scene defines the scene the texture is attached to
  75619. * @param extensions defines the suffixes add to the picture name in case six images are in use like _px.jpg...
  75620. * @param noMipmap defines if mipmaps should be created or not
  75621. * @param files defines the six files to load for the different faces in that order: px, py, pz, nx, ny, nz
  75622. * @param onLoad defines a callback triggered at the end of the file load if no errors occured
  75623. * @param onError defines a callback triggered in case of error during load
  75624. * @param format defines the internal format to use for the texture once loaded
  75625. * @param prefiltered defines whether or not the texture is created from prefiltered data
  75626. * @param forcedExtension defines the extensions to use (force a special type of file to load) in case it is different from the file name
  75627. * @param createPolynomials defines whether or not to create polynomial harmonics from the texture data if necessary
  75628. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  75629. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  75630. * @return the cube texture
  75631. */
  75632. 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);
  75633. /**
  75634. * Gets a boolean indicating if the cube texture contains prefiltered mips (used to simulate roughness with PBR)
  75635. */
  75636. readonly isPrefiltered: boolean;
  75637. /**
  75638. * Get the current class name of the texture useful for serialization or dynamic coding.
  75639. * @returns "CubeTexture"
  75640. */
  75641. getClassName(): string;
  75642. /**
  75643. * Update the url (and optional buffer) of this texture if url was null during construction.
  75644. * @param url the url of the texture
  75645. * @param forcedExtension defines the extension to use
  75646. * @param onLoad callback called when the texture is loaded (defaults to null)
  75647. */
  75648. updateURL(url: string, forcedExtension?: string, onLoad?: () => void): void;
  75649. /**
  75650. * Delays loading of the cube texture
  75651. * @param forcedExtension defines the extension to use
  75652. */
  75653. delayLoad(forcedExtension?: string): void;
  75654. /**
  75655. * Returns the reflection texture matrix
  75656. * @returns the reflection texture matrix
  75657. */
  75658. getReflectionTextureMatrix(): Matrix;
  75659. /**
  75660. * Sets the reflection texture matrix
  75661. * @param value Reflection texture matrix
  75662. */
  75663. setReflectionTextureMatrix(value: Matrix): void;
  75664. /**
  75665. * Parses text to create a cube texture
  75666. * @param parsedTexture define the serialized text to read from
  75667. * @param scene defines the hosting scene
  75668. * @param rootUrl defines the root url of the cube texture
  75669. * @returns a cube texture
  75670. */
  75671. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): CubeTexture;
  75672. /**
  75673. * Makes a clone, or deep copy, of the cube texture
  75674. * @returns a new cube texture
  75675. */
  75676. clone(): CubeTexture;
  75677. }
  75678. }
  75679. declare module BABYLON {
  75680. /**
  75681. * Manages the defines for the Material
  75682. */
  75683. export class MaterialDefines {
  75684. /** @hidden */
  75685. protected _keys: string[];
  75686. private _isDirty;
  75687. /** @hidden */
  75688. _renderId: number;
  75689. /** @hidden */
  75690. _areLightsDirty: boolean;
  75691. /** @hidden */
  75692. _areLightsDisposed: boolean;
  75693. /** @hidden */
  75694. _areAttributesDirty: boolean;
  75695. /** @hidden */
  75696. _areTexturesDirty: boolean;
  75697. /** @hidden */
  75698. _areFresnelDirty: boolean;
  75699. /** @hidden */
  75700. _areMiscDirty: boolean;
  75701. /** @hidden */
  75702. _areImageProcessingDirty: boolean;
  75703. /** @hidden */
  75704. _normals: boolean;
  75705. /** @hidden */
  75706. _uvs: boolean;
  75707. /** @hidden */
  75708. _needNormals: boolean;
  75709. /** @hidden */
  75710. _needUVs: boolean;
  75711. [id: string]: any;
  75712. /**
  75713. * Specifies if the material needs to be re-calculated
  75714. */
  75715. readonly isDirty: boolean;
  75716. /**
  75717. * Marks the material to indicate that it has been re-calculated
  75718. */
  75719. markAsProcessed(): void;
  75720. /**
  75721. * Marks the material to indicate that it needs to be re-calculated
  75722. */
  75723. markAsUnprocessed(): void;
  75724. /**
  75725. * Marks the material to indicate all of its defines need to be re-calculated
  75726. */
  75727. markAllAsDirty(): void;
  75728. /**
  75729. * Marks the material to indicate that image processing needs to be re-calculated
  75730. */
  75731. markAsImageProcessingDirty(): void;
  75732. /**
  75733. * Marks the material to indicate the lights need to be re-calculated
  75734. * @param disposed Defines whether the light is dirty due to dispose or not
  75735. */
  75736. markAsLightDirty(disposed?: boolean): void;
  75737. /**
  75738. * Marks the attribute state as changed
  75739. */
  75740. markAsAttributesDirty(): void;
  75741. /**
  75742. * Marks the texture state as changed
  75743. */
  75744. markAsTexturesDirty(): void;
  75745. /**
  75746. * Marks the fresnel state as changed
  75747. */
  75748. markAsFresnelDirty(): void;
  75749. /**
  75750. * Marks the misc state as changed
  75751. */
  75752. markAsMiscDirty(): void;
  75753. /**
  75754. * Rebuilds the material defines
  75755. */
  75756. rebuild(): void;
  75757. /**
  75758. * Specifies if two material defines are equal
  75759. * @param other - A material define instance to compare to
  75760. * @returns - Boolean indicating if the material defines are equal (true) or not (false)
  75761. */
  75762. isEqual(other: MaterialDefines): boolean;
  75763. /**
  75764. * Clones this instance's defines to another instance
  75765. * @param other - material defines to clone values to
  75766. */
  75767. cloneTo(other: MaterialDefines): void;
  75768. /**
  75769. * Resets the material define values
  75770. */
  75771. reset(): void;
  75772. /**
  75773. * Converts the material define values to a string
  75774. * @returns - String of material define information
  75775. */
  75776. toString(): string;
  75777. }
  75778. }
  75779. declare module BABYLON {
  75780. /**
  75781. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  75782. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  75783. * 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;
  75784. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  75785. */
  75786. export class ColorCurves {
  75787. private _dirty;
  75788. private _tempColor;
  75789. private _globalCurve;
  75790. private _highlightsCurve;
  75791. private _midtonesCurve;
  75792. private _shadowsCurve;
  75793. private _positiveCurve;
  75794. private _negativeCurve;
  75795. private _globalHue;
  75796. private _globalDensity;
  75797. private _globalSaturation;
  75798. private _globalExposure;
  75799. /**
  75800. * Gets the global Hue value.
  75801. * 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).
  75802. */
  75803. /**
  75804. * Sets the global Hue value.
  75805. * 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).
  75806. */
  75807. globalHue: number;
  75808. /**
  75809. * Gets the global Density value.
  75810. * 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.
  75811. * Values less than zero provide a filter of opposite hue.
  75812. */
  75813. /**
  75814. * Sets the global Density value.
  75815. * 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.
  75816. * Values less than zero provide a filter of opposite hue.
  75817. */
  75818. globalDensity: number;
  75819. /**
  75820. * Gets the global Saturation value.
  75821. * 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.
  75822. */
  75823. /**
  75824. * Sets the global Saturation value.
  75825. * 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.
  75826. */
  75827. globalSaturation: number;
  75828. /**
  75829. * Gets the global Exposure value.
  75830. * 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.
  75831. */
  75832. /**
  75833. * Sets the global Exposure value.
  75834. * 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.
  75835. */
  75836. globalExposure: number;
  75837. private _highlightsHue;
  75838. private _highlightsDensity;
  75839. private _highlightsSaturation;
  75840. private _highlightsExposure;
  75841. /**
  75842. * Gets the highlights Hue value.
  75843. * 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).
  75844. */
  75845. /**
  75846. * Sets the highlights Hue value.
  75847. * 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).
  75848. */
  75849. highlightsHue: number;
  75850. /**
  75851. * Gets the highlights Density value.
  75852. * 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.
  75853. * Values less than zero provide a filter of opposite hue.
  75854. */
  75855. /**
  75856. * Sets the highlights Density value.
  75857. * 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.
  75858. * Values less than zero provide a filter of opposite hue.
  75859. */
  75860. highlightsDensity: number;
  75861. /**
  75862. * Gets the highlights Saturation value.
  75863. * 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.
  75864. */
  75865. /**
  75866. * Sets the highlights Saturation value.
  75867. * 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.
  75868. */
  75869. highlightsSaturation: number;
  75870. /**
  75871. * Gets the highlights Exposure value.
  75872. * 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.
  75873. */
  75874. /**
  75875. * Sets the highlights Exposure value.
  75876. * 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.
  75877. */
  75878. highlightsExposure: number;
  75879. private _midtonesHue;
  75880. private _midtonesDensity;
  75881. private _midtonesSaturation;
  75882. private _midtonesExposure;
  75883. /**
  75884. * Gets the midtones Hue value.
  75885. * 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).
  75886. */
  75887. /**
  75888. * Sets the midtones Hue value.
  75889. * 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).
  75890. */
  75891. midtonesHue: number;
  75892. /**
  75893. * Gets the midtones Density value.
  75894. * 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.
  75895. * Values less than zero provide a filter of opposite hue.
  75896. */
  75897. /**
  75898. * Sets the midtones Density value.
  75899. * 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.
  75900. * Values less than zero provide a filter of opposite hue.
  75901. */
  75902. midtonesDensity: number;
  75903. /**
  75904. * Gets the midtones Saturation value.
  75905. * 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.
  75906. */
  75907. /**
  75908. * Sets the midtones Saturation value.
  75909. * 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.
  75910. */
  75911. midtonesSaturation: number;
  75912. /**
  75913. * Gets the midtones Exposure value.
  75914. * 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.
  75915. */
  75916. /**
  75917. * Sets the midtones Exposure value.
  75918. * 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.
  75919. */
  75920. midtonesExposure: number;
  75921. private _shadowsHue;
  75922. private _shadowsDensity;
  75923. private _shadowsSaturation;
  75924. private _shadowsExposure;
  75925. /**
  75926. * Gets the shadows Hue value.
  75927. * 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).
  75928. */
  75929. /**
  75930. * Sets the shadows Hue value.
  75931. * 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).
  75932. */
  75933. shadowsHue: number;
  75934. /**
  75935. * Gets the shadows Density value.
  75936. * 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.
  75937. * Values less than zero provide a filter of opposite hue.
  75938. */
  75939. /**
  75940. * Sets the shadows Density value.
  75941. * 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.
  75942. * Values less than zero provide a filter of opposite hue.
  75943. */
  75944. shadowsDensity: number;
  75945. /**
  75946. * Gets the shadows Saturation value.
  75947. * 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.
  75948. */
  75949. /**
  75950. * Sets the shadows Saturation value.
  75951. * 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.
  75952. */
  75953. shadowsSaturation: number;
  75954. /**
  75955. * Gets the shadows Exposure value.
  75956. * 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.
  75957. */
  75958. /**
  75959. * Sets the shadows Exposure value.
  75960. * 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.
  75961. */
  75962. shadowsExposure: number;
  75963. /**
  75964. * Returns the class name
  75965. * @returns The class name
  75966. */
  75967. getClassName(): string;
  75968. /**
  75969. * Binds the color curves to the shader.
  75970. * @param colorCurves The color curve to bind
  75971. * @param effect The effect to bind to
  75972. * @param positiveUniform The positive uniform shader parameter
  75973. * @param neutralUniform The neutral uniform shader parameter
  75974. * @param negativeUniform The negative uniform shader parameter
  75975. */
  75976. static Bind(colorCurves: ColorCurves, effect: Effect, positiveUniform?: string, neutralUniform?: string, negativeUniform?: string): void;
  75977. /**
  75978. * Prepare the list of uniforms associated with the ColorCurves effects.
  75979. * @param uniformsList The list of uniforms used in the effect
  75980. */
  75981. static PrepareUniforms(uniformsList: string[]): void;
  75982. /**
  75983. * Returns color grading data based on a hue, density, saturation and exposure value.
  75984. * @param filterHue The hue of the color filter.
  75985. * @param filterDensity The density of the color filter.
  75986. * @param saturation The saturation.
  75987. * @param exposure The exposure.
  75988. * @param result The result data container.
  75989. */
  75990. private getColorGradingDataToRef;
  75991. /**
  75992. * Takes an input slider value and returns an adjusted value that provides extra control near the centre.
  75993. * @param value The input slider value in range [-100,100].
  75994. * @returns Adjusted value.
  75995. */
  75996. private static applyColorGradingSliderNonlinear;
  75997. /**
  75998. * Returns an RGBA Color4 based on Hue, Saturation and Brightness (also referred to as value, HSV).
  75999. * @param hue The hue (H) input.
  76000. * @param saturation The saturation (S) input.
  76001. * @param brightness The brightness (B) input.
  76002. * @result An RGBA color represented as Vector4.
  76003. */
  76004. private static fromHSBToRef;
  76005. /**
  76006. * Returns a value clamped between min and max
  76007. * @param value The value to clamp
  76008. * @param min The minimum of value
  76009. * @param max The maximum of value
  76010. * @returns The clamped value.
  76011. */
  76012. private static clamp;
  76013. /**
  76014. * Clones the current color curve instance.
  76015. * @return The cloned curves
  76016. */
  76017. clone(): ColorCurves;
  76018. /**
  76019. * Serializes the current color curve instance to a json representation.
  76020. * @return a JSON representation
  76021. */
  76022. serialize(): any;
  76023. /**
  76024. * Parses the color curve from a json representation.
  76025. * @param source the JSON source to parse
  76026. * @return The parsed curves
  76027. */
  76028. static Parse(source: any): ColorCurves;
  76029. }
  76030. }
  76031. declare module BABYLON {
  76032. /**
  76033. * Interface to follow in your material defines to integrate easily the
  76034. * Image proccessing functions.
  76035. * @hidden
  76036. */
  76037. export interface IImageProcessingConfigurationDefines {
  76038. IMAGEPROCESSING: boolean;
  76039. VIGNETTE: boolean;
  76040. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76041. VIGNETTEBLENDMODEOPAQUE: boolean;
  76042. TONEMAPPING: boolean;
  76043. TONEMAPPING_ACES: boolean;
  76044. CONTRAST: boolean;
  76045. EXPOSURE: boolean;
  76046. COLORCURVES: boolean;
  76047. COLORGRADING: boolean;
  76048. COLORGRADING3D: boolean;
  76049. SAMPLER3DGREENDEPTH: boolean;
  76050. SAMPLER3DBGRMAP: boolean;
  76051. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76052. }
  76053. /**
  76054. * @hidden
  76055. */
  76056. export class ImageProcessingConfigurationDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  76057. IMAGEPROCESSING: boolean;
  76058. VIGNETTE: boolean;
  76059. VIGNETTEBLENDMODEMULTIPLY: boolean;
  76060. VIGNETTEBLENDMODEOPAQUE: boolean;
  76061. TONEMAPPING: boolean;
  76062. TONEMAPPING_ACES: boolean;
  76063. CONTRAST: boolean;
  76064. COLORCURVES: boolean;
  76065. COLORGRADING: boolean;
  76066. COLORGRADING3D: boolean;
  76067. SAMPLER3DGREENDEPTH: boolean;
  76068. SAMPLER3DBGRMAP: boolean;
  76069. IMAGEPROCESSINGPOSTPROCESS: boolean;
  76070. EXPOSURE: boolean;
  76071. constructor();
  76072. }
  76073. /**
  76074. * This groups together the common properties used for image processing either in direct forward pass
  76075. * or through post processing effect depending on the use of the image processing pipeline in your scene
  76076. * or not.
  76077. */
  76078. export class ImageProcessingConfiguration {
  76079. /**
  76080. * Default tone mapping applied in BabylonJS.
  76081. */
  76082. static readonly TONEMAPPING_STANDARD: number;
  76083. /**
  76084. * ACES Tone mapping (used by default in unreal and unity). This can help getting closer
  76085. * to other engines rendering to increase portability.
  76086. */
  76087. static readonly TONEMAPPING_ACES: number;
  76088. /**
  76089. * Color curves setup used in the effect if colorCurvesEnabled is set to true
  76090. */
  76091. colorCurves: Nullable<ColorCurves>;
  76092. private _colorCurvesEnabled;
  76093. /**
  76094. * Gets wether the color curves effect is enabled.
  76095. */
  76096. /**
  76097. * Sets wether the color curves effect is enabled.
  76098. */
  76099. colorCurvesEnabled: boolean;
  76100. private _colorGradingTexture;
  76101. /**
  76102. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76103. */
  76104. /**
  76105. * Color grading LUT texture used in the effect if colorGradingEnabled is set to true
  76106. */
  76107. colorGradingTexture: Nullable<BaseTexture>;
  76108. private _colorGradingEnabled;
  76109. /**
  76110. * Gets wether the color grading effect is enabled.
  76111. */
  76112. /**
  76113. * Sets wether the color grading effect is enabled.
  76114. */
  76115. colorGradingEnabled: boolean;
  76116. private _colorGradingWithGreenDepth;
  76117. /**
  76118. * Gets wether the color grading effect is using a green depth for the 3d Texture.
  76119. */
  76120. /**
  76121. * Sets wether the color grading effect is using a green depth for the 3d Texture.
  76122. */
  76123. colorGradingWithGreenDepth: boolean;
  76124. private _colorGradingBGR;
  76125. /**
  76126. * Gets wether the color grading texture contains BGR values.
  76127. */
  76128. /**
  76129. * Sets wether the color grading texture contains BGR values.
  76130. */
  76131. colorGradingBGR: boolean;
  76132. /** @hidden */
  76133. _exposure: number;
  76134. /**
  76135. * Gets the Exposure used in the effect.
  76136. */
  76137. /**
  76138. * Sets the Exposure used in the effect.
  76139. */
  76140. exposure: number;
  76141. private _toneMappingEnabled;
  76142. /**
  76143. * Gets wether the tone mapping effect is enabled.
  76144. */
  76145. /**
  76146. * Sets wether the tone mapping effect is enabled.
  76147. */
  76148. toneMappingEnabled: boolean;
  76149. private _toneMappingType;
  76150. /**
  76151. * Gets the type of tone mapping effect.
  76152. */
  76153. /**
  76154. * Sets the type of tone mapping effect used in BabylonJS.
  76155. */
  76156. toneMappingType: number;
  76157. protected _contrast: number;
  76158. /**
  76159. * Gets the contrast used in the effect.
  76160. */
  76161. /**
  76162. * Sets the contrast used in the effect.
  76163. */
  76164. contrast: number;
  76165. /**
  76166. * Vignette stretch size.
  76167. */
  76168. vignetteStretch: number;
  76169. /**
  76170. * Vignette centre X Offset.
  76171. */
  76172. vignetteCentreX: number;
  76173. /**
  76174. * Vignette centre Y Offset.
  76175. */
  76176. vignetteCentreY: number;
  76177. /**
  76178. * Vignette weight or intensity of the vignette effect.
  76179. */
  76180. vignetteWeight: number;
  76181. /**
  76182. * Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  76183. * if vignetteEnabled is set to true.
  76184. */
  76185. vignetteColor: Color4;
  76186. /**
  76187. * Camera field of view used by the Vignette effect.
  76188. */
  76189. vignetteCameraFov: number;
  76190. private _vignetteBlendMode;
  76191. /**
  76192. * Gets the vignette blend mode allowing different kind of effect.
  76193. */
  76194. /**
  76195. * Sets the vignette blend mode allowing different kind of effect.
  76196. */
  76197. vignetteBlendMode: number;
  76198. private _vignetteEnabled;
  76199. /**
  76200. * Gets wether the vignette effect is enabled.
  76201. */
  76202. /**
  76203. * Sets wether the vignette effect is enabled.
  76204. */
  76205. vignetteEnabled: boolean;
  76206. private _applyByPostProcess;
  76207. /**
  76208. * Gets wether the image processing is applied through a post process or not.
  76209. */
  76210. /**
  76211. * Sets wether the image processing is applied through a post process or not.
  76212. */
  76213. applyByPostProcess: boolean;
  76214. private _isEnabled;
  76215. /**
  76216. * Gets wether the image processing is enabled or not.
  76217. */
  76218. /**
  76219. * Sets wether the image processing is enabled or not.
  76220. */
  76221. isEnabled: boolean;
  76222. /**
  76223. * An event triggered when the configuration changes and requires Shader to Update some parameters.
  76224. */
  76225. onUpdateParameters: Observable<ImageProcessingConfiguration>;
  76226. /**
  76227. * Method called each time the image processing information changes requires to recompile the effect.
  76228. */
  76229. protected _updateParameters(): void;
  76230. /**
  76231. * Gets the current class name.
  76232. * @return "ImageProcessingConfiguration"
  76233. */
  76234. getClassName(): string;
  76235. /**
  76236. * Prepare the list of uniforms associated with the Image Processing effects.
  76237. * @param uniforms The list of uniforms used in the effect
  76238. * @param defines the list of defines currently in use
  76239. */
  76240. static PrepareUniforms(uniforms: string[], defines: IImageProcessingConfigurationDefines): void;
  76241. /**
  76242. * Prepare the list of samplers associated with the Image Processing effects.
  76243. * @param samplersList The list of uniforms used in the effect
  76244. * @param defines the list of defines currently in use
  76245. */
  76246. static PrepareSamplers(samplersList: string[], defines: IImageProcessingConfigurationDefines): void;
  76247. /**
  76248. * Prepare the list of defines associated to the shader.
  76249. * @param defines the list of defines to complete
  76250. * @param forPostProcess Define if we are currently in post process mode or not
  76251. */
  76252. prepareDefines(defines: IImageProcessingConfigurationDefines, forPostProcess?: boolean): void;
  76253. /**
  76254. * Returns true if all the image processing information are ready.
  76255. * @returns True if ready, otherwise, false
  76256. */
  76257. isReady(): boolean;
  76258. /**
  76259. * Binds the image processing to the shader.
  76260. * @param effect The effect to bind to
  76261. * @param overrideAspectRatio Override the aspect ratio of the effect
  76262. */
  76263. bind(effect: Effect, overrideAspectRatio?: number): void;
  76264. /**
  76265. * Clones the current image processing instance.
  76266. * @return The cloned image processing
  76267. */
  76268. clone(): ImageProcessingConfiguration;
  76269. /**
  76270. * Serializes the current image processing instance to a json representation.
  76271. * @return a JSON representation
  76272. */
  76273. serialize(): any;
  76274. /**
  76275. * Parses the image processing from a json representation.
  76276. * @param source the JSON source to parse
  76277. * @return The parsed image processing
  76278. */
  76279. static Parse(source: any): ImageProcessingConfiguration;
  76280. private static _VIGNETTEMODE_MULTIPLY;
  76281. private static _VIGNETTEMODE_OPAQUE;
  76282. /**
  76283. * Used to apply the vignette as a mix with the pixel color.
  76284. */
  76285. static readonly VIGNETTEMODE_MULTIPLY: number;
  76286. /**
  76287. * Used to apply the vignette as a replacement of the pixel color.
  76288. */
  76289. static readonly VIGNETTEMODE_OPAQUE: number;
  76290. }
  76291. }
  76292. declare module BABYLON {
  76293. /** @hidden */
  76294. export var postprocessVertexShader: {
  76295. name: string;
  76296. shader: string;
  76297. };
  76298. }
  76299. declare module BABYLON {
  76300. interface ThinEngine {
  76301. /**
  76302. * Creates a new render target texture
  76303. * @param size defines the size of the texture
  76304. * @param options defines the options used to create the texture
  76305. * @returns a new render target texture stored in an InternalTexture
  76306. */
  76307. createRenderTargetTexture(size: number | {
  76308. width: number;
  76309. height: number;
  76310. }, options: boolean | RenderTargetCreationOptions): InternalTexture;
  76311. /**
  76312. * Creates a depth stencil texture.
  76313. * This is only available in WebGL 2 or with the depth texture extension available.
  76314. * @param size The size of face edge in the texture.
  76315. * @param options The options defining the texture.
  76316. * @returns The texture
  76317. */
  76318. createDepthStencilTexture(size: number | {
  76319. width: number;
  76320. height: number;
  76321. }, options: DepthTextureCreationOptions): InternalTexture;
  76322. /** @hidden */
  76323. _createDepthStencilTexture(size: number | {
  76324. width: number;
  76325. height: number;
  76326. }, options: DepthTextureCreationOptions): InternalTexture;
  76327. }
  76328. }
  76329. declare module BABYLON {
  76330. /** Defines supported spaces */
  76331. export enum Space {
  76332. /** Local (object) space */
  76333. LOCAL = 0,
  76334. /** World space */
  76335. WORLD = 1,
  76336. /** Bone space */
  76337. BONE = 2
  76338. }
  76339. /** Defines the 3 main axes */
  76340. export class Axis {
  76341. /** X axis */
  76342. static X: Vector3;
  76343. /** Y axis */
  76344. static Y: Vector3;
  76345. /** Z axis */
  76346. static Z: Vector3;
  76347. }
  76348. }
  76349. declare module BABYLON {
  76350. /**
  76351. * A target camera takes a mesh or position as a target and continues to look at it while it moves.
  76352. * This is the base of the follow, arc rotate cameras and Free camera
  76353. * @see http://doc.babylonjs.com/features/cameras
  76354. */
  76355. export class TargetCamera extends Camera {
  76356. private static _RigCamTransformMatrix;
  76357. private static _TargetTransformMatrix;
  76358. private static _TargetFocalPoint;
  76359. /**
  76360. * Define the current direction the camera is moving to
  76361. */
  76362. cameraDirection: Vector3;
  76363. /**
  76364. * Define the current rotation the camera is rotating to
  76365. */
  76366. cameraRotation: Vector2;
  76367. /**
  76368. * When set, the up vector of the camera will be updated by the rotation of the camera
  76369. */
  76370. updateUpVectorFromRotation: boolean;
  76371. private _tmpQuaternion;
  76372. /**
  76373. * Define the current rotation of the camera
  76374. */
  76375. rotation: Vector3;
  76376. /**
  76377. * Define the current rotation of the camera as a quaternion to prevent Gimbal lock
  76378. */
  76379. rotationQuaternion: Quaternion;
  76380. /**
  76381. * Define the current speed of the camera
  76382. */
  76383. speed: number;
  76384. /**
  76385. * Add cconstraint to the camera to prevent it to move freely in all directions and
  76386. * around all axis.
  76387. */
  76388. noRotationConstraint: boolean;
  76389. /**
  76390. * Define the current target of the camera as an object or a position.
  76391. */
  76392. lockedTarget: any;
  76393. /** @hidden */
  76394. _currentTarget: Vector3;
  76395. /** @hidden */
  76396. _initialFocalDistance: number;
  76397. /** @hidden */
  76398. _viewMatrix: Matrix;
  76399. /** @hidden */
  76400. _camMatrix: Matrix;
  76401. /** @hidden */
  76402. _cameraTransformMatrix: Matrix;
  76403. /** @hidden */
  76404. _cameraRotationMatrix: Matrix;
  76405. /** @hidden */
  76406. _referencePoint: Vector3;
  76407. /** @hidden */
  76408. _transformedReferencePoint: Vector3;
  76409. protected _globalCurrentTarget: Vector3;
  76410. protected _globalCurrentUpVector: Vector3;
  76411. /** @hidden */
  76412. _reset: () => void;
  76413. private _defaultUp;
  76414. /**
  76415. * Instantiates a target camera that takes a mesh or position as a target and continues to look at it while it moves.
  76416. * This is the base of the follow, arc rotate cameras and Free camera
  76417. * @see http://doc.babylonjs.com/features/cameras
  76418. * @param name Defines the name of the camera in the scene
  76419. * @param position Defines the start position of the camera in the scene
  76420. * @param scene Defines the scene the camera belongs to
  76421. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  76422. */
  76423. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  76424. /**
  76425. * Gets the position in front of the camera at a given distance.
  76426. * @param distance The distance from the camera we want the position to be
  76427. * @returns the position
  76428. */
  76429. getFrontPosition(distance: number): Vector3;
  76430. /** @hidden */
  76431. _getLockedTargetPosition(): Nullable<Vector3>;
  76432. private _storedPosition;
  76433. private _storedRotation;
  76434. private _storedRotationQuaternion;
  76435. /**
  76436. * Store current camera state of the camera (fov, position, rotation, etc..)
  76437. * @returns the camera
  76438. */
  76439. storeState(): Camera;
  76440. /**
  76441. * Restored camera state. You must call storeState() first
  76442. * @returns whether it was successful or not
  76443. * @hidden
  76444. */
  76445. _restoreStateValues(): boolean;
  76446. /** @hidden */
  76447. _initCache(): void;
  76448. /** @hidden */
  76449. _updateCache(ignoreParentClass?: boolean): void;
  76450. /** @hidden */
  76451. _isSynchronizedViewMatrix(): boolean;
  76452. /** @hidden */
  76453. _computeLocalCameraSpeed(): number;
  76454. /**
  76455. * Defines the target the camera should look at.
  76456. * @param target Defines the new target as a Vector or a mesh
  76457. */
  76458. setTarget(target: Vector3): void;
  76459. /**
  76460. * Return the current target position of the camera. This value is expressed in local space.
  76461. * @returns the target position
  76462. */
  76463. getTarget(): Vector3;
  76464. /** @hidden */
  76465. _decideIfNeedsToMove(): boolean;
  76466. /** @hidden */
  76467. _updatePosition(): void;
  76468. /** @hidden */
  76469. _checkInputs(): void;
  76470. protected _updateCameraRotationMatrix(): void;
  76471. /**
  76472. * 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)
  76473. * @returns the current camera
  76474. */
  76475. private _rotateUpVectorWithCameraRotationMatrix;
  76476. private _cachedRotationZ;
  76477. private _cachedQuaternionRotationZ;
  76478. /** @hidden */
  76479. _getViewMatrix(): Matrix;
  76480. protected _computeViewMatrix(position: Vector3, target: Vector3, up: Vector3): void;
  76481. /**
  76482. * @hidden
  76483. */
  76484. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  76485. /**
  76486. * @hidden
  76487. */
  76488. _updateRigCameras(): void;
  76489. private _getRigCamPositionAndTarget;
  76490. /**
  76491. * Gets the current object class name.
  76492. * @return the class name
  76493. */
  76494. getClassName(): string;
  76495. }
  76496. }
  76497. declare module BABYLON {
  76498. /**
  76499. * Gather the list of keyboard event types as constants.
  76500. */
  76501. export class KeyboardEventTypes {
  76502. /**
  76503. * The keydown event is fired when a key becomes active (pressed).
  76504. */
  76505. static readonly KEYDOWN: number;
  76506. /**
  76507. * The keyup event is fired when a key has been released.
  76508. */
  76509. static readonly KEYUP: number;
  76510. }
  76511. /**
  76512. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76513. */
  76514. export class KeyboardInfo {
  76515. /**
  76516. * Defines the type of event (KeyboardEventTypes)
  76517. */
  76518. type: number;
  76519. /**
  76520. * Defines the related dom event
  76521. */
  76522. event: KeyboardEvent;
  76523. /**
  76524. * Instantiates a new keyboard info.
  76525. * This class is used to store keyboard related info for the onKeyboardObservable event.
  76526. * @param type Defines the type of event (KeyboardEventTypes)
  76527. * @param event Defines the related dom event
  76528. */
  76529. constructor(
  76530. /**
  76531. * Defines the type of event (KeyboardEventTypes)
  76532. */
  76533. type: number,
  76534. /**
  76535. * Defines the related dom event
  76536. */
  76537. event: KeyboardEvent);
  76538. }
  76539. /**
  76540. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76541. * Set the skipOnKeyboardObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onKeyboardObservable
  76542. */
  76543. export class KeyboardInfoPre extends KeyboardInfo {
  76544. /**
  76545. * Defines the type of event (KeyboardEventTypes)
  76546. */
  76547. type: number;
  76548. /**
  76549. * Defines the related dom event
  76550. */
  76551. event: KeyboardEvent;
  76552. /**
  76553. * Defines whether the engine should skip the next onKeyboardObservable associated to this pre.
  76554. */
  76555. skipOnPointerObservable: boolean;
  76556. /**
  76557. * Instantiates a new keyboard pre info.
  76558. * This class is used to store keyboard related info for the onPreKeyboardObservable event.
  76559. * @param type Defines the type of event (KeyboardEventTypes)
  76560. * @param event Defines the related dom event
  76561. */
  76562. constructor(
  76563. /**
  76564. * Defines the type of event (KeyboardEventTypes)
  76565. */
  76566. type: number,
  76567. /**
  76568. * Defines the related dom event
  76569. */
  76570. event: KeyboardEvent);
  76571. }
  76572. }
  76573. declare module BABYLON {
  76574. /**
  76575. * Manage the keyboard inputs to control the movement of a free camera.
  76576. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  76577. */
  76578. export class FreeCameraKeyboardMoveInput implements ICameraInput<FreeCamera> {
  76579. /**
  76580. * Defines the camera the input is attached to.
  76581. */
  76582. camera: FreeCamera;
  76583. /**
  76584. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  76585. */
  76586. keysUp: number[];
  76587. /**
  76588. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  76589. */
  76590. keysDown: number[];
  76591. /**
  76592. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  76593. */
  76594. keysLeft: number[];
  76595. /**
  76596. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  76597. */
  76598. keysRight: number[];
  76599. private _keys;
  76600. private _onCanvasBlurObserver;
  76601. private _onKeyboardObserver;
  76602. private _engine;
  76603. private _scene;
  76604. /**
  76605. * Attach the input controls to a specific dom element to get the input from.
  76606. * @param element Defines the element the controls should be listened from
  76607. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  76608. */
  76609. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  76610. /**
  76611. * Detach the current controls from the specified dom element.
  76612. * @param element Defines the element to stop listening the inputs from
  76613. */
  76614. detachControl(element: Nullable<HTMLElement>): void;
  76615. /**
  76616. * Update the current camera state depending on the inputs that have been used this frame.
  76617. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  76618. */
  76619. checkInputs(): void;
  76620. /**
  76621. * Gets the class name of the current intput.
  76622. * @returns the class name
  76623. */
  76624. getClassName(): string;
  76625. /** @hidden */
  76626. _onLostFocus(): void;
  76627. /**
  76628. * Get the friendly name associated with the input class.
  76629. * @returns the input friendly name
  76630. */
  76631. getSimpleName(): string;
  76632. }
  76633. }
  76634. declare module BABYLON {
  76635. /**
  76636. * Interface describing all the common properties and methods a shadow light needs to implement.
  76637. * This helps both the shadow generator and materials to genrate the corresponding shadow maps
  76638. * as well as binding the different shadow properties to the effects.
  76639. */
  76640. export interface IShadowLight extends Light {
  76641. /**
  76642. * The light id in the scene (used in scene.findLighById for instance)
  76643. */
  76644. id: string;
  76645. /**
  76646. * The position the shdow will be casted from.
  76647. */
  76648. position: Vector3;
  76649. /**
  76650. * In 2d mode (needCube being false), the direction used to cast the shadow.
  76651. */
  76652. direction: Vector3;
  76653. /**
  76654. * The transformed position. Position of the light in world space taking parenting in account.
  76655. */
  76656. transformedPosition: Vector3;
  76657. /**
  76658. * The transformed direction. Direction of the light in world space taking parenting in account.
  76659. */
  76660. transformedDirection: Vector3;
  76661. /**
  76662. * The friendly name of the light in the scene.
  76663. */
  76664. name: string;
  76665. /**
  76666. * Defines the shadow projection clipping minimum z value.
  76667. */
  76668. shadowMinZ: number;
  76669. /**
  76670. * Defines the shadow projection clipping maximum z value.
  76671. */
  76672. shadowMaxZ: number;
  76673. /**
  76674. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76675. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76676. */
  76677. computeTransformedInformation(): boolean;
  76678. /**
  76679. * Gets the scene the light belongs to.
  76680. * @returns The scene
  76681. */
  76682. getScene(): Scene;
  76683. /**
  76684. * Callback defining a custom Projection Matrix Builder.
  76685. * This can be used to override the default projection matrix computation.
  76686. */
  76687. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76688. /**
  76689. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76690. * @param matrix The materix to updated with the projection information
  76691. * @param viewMatrix The transform matrix of the light
  76692. * @param renderList The list of mesh to render in the map
  76693. * @returns The current light
  76694. */
  76695. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76696. /**
  76697. * Gets the current depth scale used in ESM.
  76698. * @returns The scale
  76699. */
  76700. getDepthScale(): number;
  76701. /**
  76702. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76703. * @returns true if a cube texture needs to be use
  76704. */
  76705. needCube(): boolean;
  76706. /**
  76707. * Detects if the projection matrix requires to be recomputed this frame.
  76708. * @returns true if it requires to be recomputed otherwise, false.
  76709. */
  76710. needProjectionMatrixCompute(): boolean;
  76711. /**
  76712. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76713. */
  76714. forceProjectionMatrixCompute(): void;
  76715. /**
  76716. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76717. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76718. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76719. */
  76720. getShadowDirection(faceIndex?: number): Vector3;
  76721. /**
  76722. * Gets the minZ used for shadow according to both the scene and the light.
  76723. * @param activeCamera The camera we are returning the min for
  76724. * @returns the depth min z
  76725. */
  76726. getDepthMinZ(activeCamera: Camera): number;
  76727. /**
  76728. * Gets the maxZ used for shadow according to both the scene and the light.
  76729. * @param activeCamera The camera we are returning the max for
  76730. * @returns the depth max z
  76731. */
  76732. getDepthMaxZ(activeCamera: Camera): number;
  76733. }
  76734. /**
  76735. * Base implementation IShadowLight
  76736. * It groups all the common behaviour in order to reduce dupplication and better follow the DRY pattern.
  76737. */
  76738. export abstract class ShadowLight extends Light implements IShadowLight {
  76739. protected abstract _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  76740. protected _position: Vector3;
  76741. protected _setPosition(value: Vector3): void;
  76742. /**
  76743. * Sets the position the shadow will be casted from. Also use as the light position for both
  76744. * point and spot lights.
  76745. */
  76746. /**
  76747. * Sets the position the shadow will be casted from. Also use as the light position for both
  76748. * point and spot lights.
  76749. */
  76750. position: Vector3;
  76751. protected _direction: Vector3;
  76752. protected _setDirection(value: Vector3): void;
  76753. /**
  76754. * In 2d mode (needCube being false), gets the direction used to cast the shadow.
  76755. * Also use as the light direction on spot and directional lights.
  76756. */
  76757. /**
  76758. * In 2d mode (needCube being false), sets the direction used to cast the shadow.
  76759. * Also use as the light direction on spot and directional lights.
  76760. */
  76761. direction: Vector3;
  76762. private _shadowMinZ;
  76763. /**
  76764. * Gets the shadow projection clipping minimum z value.
  76765. */
  76766. /**
  76767. * Sets the shadow projection clipping minimum z value.
  76768. */
  76769. shadowMinZ: number;
  76770. private _shadowMaxZ;
  76771. /**
  76772. * Sets the shadow projection clipping maximum z value.
  76773. */
  76774. /**
  76775. * Gets the shadow projection clipping maximum z value.
  76776. */
  76777. shadowMaxZ: number;
  76778. /**
  76779. * Callback defining a custom Projection Matrix Builder.
  76780. * This can be used to override the default projection matrix computation.
  76781. */
  76782. customProjectionMatrixBuilder: (viewMatrix: Matrix, renderList: Array<AbstractMesh>, result: Matrix) => void;
  76783. /**
  76784. * The transformed position. Position of the light in world space taking parenting in account.
  76785. */
  76786. transformedPosition: Vector3;
  76787. /**
  76788. * The transformed direction. Direction of the light in world space taking parenting in account.
  76789. */
  76790. transformedDirection: Vector3;
  76791. private _needProjectionMatrixCompute;
  76792. /**
  76793. * Computes the transformed information (transformedPosition and transformedDirection in World space) of the current light
  76794. * @returns true if the information has been computed, false if it does not need to (no parenting)
  76795. */
  76796. computeTransformedInformation(): boolean;
  76797. /**
  76798. * Return the depth scale used for the shadow map.
  76799. * @returns the depth scale.
  76800. */
  76801. getDepthScale(): number;
  76802. /**
  76803. * Get the direction to use to render the shadow map. In case of cube texture, the face index can be passed.
  76804. * @param faceIndex The index of the face we are computed the direction to generate shadow
  76805. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  76806. */
  76807. getShadowDirection(faceIndex?: number): Vector3;
  76808. /**
  76809. * Returns the ShadowLight absolute position in the World.
  76810. * @returns the position vector in world space
  76811. */
  76812. getAbsolutePosition(): Vector3;
  76813. /**
  76814. * Sets the ShadowLight direction toward the passed target.
  76815. * @param target The point to target in local space
  76816. * @returns the updated ShadowLight direction
  76817. */
  76818. setDirectionToTarget(target: Vector3): Vector3;
  76819. /**
  76820. * Returns the light rotation in euler definition.
  76821. * @returns the x y z rotation in local space.
  76822. */
  76823. getRotation(): Vector3;
  76824. /**
  76825. * Returns whether or not the shadow generation require a cube texture or a 2d texture.
  76826. * @returns true if a cube texture needs to be use
  76827. */
  76828. needCube(): boolean;
  76829. /**
  76830. * Detects if the projection matrix requires to be recomputed this frame.
  76831. * @returns true if it requires to be recomputed otherwise, false.
  76832. */
  76833. needProjectionMatrixCompute(): boolean;
  76834. /**
  76835. * Forces the shadow generator to recompute the projection matrix even if position and direction did not changed.
  76836. */
  76837. forceProjectionMatrixCompute(): void;
  76838. /** @hidden */
  76839. _initCache(): void;
  76840. /** @hidden */
  76841. _isSynchronized(): boolean;
  76842. /**
  76843. * Computes the world matrix of the node
  76844. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  76845. * @returns the world matrix
  76846. */
  76847. computeWorldMatrix(force?: boolean): Matrix;
  76848. /**
  76849. * Gets the minZ used for shadow according to both the scene and the light.
  76850. * @param activeCamera The camera we are returning the min for
  76851. * @returns the depth min z
  76852. */
  76853. getDepthMinZ(activeCamera: Camera): number;
  76854. /**
  76855. * Gets the maxZ used for shadow according to both the scene and the light.
  76856. * @param activeCamera The camera we are returning the max for
  76857. * @returns the depth max z
  76858. */
  76859. getDepthMaxZ(activeCamera: Camera): number;
  76860. /**
  76861. * Sets the shadow projection matrix in parameter to the generated projection matrix.
  76862. * @param matrix The materix to updated with the projection information
  76863. * @param viewMatrix The transform matrix of the light
  76864. * @param renderList The list of mesh to render in the map
  76865. * @returns The current light
  76866. */
  76867. setShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): IShadowLight;
  76868. }
  76869. }
  76870. declare module BABYLON {
  76871. /**
  76872. * EffectFallbacks can be used to add fallbacks (properties to disable) to certain properties when desired to improve performance.
  76873. * (Eg. Start at high quality with reflection and fog, if fps is low, remove reflection, if still low remove fog)
  76874. */
  76875. export class EffectFallbacks implements IEffectFallbacks {
  76876. private _defines;
  76877. private _currentRank;
  76878. private _maxRank;
  76879. private _mesh;
  76880. /**
  76881. * Removes the fallback from the bound mesh.
  76882. */
  76883. unBindMesh(): void;
  76884. /**
  76885. * Adds a fallback on the specified property.
  76886. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76887. * @param define The name of the define in the shader
  76888. */
  76889. addFallback(rank: number, define: string): void;
  76890. /**
  76891. * Sets the mesh to use CPU skinning when needing to fallback.
  76892. * @param rank The rank of the fallback (Lower ranks will be fallbacked to first)
  76893. * @param mesh The mesh to use the fallbacks.
  76894. */
  76895. addCPUSkinningFallback(rank: number, mesh: AbstractMesh): void;
  76896. /**
  76897. * Checks to see if more fallbacks are still availible.
  76898. */
  76899. readonly hasMoreFallbacks: boolean;
  76900. /**
  76901. * Removes the defines that should be removed when falling back.
  76902. * @param currentDefines defines the current define statements for the shader.
  76903. * @param effect defines the current effect we try to compile
  76904. * @returns The resulting defines with defines of the current rank removed.
  76905. */
  76906. reduce(currentDefines: string, effect: Effect): string;
  76907. }
  76908. }
  76909. declare module BABYLON {
  76910. /**
  76911. * "Static Class" containing the most commonly used helper while dealing with material for
  76912. * rendering purpose.
  76913. *
  76914. * It contains the basic tools to help defining defines, binding uniform for the common part of the materials.
  76915. *
  76916. * This works by convention in BabylonJS but is meant to be use only with shader following the in place naming rules and conventions.
  76917. */
  76918. export class MaterialHelper {
  76919. /**
  76920. * Bind the current view position to an effect.
  76921. * @param effect The effect to be bound
  76922. * @param scene The scene the eyes position is used from
  76923. */
  76924. static BindEyePosition(effect: Effect, scene: Scene): void;
  76925. /**
  76926. * Helps preparing the defines values about the UVs in used in the effect.
  76927. * UVs are shared as much as we can accross channels in the shaders.
  76928. * @param texture The texture we are preparing the UVs for
  76929. * @param defines The defines to update
  76930. * @param key The channel key "diffuse", "specular"... used in the shader
  76931. */
  76932. static PrepareDefinesForMergedUV(texture: BaseTexture, defines: any, key: string): void;
  76933. /**
  76934. * Binds a texture matrix value to its corrsponding uniform
  76935. * @param texture The texture to bind the matrix for
  76936. * @param uniformBuffer The uniform buffer receivin the data
  76937. * @param key The channel key "diffuse", "specular"... used in the shader
  76938. */
  76939. static BindTextureMatrix(texture: BaseTexture, uniformBuffer: UniformBuffer, key: string): void;
  76940. /**
  76941. * Gets the current status of the fog (should it be enabled?)
  76942. * @param mesh defines the mesh to evaluate for fog support
  76943. * @param scene defines the hosting scene
  76944. * @returns true if fog must be enabled
  76945. */
  76946. static GetFogState(mesh: AbstractMesh, scene: Scene): boolean;
  76947. /**
  76948. * Helper used to prepare the list of defines associated with misc. values for shader compilation
  76949. * @param mesh defines the current mesh
  76950. * @param scene defines the current scene
  76951. * @param useLogarithmicDepth defines if logarithmic depth has to be turned on
  76952. * @param pointsCloud defines if point cloud rendering has to be turned on
  76953. * @param fogEnabled defines if fog has to be turned on
  76954. * @param alphaTest defines if alpha testing has to be turned on
  76955. * @param defines defines the current list of defines
  76956. */
  76957. static PrepareDefinesForMisc(mesh: AbstractMesh, scene: Scene, useLogarithmicDepth: boolean, pointsCloud: boolean, fogEnabled: boolean, alphaTest: boolean, defines: any): void;
  76958. /**
  76959. * Helper used to prepare the list of defines associated with frame values for shader compilation
  76960. * @param scene defines the current scene
  76961. * @param engine defines the current engine
  76962. * @param defines specifies the list of active defines
  76963. * @param useInstances defines if instances have to be turned on
  76964. * @param useClipPlane defines if clip plane have to be turned on
  76965. */
  76966. static PrepareDefinesForFrameBoundValues(scene: Scene, engine: Engine, defines: any, useInstances: boolean, useClipPlane?: Nullable<boolean>): void;
  76967. /**
  76968. * Prepares the defines for bones
  76969. * @param mesh The mesh containing the geometry data we will draw
  76970. * @param defines The defines to update
  76971. */
  76972. static PrepareDefinesForBones(mesh: AbstractMesh, defines: any): void;
  76973. /**
  76974. * Prepares the defines for morph targets
  76975. * @param mesh The mesh containing the geometry data we will draw
  76976. * @param defines The defines to update
  76977. */
  76978. static PrepareDefinesForMorphTargets(mesh: AbstractMesh, defines: any): void;
  76979. /**
  76980. * Prepares the defines used in the shader depending on the attributes data available in the mesh
  76981. * @param mesh The mesh containing the geometry data we will draw
  76982. * @param defines The defines to update
  76983. * @param useVertexColor Precise whether vertex colors should be used or not (override mesh info)
  76984. * @param useBones Precise whether bones should be used or not (override mesh info)
  76985. * @param useMorphTargets Precise whether morph targets should be used or not (override mesh info)
  76986. * @param useVertexAlpha Precise whether vertex alpha should be used or not (override mesh info)
  76987. * @returns false if defines are considered not dirty and have not been checked
  76988. */
  76989. static PrepareDefinesForAttributes(mesh: AbstractMesh, defines: any, useVertexColor: boolean, useBones: boolean, useMorphTargets?: boolean, useVertexAlpha?: boolean): boolean;
  76990. /**
  76991. * Prepares the defines related to multiview
  76992. * @param scene The scene we are intending to draw
  76993. * @param defines The defines to update
  76994. */
  76995. static PrepareDefinesForMultiview(scene: Scene, defines: any): void;
  76996. /**
  76997. * Prepares the defines related to the light information passed in parameter
  76998. * @param scene The scene we are intending to draw
  76999. * @param mesh The mesh the effect is compiling for
  77000. * @param light The light the effect is compiling for
  77001. * @param lightIndex The index of the light
  77002. * @param defines The defines to update
  77003. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77004. * @param state Defines the current state regarding what is needed (normals, etc...)
  77005. */
  77006. static PrepareDefinesForLight(scene: Scene, mesh: AbstractMesh, light: Light, lightIndex: number, defines: any, specularSupported: boolean, state: {
  77007. needNormals: boolean;
  77008. needRebuild: boolean;
  77009. shadowEnabled: boolean;
  77010. specularEnabled: boolean;
  77011. lightmapMode: boolean;
  77012. }): void;
  77013. /**
  77014. * Prepares the defines related to the light information passed in parameter
  77015. * @param scene The scene we are intending to draw
  77016. * @param mesh The mesh the effect is compiling for
  77017. * @param defines The defines to update
  77018. * @param specularSupported Specifies whether specular is supported or not (override lights data)
  77019. * @param maxSimultaneousLights Specfies how manuy lights can be added to the effect at max
  77020. * @param disableLighting Specifies whether the lighting is disabled (override scene and light)
  77021. * @returns true if normals will be required for the rest of the effect
  77022. */
  77023. static PrepareDefinesForLights(scene: Scene, mesh: AbstractMesh, defines: any, specularSupported: boolean, maxSimultaneousLights?: number, disableLighting?: boolean): boolean;
  77024. /**
  77025. * Prepares the uniforms and samplers list to be used in the effect (for a specific light)
  77026. * @param lightIndex defines the light index
  77027. * @param uniformsList The uniform list
  77028. * @param samplersList The sampler list
  77029. * @param projectedLightTexture defines if projected texture must be used
  77030. * @param uniformBuffersList defines an optional list of uniform buffers
  77031. */
  77032. static PrepareUniformsAndSamplersForLight(lightIndex: number, uniformsList: string[], samplersList: string[], projectedLightTexture?: any, uniformBuffersList?: Nullable<string[]>): void;
  77033. /**
  77034. * Prepares the uniforms and samplers list to be used in the effect
  77035. * @param uniformsListOrOptions The uniform names to prepare or an EffectCreationOptions containing the liist and extra information
  77036. * @param samplersList The sampler list
  77037. * @param defines The defines helping in the list generation
  77038. * @param maxSimultaneousLights The maximum number of simultanous light allowed in the effect
  77039. */
  77040. static PrepareUniformsAndSamplersList(uniformsListOrOptions: string[] | IEffectCreationOptions, samplersList?: string[], defines?: any, maxSimultaneousLights?: number): void;
  77041. /**
  77042. * This helps decreasing rank by rank the shadow quality (0 being the highest rank and quality)
  77043. * @param defines The defines to update while falling back
  77044. * @param fallbacks The authorized effect fallbacks
  77045. * @param maxSimultaneousLights The maximum number of lights allowed
  77046. * @param rank the current rank of the Effect
  77047. * @returns The newly affected rank
  77048. */
  77049. static HandleFallbacksForShadows(defines: any, fallbacks: EffectFallbacks, maxSimultaneousLights?: number, rank?: number): number;
  77050. private static _TmpMorphInfluencers;
  77051. /**
  77052. * Prepares the list of attributes required for morph targets according to the effect defines.
  77053. * @param attribs The current list of supported attribs
  77054. * @param mesh The mesh to prepare the morph targets attributes for
  77055. * @param influencers The number of influencers
  77056. */
  77057. static PrepareAttributesForMorphTargetsInfluencers(attribs: string[], mesh: AbstractMesh, influencers: number): void;
  77058. /**
  77059. * Prepares the list of attributes required for morph targets according to the effect defines.
  77060. * @param attribs The current list of supported attribs
  77061. * @param mesh The mesh to prepare the morph targets attributes for
  77062. * @param defines The current Defines of the effect
  77063. */
  77064. static PrepareAttributesForMorphTargets(attribs: string[], mesh: AbstractMesh, defines: any): void;
  77065. /**
  77066. * Prepares the list of attributes required for bones according to the effect defines.
  77067. * @param attribs The current list of supported attribs
  77068. * @param mesh The mesh to prepare the bones attributes for
  77069. * @param defines The current Defines of the effect
  77070. * @param fallbacks The current efffect fallback strategy
  77071. */
  77072. static PrepareAttributesForBones(attribs: string[], mesh: AbstractMesh, defines: any, fallbacks: EffectFallbacks): void;
  77073. /**
  77074. * Check and prepare the list of attributes required for instances according to the effect defines.
  77075. * @param attribs The current list of supported attribs
  77076. * @param defines The current MaterialDefines of the effect
  77077. */
  77078. static PrepareAttributesForInstances(attribs: string[], defines: MaterialDefines): void;
  77079. /**
  77080. * Add the list of attributes required for instances to the attribs array.
  77081. * @param attribs The current list of supported attribs
  77082. */
  77083. static PushAttributesForInstances(attribs: string[]): void;
  77084. /**
  77085. * Binds the light information to the effect.
  77086. * @param light The light containing the generator
  77087. * @param effect The effect we are binding the data to
  77088. * @param lightIndex The light index in the effect used to render
  77089. */
  77090. static BindLightProperties(light: Light, effect: Effect, lightIndex: number): void;
  77091. /**
  77092. * Binds the lights information from the scene to the effect for the given mesh.
  77093. * @param light Light to bind
  77094. * @param lightIndex Light index
  77095. * @param scene The scene where the light belongs to
  77096. * @param effect The effect we are binding the data to
  77097. * @param useSpecular Defines if specular is supported
  77098. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77099. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77100. */
  77101. static BindLight(light: Light, lightIndex: number, scene: Scene, effect: Effect, useSpecular: boolean, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77102. /**
  77103. * Binds the lights information from the scene to the effect for the given mesh.
  77104. * @param scene The scene the lights belongs to
  77105. * @param mesh The mesh we are binding the information to render
  77106. * @param effect The effect we are binding the data to
  77107. * @param defines The generated defines for the effect
  77108. * @param maxSimultaneousLights The maximum number of light that can be bound to the effect
  77109. * @param usePhysicalLightFalloff Specifies whether the light falloff is defined physically or not
  77110. * @param rebuildInParallel Specifies whether the shader is rebuilding in parallel
  77111. */
  77112. static BindLights(scene: Scene, mesh: AbstractMesh, effect: Effect, defines: any, maxSimultaneousLights?: number, usePhysicalLightFalloff?: boolean, rebuildInParallel?: boolean): void;
  77113. private static _tempFogColor;
  77114. /**
  77115. * Binds the fog information from the scene to the effect for the given mesh.
  77116. * @param scene The scene the lights belongs to
  77117. * @param mesh The mesh we are binding the information to render
  77118. * @param effect The effect we are binding the data to
  77119. * @param linearSpace Defines if the fog effect is applied in linear space
  77120. */
  77121. static BindFogParameters(scene: Scene, mesh: AbstractMesh, effect: Effect, linearSpace?: boolean): void;
  77122. /**
  77123. * Binds the bones information from the mesh to the effect.
  77124. * @param mesh The mesh we are binding the information to render
  77125. * @param effect The effect we are binding the data to
  77126. */
  77127. static BindBonesParameters(mesh?: AbstractMesh, effect?: Effect): void;
  77128. /**
  77129. * Binds the morph targets information from the mesh to the effect.
  77130. * @param abstractMesh The mesh we are binding the information to render
  77131. * @param effect The effect we are binding the data to
  77132. */
  77133. static BindMorphTargetParameters(abstractMesh: AbstractMesh, effect: Effect): void;
  77134. /**
  77135. * Binds the logarithmic depth information from the scene to the effect for the given defines.
  77136. * @param defines The generated defines used in the effect
  77137. * @param effect The effect we are binding the data to
  77138. * @param scene The scene we are willing to render with logarithmic scale for
  77139. */
  77140. static BindLogDepth(defines: any, effect: Effect, scene: Scene): void;
  77141. /**
  77142. * Binds the clip plane information from the scene to the effect.
  77143. * @param scene The scene the clip plane information are extracted from
  77144. * @param effect The effect we are binding the data to
  77145. */
  77146. static BindClipPlane(effect: Effect, scene: Scene): void;
  77147. }
  77148. }
  77149. declare module BABYLON {
  77150. /** @hidden */
  77151. export var packingFunctions: {
  77152. name: string;
  77153. shader: string;
  77154. };
  77155. }
  77156. declare module BABYLON {
  77157. /** @hidden */
  77158. export var shadowMapPixelShader: {
  77159. name: string;
  77160. shader: string;
  77161. };
  77162. }
  77163. declare module BABYLON {
  77164. /** @hidden */
  77165. export var bonesDeclaration: {
  77166. name: string;
  77167. shader: string;
  77168. };
  77169. }
  77170. declare module BABYLON {
  77171. /** @hidden */
  77172. export var morphTargetsVertexGlobalDeclaration: {
  77173. name: string;
  77174. shader: string;
  77175. };
  77176. }
  77177. declare module BABYLON {
  77178. /** @hidden */
  77179. export var morphTargetsVertexDeclaration: {
  77180. name: string;
  77181. shader: string;
  77182. };
  77183. }
  77184. declare module BABYLON {
  77185. /** @hidden */
  77186. export var instancesDeclaration: {
  77187. name: string;
  77188. shader: string;
  77189. };
  77190. }
  77191. declare module BABYLON {
  77192. /** @hidden */
  77193. export var helperFunctions: {
  77194. name: string;
  77195. shader: string;
  77196. };
  77197. }
  77198. declare module BABYLON {
  77199. /** @hidden */
  77200. export var morphTargetsVertex: {
  77201. name: string;
  77202. shader: string;
  77203. };
  77204. }
  77205. declare module BABYLON {
  77206. /** @hidden */
  77207. export var instancesVertex: {
  77208. name: string;
  77209. shader: string;
  77210. };
  77211. }
  77212. declare module BABYLON {
  77213. /** @hidden */
  77214. export var bonesVertex: {
  77215. name: string;
  77216. shader: string;
  77217. };
  77218. }
  77219. declare module BABYLON {
  77220. /** @hidden */
  77221. export var shadowMapVertexShader: {
  77222. name: string;
  77223. shader: string;
  77224. };
  77225. }
  77226. declare module BABYLON {
  77227. /** @hidden */
  77228. export var depthBoxBlurPixelShader: {
  77229. name: string;
  77230. shader: string;
  77231. };
  77232. }
  77233. declare module BABYLON {
  77234. /**
  77235. * Defines the options associated with the creation of a custom shader for a shadow generator.
  77236. */
  77237. export interface ICustomShaderOptions {
  77238. /**
  77239. * Gets or sets the custom shader name to use
  77240. */
  77241. shaderName: string;
  77242. /**
  77243. * The list of attribute names used in the shader
  77244. */
  77245. attributes?: string[];
  77246. /**
  77247. * The list of unifrom names used in the shader
  77248. */
  77249. uniforms?: string[];
  77250. /**
  77251. * The list of sampler names used in the shader
  77252. */
  77253. samplers?: string[];
  77254. /**
  77255. * The list of defines used in the shader
  77256. */
  77257. defines?: string[];
  77258. }
  77259. /**
  77260. * Interface to implement to create a shadow generator compatible with BJS.
  77261. */
  77262. export interface IShadowGenerator {
  77263. /**
  77264. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77265. * @returns The render target texture if present otherwise, null
  77266. */
  77267. getShadowMap(): Nullable<RenderTargetTexture>;
  77268. /**
  77269. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77270. * @returns The render target texture if the shadow map is present otherwise, null
  77271. */
  77272. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77273. /**
  77274. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77275. * @param subMesh The submesh we want to render in the shadow map
  77276. * @param useInstances Defines wether will draw in the map using instances
  77277. * @returns true if ready otherwise, false
  77278. */
  77279. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77280. /**
  77281. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77282. * @param defines Defines of the material we want to update
  77283. * @param lightIndex Index of the light in the enabled light list of the material
  77284. */
  77285. prepareDefines(defines: MaterialDefines, lightIndex: number): void;
  77286. /**
  77287. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77288. * defined in the generator but impacting the effect).
  77289. * It implies the unifroms available on the materials are the standard BJS ones.
  77290. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77291. * @param effect The effect we are binfing the information for
  77292. */
  77293. bindShadowLight(lightIndex: string, effect: Effect): void;
  77294. /**
  77295. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77296. * (eq to shadow prjection matrix * light transform matrix)
  77297. * @returns The transform matrix used to create the shadow map
  77298. */
  77299. getTransformMatrix(): Matrix;
  77300. /**
  77301. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77302. * Cube and 2D textures for instance.
  77303. */
  77304. recreateShadowMap(): void;
  77305. /**
  77306. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77307. * @param onCompiled Callback triggered at the and of the effects compilation
  77308. * @param options Sets of optional options forcing the compilation with different modes
  77309. */
  77310. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77311. useInstances: boolean;
  77312. }>): void;
  77313. /**
  77314. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77315. * @param options Sets of optional options forcing the compilation with different modes
  77316. * @returns A promise that resolves when the compilation completes
  77317. */
  77318. forceCompilationAsync(options?: Partial<{
  77319. useInstances: boolean;
  77320. }>): Promise<void>;
  77321. /**
  77322. * Serializes the shadow generator setup to a json object.
  77323. * @returns The serialized JSON object
  77324. */
  77325. serialize(): any;
  77326. /**
  77327. * Disposes the Shadow map and related Textures and effects.
  77328. */
  77329. dispose(): void;
  77330. }
  77331. /**
  77332. * Default implementation IShadowGenerator.
  77333. * This is the main object responsible of generating shadows in the framework.
  77334. * Documentation: https://doc.babylonjs.com/babylon101/shadows
  77335. */
  77336. export class ShadowGenerator implements IShadowGenerator {
  77337. /**
  77338. * Shadow generator mode None: no filtering applied.
  77339. */
  77340. static readonly FILTER_NONE: number;
  77341. /**
  77342. * Shadow generator mode ESM: Exponential Shadow Mapping.
  77343. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77344. */
  77345. static readonly FILTER_EXPONENTIALSHADOWMAP: number;
  77346. /**
  77347. * Shadow generator mode Poisson Sampling: Percentage Closer Filtering.
  77348. * (Multiple Tap around evenly distributed around the pixel are used to evaluate the shadow strength)
  77349. */
  77350. static readonly FILTER_POISSONSAMPLING: number;
  77351. /**
  77352. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping.
  77353. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77354. */
  77355. static readonly FILTER_BLUREXPONENTIALSHADOWMAP: number;
  77356. /**
  77357. * Shadow generator mode ESM: Exponential Shadow Mapping using the inverse of the exponential preventing
  77358. * edge artifacts on steep falloff.
  77359. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77360. */
  77361. static readonly FILTER_CLOSEEXPONENTIALSHADOWMAP: number;
  77362. /**
  77363. * Shadow generator mode ESM: Blurred Exponential Shadow Mapping using the inverse of the exponential preventing
  77364. * edge artifacts on steep falloff.
  77365. * (http://developer.download.nvidia.com/presentations/2008/GDC/GDC08_SoftShadowMapping.pdf)
  77366. */
  77367. static readonly FILTER_BLURCLOSEEXPONENTIALSHADOWMAP: number;
  77368. /**
  77369. * Shadow generator mode PCF: Percentage Closer Filtering
  77370. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77371. * (https://developer.nvidia.com/gpugems/GPUGems/gpugems_ch11.html)
  77372. */
  77373. static readonly FILTER_PCF: number;
  77374. /**
  77375. * Shadow generator mode PCSS: Percentage Closering Soft Shadow.
  77376. * benefits from Webgl 2 shadow samplers. Fallback to Poisson Sampling in Webgl 1
  77377. * Contact Hardening
  77378. */
  77379. static readonly FILTER_PCSS: number;
  77380. /**
  77381. * Reserved for PCF and PCSS
  77382. * Highest Quality.
  77383. *
  77384. * Execute PCF on a 5*5 kernel improving a lot the shadow aliasing artifacts.
  77385. *
  77386. * Execute PCSS with 32 taps blocker search and 64 taps PCF.
  77387. */
  77388. static readonly QUALITY_HIGH: number;
  77389. /**
  77390. * Reserved for PCF and PCSS
  77391. * Good tradeoff for quality/perf cross devices
  77392. *
  77393. * Execute PCF on a 3*3 kernel.
  77394. *
  77395. * Execute PCSS with 16 taps blocker search and 32 taps PCF.
  77396. */
  77397. static readonly QUALITY_MEDIUM: number;
  77398. /**
  77399. * Reserved for PCF and PCSS
  77400. * The lowest quality but the fastest.
  77401. *
  77402. * Execute PCF on a 1*1 kernel.
  77403. *
  77404. * Execute PCSS with 16 taps blocker search and 16 taps PCF.
  77405. */
  77406. static readonly QUALITY_LOW: number;
  77407. /** Gets or sets the custom shader name to use */
  77408. customShaderOptions: ICustomShaderOptions;
  77409. /**
  77410. * Observable triggered before the shadow is rendered. Can be used to update internal effect state
  77411. */
  77412. onBeforeShadowMapRenderObservable: Observable<Effect>;
  77413. /**
  77414. * Observable triggered after the shadow is rendered. Can be used to restore internal effect state
  77415. */
  77416. onAfterShadowMapRenderObservable: Observable<Effect>;
  77417. /**
  77418. * Observable triggered before a mesh is rendered in the shadow map.
  77419. * Can be used to update internal effect state (that you can get from the onBeforeShadowMapRenderObservable)
  77420. */
  77421. onBeforeShadowMapRenderMeshObservable: Observable<Mesh>;
  77422. /**
  77423. * Observable triggered after a mesh is rendered in the shadow map.
  77424. * Can be used to update internal effect state (that you can get from the onAfterShadowMapRenderObservable)
  77425. */
  77426. onAfterShadowMapRenderMeshObservable: Observable<Mesh>;
  77427. private _bias;
  77428. /**
  77429. * Gets the bias: offset applied on the depth preventing acnea (in light direction).
  77430. */
  77431. /**
  77432. * Sets the bias: offset applied on the depth preventing acnea (in light direction).
  77433. */
  77434. bias: number;
  77435. private _normalBias;
  77436. /**
  77437. * Gets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77438. */
  77439. /**
  77440. * Sets the normalBias: offset applied on the depth preventing acnea (along side the normal direction and proportinal to the light/normal angle).
  77441. */
  77442. normalBias: number;
  77443. private _blurBoxOffset;
  77444. /**
  77445. * Gets the blur box offset: offset applied during the blur pass.
  77446. * Only useful if useKernelBlur = false
  77447. */
  77448. /**
  77449. * Sets the blur box offset: offset applied during the blur pass.
  77450. * Only useful if useKernelBlur = false
  77451. */
  77452. blurBoxOffset: number;
  77453. private _blurScale;
  77454. /**
  77455. * Gets the blur scale: scale of the blurred texture compared to the main shadow map.
  77456. * 2 means half of the size.
  77457. */
  77458. /**
  77459. * Sets the blur scale: scale of the blurred texture compared to the main shadow map.
  77460. * 2 means half of the size.
  77461. */
  77462. blurScale: number;
  77463. private _blurKernel;
  77464. /**
  77465. * Gets the blur kernel: kernel size of the blur pass.
  77466. * Only useful if useKernelBlur = true
  77467. */
  77468. /**
  77469. * Sets the blur kernel: kernel size of the blur pass.
  77470. * Only useful if useKernelBlur = true
  77471. */
  77472. blurKernel: number;
  77473. private _useKernelBlur;
  77474. /**
  77475. * Gets whether the blur pass is a kernel blur (if true) or box blur.
  77476. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77477. */
  77478. /**
  77479. * Sets whether the blur pass is a kernel blur (if true) or box blur.
  77480. * Only useful in filtered mode (useBlurExponentialShadowMap...)
  77481. */
  77482. useKernelBlur: boolean;
  77483. private _depthScale;
  77484. /**
  77485. * Gets the depth scale used in ESM mode.
  77486. */
  77487. /**
  77488. * Sets the depth scale used in ESM mode.
  77489. * This can override the scale stored on the light.
  77490. */
  77491. depthScale: number;
  77492. private _filter;
  77493. /**
  77494. * Gets the current mode of the shadow generator (normal, PCF, ESM...).
  77495. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77496. */
  77497. /**
  77498. * Sets the current mode of the shadow generator (normal, PCF, ESM...).
  77499. * The returned value is a number equal to one of the available mode defined in ShadowMap.FILTER_x like _FILTER_NONE
  77500. */
  77501. filter: number;
  77502. /**
  77503. * Gets if the current filter is set to Poisson Sampling.
  77504. */
  77505. /**
  77506. * Sets the current filter to Poisson Sampling.
  77507. */
  77508. usePoissonSampling: boolean;
  77509. /**
  77510. * Gets if the current filter is set to ESM.
  77511. */
  77512. /**
  77513. * Sets the current filter is to ESM.
  77514. */
  77515. useExponentialShadowMap: boolean;
  77516. /**
  77517. * Gets if the current filter is set to filtered ESM.
  77518. */
  77519. /**
  77520. * Gets if the current filter is set to filtered ESM.
  77521. */
  77522. useBlurExponentialShadowMap: boolean;
  77523. /**
  77524. * Gets if the current filter is set to "close ESM" (using the inverse of the
  77525. * exponential to prevent steep falloff artifacts).
  77526. */
  77527. /**
  77528. * Sets the current filter to "close ESM" (using the inverse of the
  77529. * exponential to prevent steep falloff artifacts).
  77530. */
  77531. useCloseExponentialShadowMap: boolean;
  77532. /**
  77533. * Gets if the current filter is set to filtered "close ESM" (using the inverse of the
  77534. * exponential to prevent steep falloff artifacts).
  77535. */
  77536. /**
  77537. * Sets the current filter to filtered "close ESM" (using the inverse of the
  77538. * exponential to prevent steep falloff artifacts).
  77539. */
  77540. useBlurCloseExponentialShadowMap: boolean;
  77541. /**
  77542. * Gets if the current filter is set to "PCF" (percentage closer filtering).
  77543. */
  77544. /**
  77545. * Sets the current filter to "PCF" (percentage closer filtering).
  77546. */
  77547. usePercentageCloserFiltering: boolean;
  77548. private _filteringQuality;
  77549. /**
  77550. * Gets the PCF or PCSS Quality.
  77551. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77552. */
  77553. /**
  77554. * Sets the PCF or PCSS Quality.
  77555. * Only valid if usePercentageCloserFiltering or usePercentageCloserFiltering is true.
  77556. */
  77557. filteringQuality: number;
  77558. /**
  77559. * Gets if the current filter is set to "PCSS" (contact hardening).
  77560. */
  77561. /**
  77562. * Sets the current filter to "PCSS" (contact hardening).
  77563. */
  77564. useContactHardeningShadow: boolean;
  77565. private _contactHardeningLightSizeUVRatio;
  77566. /**
  77567. * Gets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77568. * Using a ratio helps keeping shape stability independently of the map size.
  77569. *
  77570. * It does not account for the light projection as it was having too much
  77571. * instability during the light setup or during light position changes.
  77572. *
  77573. * Only valid if useContactHardeningShadow is true.
  77574. */
  77575. /**
  77576. * Sets the Light Size (in shadow map uv unit) used in PCSS to determine the blocker search area and the penumbra size.
  77577. * Using a ratio helps keeping shape stability independently of the map size.
  77578. *
  77579. * It does not account for the light projection as it was having too much
  77580. * instability during the light setup or during light position changes.
  77581. *
  77582. * Only valid if useContactHardeningShadow is true.
  77583. */
  77584. contactHardeningLightSizeUVRatio: number;
  77585. private _darkness;
  77586. /** Gets or sets the actual darkness of a shadow */
  77587. darkness: number;
  77588. /**
  77589. * Returns the darkness value (float). This can only decrease the actual darkness of a shadow.
  77590. * 0 means strongest and 1 would means no shadow.
  77591. * @returns the darkness.
  77592. */
  77593. getDarkness(): number;
  77594. /**
  77595. * Sets the darkness value (float). This can only decrease the actual darkness of a shadow.
  77596. * @param darkness The darkness value 0 means strongest and 1 would means no shadow.
  77597. * @returns the shadow generator allowing fluent coding.
  77598. */
  77599. setDarkness(darkness: number): ShadowGenerator;
  77600. private _transparencyShadow;
  77601. /** Gets or sets the ability to have transparent shadow */
  77602. transparencyShadow: boolean;
  77603. /**
  77604. * Sets the ability to have transparent shadow (boolean).
  77605. * @param transparent True if transparent else False
  77606. * @returns the shadow generator allowing fluent coding
  77607. */
  77608. setTransparencyShadow(transparent: boolean): ShadowGenerator;
  77609. private _shadowMap;
  77610. private _shadowMap2;
  77611. /**
  77612. * Gets the main RTT containing the shadow map (usually storing depth from the light point of view).
  77613. * @returns The render target texture if present otherwise, null
  77614. */
  77615. getShadowMap(): Nullable<RenderTargetTexture>;
  77616. /**
  77617. * Gets the RTT used during rendering (can be a blurred version of the shadow map or the shadow map itself).
  77618. * @returns The render target texture if the shadow map is present otherwise, null
  77619. */
  77620. getShadowMapForRendering(): Nullable<RenderTargetTexture>;
  77621. /**
  77622. * Gets the class name of that object
  77623. * @returns "ShadowGenerator"
  77624. */
  77625. getClassName(): string;
  77626. /**
  77627. * Helper function to add a mesh and its descendants to the list of shadow casters.
  77628. * @param mesh Mesh to add
  77629. * @param includeDescendants boolean indicating if the descendants should be added. Default to true
  77630. * @returns the Shadow Generator itself
  77631. */
  77632. addShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77633. /**
  77634. * Helper function to remove a mesh and its descendants from the list of shadow casters
  77635. * @param mesh Mesh to remove
  77636. * @param includeDescendants boolean indicating if the descendants should be removed. Default to true
  77637. * @returns the Shadow Generator itself
  77638. */
  77639. removeShadowCaster(mesh: AbstractMesh, includeDescendants?: boolean): ShadowGenerator;
  77640. /**
  77641. * Controls the extent to which the shadows fade out at the edge of the frustum
  77642. * Used only by directionals and spots
  77643. */
  77644. frustumEdgeFalloff: number;
  77645. private _light;
  77646. /**
  77647. * Returns the associated light object.
  77648. * @returns the light generating the shadow
  77649. */
  77650. getLight(): IShadowLight;
  77651. /**
  77652. * If true the shadow map is generated by rendering the back face of the mesh instead of the front face.
  77653. * This can help with self-shadowing as the geometry making up the back of objects is slightly offset.
  77654. * It might on the other hand introduce peter panning.
  77655. */
  77656. forceBackFacesOnly: boolean;
  77657. private _scene;
  77658. private _lightDirection;
  77659. private _effect;
  77660. private _viewMatrix;
  77661. private _projectionMatrix;
  77662. private _transformMatrix;
  77663. private _cachedPosition;
  77664. private _cachedDirection;
  77665. private _cachedDefines;
  77666. private _currentRenderID;
  77667. private _boxBlurPostprocess;
  77668. private _kernelBlurXPostprocess;
  77669. private _kernelBlurYPostprocess;
  77670. private _blurPostProcesses;
  77671. private _mapSize;
  77672. private _currentFaceIndex;
  77673. private _currentFaceIndexCache;
  77674. private _textureType;
  77675. private _defaultTextureMatrix;
  77676. private _storedUniqueId;
  77677. /** @hidden */
  77678. static _SceneComponentInitialization: (scene: Scene) => void;
  77679. /**
  77680. * Creates a ShadowGenerator object.
  77681. * A ShadowGenerator is the required tool to use the shadows.
  77682. * Each light casting shadows needs to use its own ShadowGenerator.
  77683. * Documentation : https://doc.babylonjs.com/babylon101/shadows
  77684. * @param mapSize The size of the texture what stores the shadows. Example : 1024.
  77685. * @param light The light object generating the shadows.
  77686. * @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.
  77687. */
  77688. constructor(mapSize: number, light: IShadowLight, usefulFloatFirst?: boolean);
  77689. private _initializeGenerator;
  77690. private _initializeShadowMap;
  77691. private _initializeBlurRTTAndPostProcesses;
  77692. private _renderForShadowMap;
  77693. private _renderSubMeshForShadowMap;
  77694. private _applyFilterValues;
  77695. /**
  77696. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77697. * @param onCompiled Callback triggered at the and of the effects compilation
  77698. * @param options Sets of optional options forcing the compilation with different modes
  77699. */
  77700. forceCompilation(onCompiled?: (generator: ShadowGenerator) => void, options?: Partial<{
  77701. useInstances: boolean;
  77702. }>): void;
  77703. /**
  77704. * Forces all the attached effect to compile to enable rendering only once ready vs. lazyly compiling effects.
  77705. * @param options Sets of optional options forcing the compilation with different modes
  77706. * @returns A promise that resolves when the compilation completes
  77707. */
  77708. forceCompilationAsync(options?: Partial<{
  77709. useInstances: boolean;
  77710. }>): Promise<void>;
  77711. /**
  77712. * Determine wheter the shadow generator is ready or not (mainly all effects and related post processes needs to be ready).
  77713. * @param subMesh The submesh we want to render in the shadow map
  77714. * @param useInstances Defines wether will draw in the map using instances
  77715. * @returns true if ready otherwise, false
  77716. */
  77717. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  77718. /**
  77719. * Prepare all the defines in a material relying on a shadow map at the specified light index.
  77720. * @param defines Defines of the material we want to update
  77721. * @param lightIndex Index of the light in the enabled light list of the material
  77722. */
  77723. prepareDefines(defines: any, lightIndex: number): void;
  77724. /**
  77725. * Binds the shadow related information inside of an effect (information like near, far, darkness...
  77726. * defined in the generator but impacting the effect).
  77727. * @param lightIndex Index of the light in the enabled light list of the material owning the effect
  77728. * @param effect The effect we are binfing the information for
  77729. */
  77730. bindShadowLight(lightIndex: string, effect: Effect): void;
  77731. /**
  77732. * Gets the transformation matrix used to project the meshes into the map from the light point of view.
  77733. * (eq to shadow prjection matrix * light transform matrix)
  77734. * @returns The transform matrix used to create the shadow map
  77735. */
  77736. getTransformMatrix(): Matrix;
  77737. /**
  77738. * Recreates the shadow map dependencies like RTT and post processes. This can be used during the switch between
  77739. * Cube and 2D textures for instance.
  77740. */
  77741. recreateShadowMap(): void;
  77742. private _disposeBlurPostProcesses;
  77743. private _disposeRTTandPostProcesses;
  77744. /**
  77745. * Disposes the ShadowGenerator.
  77746. * Returns nothing.
  77747. */
  77748. dispose(): void;
  77749. /**
  77750. * Serializes the shadow generator setup to a json object.
  77751. * @returns The serialized JSON object
  77752. */
  77753. serialize(): any;
  77754. /**
  77755. * Parses a serialized ShadowGenerator and returns a new ShadowGenerator.
  77756. * @param parsedShadowGenerator The JSON object to parse
  77757. * @param scene The scene to create the shadow map for
  77758. * @returns The parsed shadow generator
  77759. */
  77760. static Parse(parsedShadowGenerator: any, scene: Scene): ShadowGenerator;
  77761. }
  77762. }
  77763. declare module BABYLON {
  77764. /**
  77765. * Base class of all the lights in Babylon. It groups all the generic information about lights.
  77766. * Lights are used, as you would expect, to affect how meshes are seen, in terms of both illumination and colour.
  77767. * 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.
  77768. */
  77769. export abstract class Light extends Node {
  77770. /**
  77771. * Falloff Default: light is falling off following the material specification:
  77772. * standard material is using standard falloff whereas pbr material can request special falloff per materials.
  77773. */
  77774. static readonly FALLOFF_DEFAULT: number;
  77775. /**
  77776. * Falloff Physical: light is falling off following the inverse squared distance law.
  77777. */
  77778. static readonly FALLOFF_PHYSICAL: number;
  77779. /**
  77780. * Falloff gltf: light is falling off as described in the gltf moving to PBR document
  77781. * to enhance interoperability with other engines.
  77782. */
  77783. static readonly FALLOFF_GLTF: number;
  77784. /**
  77785. * Falloff Standard: light is falling off like in the standard material
  77786. * to enhance interoperability with other materials.
  77787. */
  77788. static readonly FALLOFF_STANDARD: number;
  77789. /**
  77790. * If every light affecting the material is in this lightmapMode,
  77791. * material.lightmapTexture adds or multiplies
  77792. * (depends on material.useLightmapAsShadowmap)
  77793. * after every other light calculations.
  77794. */
  77795. static readonly LIGHTMAP_DEFAULT: number;
  77796. /**
  77797. * material.lightmapTexture as only diffuse lighting from this light
  77798. * adds only specular lighting from this light
  77799. * adds dynamic shadows
  77800. */
  77801. static readonly LIGHTMAP_SPECULAR: number;
  77802. /**
  77803. * material.lightmapTexture as only lighting
  77804. * no light calculation from this light
  77805. * only adds dynamic shadows from this light
  77806. */
  77807. static readonly LIGHTMAP_SHADOWSONLY: number;
  77808. /**
  77809. * Each light type uses the default quantity according to its type:
  77810. * point/spot lights use luminous intensity
  77811. * directional lights use illuminance
  77812. */
  77813. static readonly INTENSITYMODE_AUTOMATIC: number;
  77814. /**
  77815. * lumen (lm)
  77816. */
  77817. static readonly INTENSITYMODE_LUMINOUSPOWER: number;
  77818. /**
  77819. * candela (lm/sr)
  77820. */
  77821. static readonly INTENSITYMODE_LUMINOUSINTENSITY: number;
  77822. /**
  77823. * lux (lm/m^2)
  77824. */
  77825. static readonly INTENSITYMODE_ILLUMINANCE: number;
  77826. /**
  77827. * nit (cd/m^2)
  77828. */
  77829. static readonly INTENSITYMODE_LUMINANCE: number;
  77830. /**
  77831. * Light type const id of the point light.
  77832. */
  77833. static readonly LIGHTTYPEID_POINTLIGHT: number;
  77834. /**
  77835. * Light type const id of the directional light.
  77836. */
  77837. static readonly LIGHTTYPEID_DIRECTIONALLIGHT: number;
  77838. /**
  77839. * Light type const id of the spot light.
  77840. */
  77841. static readonly LIGHTTYPEID_SPOTLIGHT: number;
  77842. /**
  77843. * Light type const id of the hemispheric light.
  77844. */
  77845. static readonly LIGHTTYPEID_HEMISPHERICLIGHT: number;
  77846. /**
  77847. * Diffuse gives the basic color to an object.
  77848. */
  77849. diffuse: Color3;
  77850. /**
  77851. * Specular produces a highlight color on an object.
  77852. * Note: This is note affecting PBR materials.
  77853. */
  77854. specular: Color3;
  77855. /**
  77856. * Defines the falloff type for this light. This lets overrriding how punctual light are
  77857. * falling off base on range or angle.
  77858. * This can be set to any values in Light.FALLOFF_x.
  77859. *
  77860. * Note: This is only useful for PBR Materials at the moment. This could be extended if required to
  77861. * other types of materials.
  77862. */
  77863. falloffType: number;
  77864. /**
  77865. * Strength of the light.
  77866. * Note: By default it is define in the framework own unit.
  77867. * Note: In PBR materials the intensityMode can be use to chose what unit the intensity is defined in.
  77868. */
  77869. intensity: number;
  77870. private _range;
  77871. protected _inverseSquaredRange: number;
  77872. /**
  77873. * Defines how far from the source the light is impacting in scene units.
  77874. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77875. */
  77876. /**
  77877. * Defines how far from the source the light is impacting in scene units.
  77878. * Note: Unused in PBR material as the distance light falloff is defined following the inverse squared falloff.
  77879. */
  77880. range: number;
  77881. /**
  77882. * Cached photometric scale default to 1.0 as the automatic intensity mode defaults to 1.0 for every type
  77883. * of light.
  77884. */
  77885. private _photometricScale;
  77886. private _intensityMode;
  77887. /**
  77888. * Gets the photometric scale used to interpret the intensity.
  77889. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77890. */
  77891. /**
  77892. * Sets the photometric scale used to interpret the intensity.
  77893. * This is only relevant with PBR Materials where the light intensity can be defined in a physical way.
  77894. */
  77895. intensityMode: number;
  77896. private _radius;
  77897. /**
  77898. * Gets the light radius used by PBR Materials to simulate soft area lights.
  77899. */
  77900. /**
  77901. * sets the light radius used by PBR Materials to simulate soft area lights.
  77902. */
  77903. radius: number;
  77904. private _renderPriority;
  77905. /**
  77906. * Defines the rendering priority of the lights. It can help in case of fallback or number of lights
  77907. * exceeding the number allowed of the materials.
  77908. */
  77909. renderPriority: number;
  77910. private _shadowEnabled;
  77911. /**
  77912. * Gets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77913. * the current shadow generator.
  77914. */
  77915. /**
  77916. * Sets wether or not the shadows are enabled for this light. This can help turning off/on shadow without detaching
  77917. * the current shadow generator.
  77918. */
  77919. shadowEnabled: boolean;
  77920. private _includedOnlyMeshes;
  77921. /**
  77922. * Gets the only meshes impacted by this light.
  77923. */
  77924. /**
  77925. * Sets the only meshes impacted by this light.
  77926. */
  77927. includedOnlyMeshes: AbstractMesh[];
  77928. private _excludedMeshes;
  77929. /**
  77930. * Gets the meshes not impacted by this light.
  77931. */
  77932. /**
  77933. * Sets the meshes not impacted by this light.
  77934. */
  77935. excludedMeshes: AbstractMesh[];
  77936. private _excludeWithLayerMask;
  77937. /**
  77938. * Gets the layer id use to find what meshes are not impacted by the light.
  77939. * Inactive if 0
  77940. */
  77941. /**
  77942. * Sets the layer id use to find what meshes are not impacted by the light.
  77943. * Inactive if 0
  77944. */
  77945. excludeWithLayerMask: number;
  77946. private _includeOnlyWithLayerMask;
  77947. /**
  77948. * Gets the layer id use to find what meshes are impacted by the light.
  77949. * Inactive if 0
  77950. */
  77951. /**
  77952. * Sets the layer id use to find what meshes are impacted by the light.
  77953. * Inactive if 0
  77954. */
  77955. includeOnlyWithLayerMask: number;
  77956. private _lightmapMode;
  77957. /**
  77958. * Gets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77959. */
  77960. /**
  77961. * Sets the lightmap mode of this light (should be one of the constants defined by Light.LIGHTMAP_x)
  77962. */
  77963. lightmapMode: number;
  77964. /**
  77965. * Shadow generator associted to the light.
  77966. * @hidden Internal use only.
  77967. */
  77968. _shadowGenerator: Nullable<IShadowGenerator>;
  77969. /**
  77970. * @hidden Internal use only.
  77971. */
  77972. _excludedMeshesIds: string[];
  77973. /**
  77974. * @hidden Internal use only.
  77975. */
  77976. _includedOnlyMeshesIds: string[];
  77977. /**
  77978. * The current light unifom buffer.
  77979. * @hidden Internal use only.
  77980. */
  77981. _uniformBuffer: UniformBuffer;
  77982. /** @hidden */
  77983. _renderId: number;
  77984. /**
  77985. * Creates a Light object in the scene.
  77986. * Documentation : https://doc.babylonjs.com/babylon101/lights
  77987. * @param name The firendly name of the light
  77988. * @param scene The scene the light belongs too
  77989. */
  77990. constructor(name: string, scene: Scene);
  77991. protected abstract _buildUniformLayout(): void;
  77992. /**
  77993. * Sets the passed Effect "effect" with the Light information.
  77994. * @param effect The effect to update
  77995. * @param lightIndex The index of the light in the effect to update
  77996. * @returns The light
  77997. */
  77998. abstract transferToEffect(effect: Effect, lightIndex: string): Light;
  77999. /**
  78000. * Sets the passed Effect "effect" with the Light information.
  78001. * @param effect The effect to update
  78002. * @param lightDataUniformName The uniform used to store light data (position or direction)
  78003. * @returns The light
  78004. */
  78005. abstract transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  78006. /**
  78007. * Returns the string "Light".
  78008. * @returns the class name
  78009. */
  78010. getClassName(): string;
  78011. /** @hidden */
  78012. readonly _isLight: boolean;
  78013. /**
  78014. * Converts the light information to a readable string for debug purpose.
  78015. * @param fullDetails Supports for multiple levels of logging within scene loading
  78016. * @returns the human readable light info
  78017. */
  78018. toString(fullDetails?: boolean): string;
  78019. /** @hidden */
  78020. protected _syncParentEnabledState(): void;
  78021. /**
  78022. * Set the enabled state of this node.
  78023. * @param value - the new enabled state
  78024. */
  78025. setEnabled(value: boolean): void;
  78026. /**
  78027. * Returns the Light associated shadow generator if any.
  78028. * @return the associated shadow generator.
  78029. */
  78030. getShadowGenerator(): Nullable<IShadowGenerator>;
  78031. /**
  78032. * Returns a Vector3, the absolute light position in the World.
  78033. * @returns the world space position of the light
  78034. */
  78035. getAbsolutePosition(): Vector3;
  78036. /**
  78037. * Specifies if the light will affect the passed mesh.
  78038. * @param mesh The mesh to test against the light
  78039. * @return true the mesh is affected otherwise, false.
  78040. */
  78041. canAffectMesh(mesh: AbstractMesh): boolean;
  78042. /**
  78043. * Sort function to order lights for rendering.
  78044. * @param a First Light object to compare to second.
  78045. * @param b Second Light object to compare first.
  78046. * @return -1 to reduce's a's index relative to be, 0 for no change, 1 to increase a's index relative to b.
  78047. */
  78048. static CompareLightsPriority(a: Light, b: Light): number;
  78049. /**
  78050. * Releases resources associated with this node.
  78051. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  78052. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  78053. */
  78054. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  78055. /**
  78056. * Returns the light type ID (integer).
  78057. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  78058. */
  78059. getTypeID(): number;
  78060. /**
  78061. * Returns the intensity scaled by the Photometric Scale according to the light type and intensity mode.
  78062. * @returns the scaled intensity in intensity mode unit
  78063. */
  78064. getScaledIntensity(): number;
  78065. /**
  78066. * Returns a new Light object, named "name", from the current one.
  78067. * @param name The name of the cloned light
  78068. * @returns the new created light
  78069. */
  78070. clone(name: string): Nullable<Light>;
  78071. /**
  78072. * Serializes the current light into a Serialization object.
  78073. * @returns the serialized object.
  78074. */
  78075. serialize(): any;
  78076. /**
  78077. * Creates a new typed light from the passed type (integer) : point light = 0, directional light = 1, spot light = 2, hemispheric light = 3.
  78078. * This new light is named "name" and added to the passed scene.
  78079. * @param type Type according to the types available in Light.LIGHTTYPEID_x
  78080. * @param name The friendly name of the light
  78081. * @param scene The scene the new light will belong to
  78082. * @returns the constructor function
  78083. */
  78084. static GetConstructorFromName(type: number, name: string, scene: Scene): Nullable<() => Light>;
  78085. /**
  78086. * Parses the passed "parsedLight" and returns a new instanced Light from this parsing.
  78087. * @param parsedLight The JSON representation of the light
  78088. * @param scene The scene to create the parsed light in
  78089. * @returns the created light after parsing
  78090. */
  78091. static Parse(parsedLight: any, scene: Scene): Nullable<Light>;
  78092. private _hookArrayForExcluded;
  78093. private _hookArrayForIncludedOnly;
  78094. private _resyncMeshes;
  78095. /**
  78096. * Forces the meshes to update their light related information in their rendering used effects
  78097. * @hidden Internal Use Only
  78098. */
  78099. _markMeshesAsLightDirty(): void;
  78100. /**
  78101. * Recomputes the cached photometric scale if needed.
  78102. */
  78103. private _computePhotometricScale;
  78104. /**
  78105. * Returns the Photometric Scale according to the light type and intensity mode.
  78106. */
  78107. private _getPhotometricScale;
  78108. /**
  78109. * Reorder the light in the scene according to their defined priority.
  78110. * @hidden Internal Use Only
  78111. */
  78112. _reorderLightsInScene(): void;
  78113. /**
  78114. * Prepares the list of defines specific to the light type.
  78115. * @param defines the list of defines
  78116. * @param lightIndex defines the index of the light for the effect
  78117. */
  78118. abstract prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  78119. }
  78120. }
  78121. declare module BABYLON {
  78122. /**
  78123. * Interface used to define Action
  78124. */
  78125. export interface IAction {
  78126. /**
  78127. * Trigger for the action
  78128. */
  78129. trigger: number;
  78130. /** Options of the trigger */
  78131. triggerOptions: any;
  78132. /**
  78133. * Gets the trigger parameters
  78134. * @returns the trigger parameters
  78135. */
  78136. getTriggerParameter(): any;
  78137. /**
  78138. * Internal only - executes current action event
  78139. * @hidden
  78140. */
  78141. _executeCurrent(evt?: ActionEvent): void;
  78142. /**
  78143. * Serialize placeholder for child classes
  78144. * @param parent of child
  78145. * @returns the serialized object
  78146. */
  78147. serialize(parent: any): any;
  78148. /**
  78149. * Internal only
  78150. * @hidden
  78151. */
  78152. _prepare(): void;
  78153. /**
  78154. * Internal only - manager for action
  78155. * @hidden
  78156. */
  78157. _actionManager: AbstractActionManager;
  78158. /**
  78159. * Adds action to chain of actions, may be a DoNothingAction
  78160. * @param action defines the next action to execute
  78161. * @returns The action passed in
  78162. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78163. */
  78164. then(action: IAction): IAction;
  78165. }
  78166. /**
  78167. * The action to be carried out following a trigger
  78168. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#available-actions
  78169. */
  78170. export class Action implements IAction {
  78171. /** the trigger, with or without parameters, for the action */
  78172. triggerOptions: any;
  78173. /**
  78174. * Trigger for the action
  78175. */
  78176. trigger: number;
  78177. /**
  78178. * Internal only - manager for action
  78179. * @hidden
  78180. */
  78181. _actionManager: ActionManager;
  78182. private _nextActiveAction;
  78183. private _child;
  78184. private _condition?;
  78185. private _triggerParameter;
  78186. /**
  78187. * An event triggered prior to action being executed.
  78188. */
  78189. onBeforeExecuteObservable: Observable<Action>;
  78190. /**
  78191. * Creates a new Action
  78192. * @param triggerOptions the trigger, with or without parameters, for the action
  78193. * @param condition an optional determinant of action
  78194. */
  78195. constructor(
  78196. /** the trigger, with or without parameters, for the action */
  78197. triggerOptions: any, condition?: Condition);
  78198. /**
  78199. * Internal only
  78200. * @hidden
  78201. */
  78202. _prepare(): void;
  78203. /**
  78204. * Gets the trigger parameters
  78205. * @returns the trigger parameters
  78206. */
  78207. getTriggerParameter(): any;
  78208. /**
  78209. * Internal only - executes current action event
  78210. * @hidden
  78211. */
  78212. _executeCurrent(evt?: ActionEvent): void;
  78213. /**
  78214. * Execute placeholder for child classes
  78215. * @param evt optional action event
  78216. */
  78217. execute(evt?: ActionEvent): void;
  78218. /**
  78219. * Skips to next active action
  78220. */
  78221. skipToNextActiveAction(): void;
  78222. /**
  78223. * Adds action to chain of actions, may be a DoNothingAction
  78224. * @param action defines the next action to execute
  78225. * @returns The action passed in
  78226. * @see https://www.babylonjs-playground.com/#1T30HR#0
  78227. */
  78228. then(action: Action): Action;
  78229. /**
  78230. * Internal only
  78231. * @hidden
  78232. */
  78233. _getProperty(propertyPath: string): string;
  78234. /**
  78235. * Internal only
  78236. * @hidden
  78237. */
  78238. _getEffectiveTarget(target: any, propertyPath: string): any;
  78239. /**
  78240. * Serialize placeholder for child classes
  78241. * @param parent of child
  78242. * @returns the serialized object
  78243. */
  78244. serialize(parent: any): any;
  78245. /**
  78246. * Internal only called by serialize
  78247. * @hidden
  78248. */
  78249. protected _serialize(serializedAction: any, parent?: any): any;
  78250. /**
  78251. * Internal only
  78252. * @hidden
  78253. */
  78254. static _SerializeValueAsString: (value: any) => string;
  78255. /**
  78256. * Internal only
  78257. * @hidden
  78258. */
  78259. static _GetTargetProperty: (target: Node | Scene) => {
  78260. name: string;
  78261. targetType: string;
  78262. value: string;
  78263. };
  78264. }
  78265. }
  78266. declare module BABYLON {
  78267. /**
  78268. * A Condition applied to an Action
  78269. */
  78270. export class Condition {
  78271. /**
  78272. * Internal only - manager for action
  78273. * @hidden
  78274. */
  78275. _actionManager: ActionManager;
  78276. /**
  78277. * Internal only
  78278. * @hidden
  78279. */
  78280. _evaluationId: number;
  78281. /**
  78282. * Internal only
  78283. * @hidden
  78284. */
  78285. _currentResult: boolean;
  78286. /**
  78287. * Creates a new Condition
  78288. * @param actionManager the manager of the action the condition is applied to
  78289. */
  78290. constructor(actionManager: ActionManager);
  78291. /**
  78292. * Check if the current condition is valid
  78293. * @returns a boolean
  78294. */
  78295. isValid(): boolean;
  78296. /**
  78297. * Internal only
  78298. * @hidden
  78299. */
  78300. _getProperty(propertyPath: string): string;
  78301. /**
  78302. * Internal only
  78303. * @hidden
  78304. */
  78305. _getEffectiveTarget(target: any, propertyPath: string): any;
  78306. /**
  78307. * Serialize placeholder for child classes
  78308. * @returns the serialized object
  78309. */
  78310. serialize(): any;
  78311. /**
  78312. * Internal only
  78313. * @hidden
  78314. */
  78315. protected _serialize(serializedCondition: any): any;
  78316. }
  78317. /**
  78318. * Defines specific conditional operators as extensions of Condition
  78319. */
  78320. export class ValueCondition extends Condition {
  78321. /** path to specify the property of the target the conditional operator uses */
  78322. propertyPath: string;
  78323. /** the value compared by the conditional operator against the current value of the property */
  78324. value: any;
  78325. /** the conditional operator, default ValueCondition.IsEqual */
  78326. operator: number;
  78327. /**
  78328. * Internal only
  78329. * @hidden
  78330. */
  78331. private static _IsEqual;
  78332. /**
  78333. * Internal only
  78334. * @hidden
  78335. */
  78336. private static _IsDifferent;
  78337. /**
  78338. * Internal only
  78339. * @hidden
  78340. */
  78341. private static _IsGreater;
  78342. /**
  78343. * Internal only
  78344. * @hidden
  78345. */
  78346. private static _IsLesser;
  78347. /**
  78348. * returns the number for IsEqual
  78349. */
  78350. static readonly IsEqual: number;
  78351. /**
  78352. * Returns the number for IsDifferent
  78353. */
  78354. static readonly IsDifferent: number;
  78355. /**
  78356. * Returns the number for IsGreater
  78357. */
  78358. static readonly IsGreater: number;
  78359. /**
  78360. * Returns the number for IsLesser
  78361. */
  78362. static readonly IsLesser: number;
  78363. /**
  78364. * Internal only The action manager for the condition
  78365. * @hidden
  78366. */
  78367. _actionManager: ActionManager;
  78368. /**
  78369. * Internal only
  78370. * @hidden
  78371. */
  78372. private _target;
  78373. /**
  78374. * Internal only
  78375. * @hidden
  78376. */
  78377. private _effectiveTarget;
  78378. /**
  78379. * Internal only
  78380. * @hidden
  78381. */
  78382. private _property;
  78383. /**
  78384. * Creates a new ValueCondition
  78385. * @param actionManager manager for the action the condition applies to
  78386. * @param target for the action
  78387. * @param propertyPath path to specify the property of the target the conditional operator uses
  78388. * @param value the value compared by the conditional operator against the current value of the property
  78389. * @param operator the conditional operator, default ValueCondition.IsEqual
  78390. */
  78391. constructor(actionManager: ActionManager, target: any,
  78392. /** path to specify the property of the target the conditional operator uses */
  78393. propertyPath: string,
  78394. /** the value compared by the conditional operator against the current value of the property */
  78395. value: any,
  78396. /** the conditional operator, default ValueCondition.IsEqual */
  78397. operator?: number);
  78398. /**
  78399. * Compares the given value with the property value for the specified conditional operator
  78400. * @returns the result of the comparison
  78401. */
  78402. isValid(): boolean;
  78403. /**
  78404. * Serialize the ValueCondition into a JSON compatible object
  78405. * @returns serialization object
  78406. */
  78407. serialize(): any;
  78408. /**
  78409. * Gets the name of the conditional operator for the ValueCondition
  78410. * @param operator the conditional operator
  78411. * @returns the name
  78412. */
  78413. static GetOperatorName(operator: number): string;
  78414. }
  78415. /**
  78416. * Defines a predicate condition as an extension of Condition
  78417. */
  78418. export class PredicateCondition extends Condition {
  78419. /** defines the predicate function used to validate the condition */
  78420. predicate: () => boolean;
  78421. /**
  78422. * Internal only - manager for action
  78423. * @hidden
  78424. */
  78425. _actionManager: ActionManager;
  78426. /**
  78427. * Creates a new PredicateCondition
  78428. * @param actionManager manager for the action the condition applies to
  78429. * @param predicate defines the predicate function used to validate the condition
  78430. */
  78431. constructor(actionManager: ActionManager,
  78432. /** defines the predicate function used to validate the condition */
  78433. predicate: () => boolean);
  78434. /**
  78435. * @returns the validity of the predicate condition
  78436. */
  78437. isValid(): boolean;
  78438. }
  78439. /**
  78440. * Defines a state condition as an extension of Condition
  78441. */
  78442. export class StateCondition extends Condition {
  78443. /** Value to compare with target state */
  78444. value: string;
  78445. /**
  78446. * Internal only - manager for action
  78447. * @hidden
  78448. */
  78449. _actionManager: ActionManager;
  78450. /**
  78451. * Internal only
  78452. * @hidden
  78453. */
  78454. private _target;
  78455. /**
  78456. * Creates a new StateCondition
  78457. * @param actionManager manager for the action the condition applies to
  78458. * @param target of the condition
  78459. * @param value to compare with target state
  78460. */
  78461. constructor(actionManager: ActionManager, target: any,
  78462. /** Value to compare with target state */
  78463. value: string);
  78464. /**
  78465. * Gets a boolean indicating if the current condition is met
  78466. * @returns the validity of the state
  78467. */
  78468. isValid(): boolean;
  78469. /**
  78470. * Serialize the StateCondition into a JSON compatible object
  78471. * @returns serialization object
  78472. */
  78473. serialize(): any;
  78474. }
  78475. }
  78476. declare module BABYLON {
  78477. /**
  78478. * This defines an action responsible to toggle a boolean once triggered.
  78479. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78480. */
  78481. export class SwitchBooleanAction extends Action {
  78482. /**
  78483. * The path to the boolean property in the target object
  78484. */
  78485. propertyPath: string;
  78486. private _target;
  78487. private _effectiveTarget;
  78488. private _property;
  78489. /**
  78490. * Instantiate the action
  78491. * @param triggerOptions defines the trigger options
  78492. * @param target defines the object containing the boolean
  78493. * @param propertyPath defines the path to the boolean property in the target object
  78494. * @param condition defines the trigger related conditions
  78495. */
  78496. constructor(triggerOptions: any, target: any, propertyPath: string, condition?: Condition);
  78497. /** @hidden */
  78498. _prepare(): void;
  78499. /**
  78500. * Execute the action toggle the boolean value.
  78501. */
  78502. execute(): void;
  78503. /**
  78504. * Serializes the actions and its related information.
  78505. * @param parent defines the object to serialize in
  78506. * @returns the serialized object
  78507. */
  78508. serialize(parent: any): any;
  78509. }
  78510. /**
  78511. * This defines an action responsible to set a the state field of the target
  78512. * to a desired value once triggered.
  78513. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78514. */
  78515. export class SetStateAction extends Action {
  78516. /**
  78517. * The value to store in the state field.
  78518. */
  78519. value: string;
  78520. private _target;
  78521. /**
  78522. * Instantiate the action
  78523. * @param triggerOptions defines the trigger options
  78524. * @param target defines the object containing the state property
  78525. * @param value defines the value to store in the state field
  78526. * @param condition defines the trigger related conditions
  78527. */
  78528. constructor(triggerOptions: any, target: any, value: string, condition?: Condition);
  78529. /**
  78530. * Execute the action and store the value on the target state property.
  78531. */
  78532. execute(): void;
  78533. /**
  78534. * Serializes the actions and its related information.
  78535. * @param parent defines the object to serialize in
  78536. * @returns the serialized object
  78537. */
  78538. serialize(parent: any): any;
  78539. }
  78540. /**
  78541. * This defines an action responsible to set a property of the target
  78542. * to a desired value once triggered.
  78543. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78544. */
  78545. export class SetValueAction extends Action {
  78546. /**
  78547. * The path of the property to set in the target.
  78548. */
  78549. propertyPath: string;
  78550. /**
  78551. * The value to set in the property
  78552. */
  78553. value: any;
  78554. private _target;
  78555. private _effectiveTarget;
  78556. private _property;
  78557. /**
  78558. * Instantiate the action
  78559. * @param triggerOptions defines the trigger options
  78560. * @param target defines the object containing the property
  78561. * @param propertyPath defines the path of the property to set in the target
  78562. * @param value defines the value to set in the property
  78563. * @param condition defines the trigger related conditions
  78564. */
  78565. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78566. /** @hidden */
  78567. _prepare(): void;
  78568. /**
  78569. * Execute the action and set the targetted property to the desired value.
  78570. */
  78571. execute(): void;
  78572. /**
  78573. * Serializes the actions and its related information.
  78574. * @param parent defines the object to serialize in
  78575. * @returns the serialized object
  78576. */
  78577. serialize(parent: any): any;
  78578. }
  78579. /**
  78580. * This defines an action responsible to increment the target value
  78581. * to a desired value once triggered.
  78582. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78583. */
  78584. export class IncrementValueAction extends Action {
  78585. /**
  78586. * The path of the property to increment in the target.
  78587. */
  78588. propertyPath: string;
  78589. /**
  78590. * The value we should increment the property by.
  78591. */
  78592. value: any;
  78593. private _target;
  78594. private _effectiveTarget;
  78595. private _property;
  78596. /**
  78597. * Instantiate the action
  78598. * @param triggerOptions defines the trigger options
  78599. * @param target defines the object containing the property
  78600. * @param propertyPath defines the path of the property to increment in the target
  78601. * @param value defines the value value we should increment the property by
  78602. * @param condition defines the trigger related conditions
  78603. */
  78604. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, condition?: Condition);
  78605. /** @hidden */
  78606. _prepare(): void;
  78607. /**
  78608. * Execute the action and increment the target of the value amount.
  78609. */
  78610. execute(): void;
  78611. /**
  78612. * Serializes the actions and its related information.
  78613. * @param parent defines the object to serialize in
  78614. * @returns the serialized object
  78615. */
  78616. serialize(parent: any): any;
  78617. }
  78618. /**
  78619. * This defines an action responsible to start an animation once triggered.
  78620. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78621. */
  78622. export class PlayAnimationAction extends Action {
  78623. /**
  78624. * Where the animation should start (animation frame)
  78625. */
  78626. from: number;
  78627. /**
  78628. * Where the animation should stop (animation frame)
  78629. */
  78630. to: number;
  78631. /**
  78632. * Define if the animation should loop or stop after the first play.
  78633. */
  78634. loop?: boolean;
  78635. private _target;
  78636. /**
  78637. * Instantiate the action
  78638. * @param triggerOptions defines the trigger options
  78639. * @param target defines the target animation or animation name
  78640. * @param from defines from where the animation should start (animation frame)
  78641. * @param end defines where the animation should stop (animation frame)
  78642. * @param loop defines if the animation should loop or stop after the first play
  78643. * @param condition defines the trigger related conditions
  78644. */
  78645. constructor(triggerOptions: any, target: any, from: number, to: number, loop?: boolean, condition?: Condition);
  78646. /** @hidden */
  78647. _prepare(): void;
  78648. /**
  78649. * Execute the action and play the animation.
  78650. */
  78651. execute(): void;
  78652. /**
  78653. * Serializes the actions and its related information.
  78654. * @param parent defines the object to serialize in
  78655. * @returns the serialized object
  78656. */
  78657. serialize(parent: any): any;
  78658. }
  78659. /**
  78660. * This defines an action responsible to stop an animation once triggered.
  78661. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78662. */
  78663. export class StopAnimationAction extends Action {
  78664. private _target;
  78665. /**
  78666. * Instantiate the action
  78667. * @param triggerOptions defines the trigger options
  78668. * @param target defines the target animation or animation name
  78669. * @param condition defines the trigger related conditions
  78670. */
  78671. constructor(triggerOptions: any, target: any, condition?: Condition);
  78672. /** @hidden */
  78673. _prepare(): void;
  78674. /**
  78675. * Execute the action and stop the animation.
  78676. */
  78677. execute(): void;
  78678. /**
  78679. * Serializes the actions and its related information.
  78680. * @param parent defines the object to serialize in
  78681. * @returns the serialized object
  78682. */
  78683. serialize(parent: any): any;
  78684. }
  78685. /**
  78686. * This defines an action responsible that does nothing once triggered.
  78687. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78688. */
  78689. export class DoNothingAction extends Action {
  78690. /**
  78691. * Instantiate the action
  78692. * @param triggerOptions defines the trigger options
  78693. * @param condition defines the trigger related conditions
  78694. */
  78695. constructor(triggerOptions?: any, condition?: Condition);
  78696. /**
  78697. * Execute the action and do nothing.
  78698. */
  78699. execute(): void;
  78700. /**
  78701. * Serializes the actions and its related information.
  78702. * @param parent defines the object to serialize in
  78703. * @returns the serialized object
  78704. */
  78705. serialize(parent: any): any;
  78706. }
  78707. /**
  78708. * This defines an action responsible to trigger several actions once triggered.
  78709. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78710. */
  78711. export class CombineAction extends Action {
  78712. /**
  78713. * The list of aggregated animations to run.
  78714. */
  78715. children: Action[];
  78716. /**
  78717. * Instantiate the action
  78718. * @param triggerOptions defines the trigger options
  78719. * @param children defines the list of aggregated animations to run
  78720. * @param condition defines the trigger related conditions
  78721. */
  78722. constructor(triggerOptions: any, children: Action[], condition?: Condition);
  78723. /** @hidden */
  78724. _prepare(): void;
  78725. /**
  78726. * Execute the action and executes all the aggregated actions.
  78727. */
  78728. execute(evt: ActionEvent): void;
  78729. /**
  78730. * Serializes the actions and its related information.
  78731. * @param parent defines the object to serialize in
  78732. * @returns the serialized object
  78733. */
  78734. serialize(parent: any): any;
  78735. }
  78736. /**
  78737. * This defines an action responsible to run code (external event) once triggered.
  78738. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78739. */
  78740. export class ExecuteCodeAction extends Action {
  78741. /**
  78742. * The callback function to run.
  78743. */
  78744. func: (evt: ActionEvent) => void;
  78745. /**
  78746. * Instantiate the action
  78747. * @param triggerOptions defines the trigger options
  78748. * @param func defines the callback function to run
  78749. * @param condition defines the trigger related conditions
  78750. */
  78751. constructor(triggerOptions: any, func: (evt: ActionEvent) => void, condition?: Condition);
  78752. /**
  78753. * Execute the action and run the attached code.
  78754. */
  78755. execute(evt: ActionEvent): void;
  78756. }
  78757. /**
  78758. * This defines an action responsible to set the parent property of the target once triggered.
  78759. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78760. */
  78761. export class SetParentAction extends Action {
  78762. private _parent;
  78763. private _target;
  78764. /**
  78765. * Instantiate the action
  78766. * @param triggerOptions defines the trigger options
  78767. * @param target defines the target containing the parent property
  78768. * @param parent defines from where the animation should start (animation frame)
  78769. * @param condition defines the trigger related conditions
  78770. */
  78771. constructor(triggerOptions: any, target: any, parent: any, condition?: Condition);
  78772. /** @hidden */
  78773. _prepare(): void;
  78774. /**
  78775. * Execute the action and set the parent property.
  78776. */
  78777. execute(): void;
  78778. /**
  78779. * Serializes the actions and its related information.
  78780. * @param parent defines the object to serialize in
  78781. * @returns the serialized object
  78782. */
  78783. serialize(parent: any): any;
  78784. }
  78785. }
  78786. declare module BABYLON {
  78787. /**
  78788. * Action Manager manages all events to be triggered on a given mesh or the global scene.
  78789. * A single scene can have many Action Managers to handle predefined actions on specific meshes.
  78790. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  78791. */
  78792. export class ActionManager extends AbstractActionManager {
  78793. /**
  78794. * Nothing
  78795. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78796. */
  78797. static readonly NothingTrigger: number;
  78798. /**
  78799. * On pick
  78800. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78801. */
  78802. static readonly OnPickTrigger: number;
  78803. /**
  78804. * On left pick
  78805. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78806. */
  78807. static readonly OnLeftPickTrigger: number;
  78808. /**
  78809. * On right pick
  78810. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78811. */
  78812. static readonly OnRightPickTrigger: number;
  78813. /**
  78814. * On center pick
  78815. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78816. */
  78817. static readonly OnCenterPickTrigger: number;
  78818. /**
  78819. * On pick down
  78820. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78821. */
  78822. static readonly OnPickDownTrigger: number;
  78823. /**
  78824. * On double pick
  78825. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78826. */
  78827. static readonly OnDoublePickTrigger: number;
  78828. /**
  78829. * On pick up
  78830. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78831. */
  78832. static readonly OnPickUpTrigger: number;
  78833. /**
  78834. * On pick out.
  78835. * This trigger will only be raised if you also declared a OnPickDown
  78836. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78837. */
  78838. static readonly OnPickOutTrigger: number;
  78839. /**
  78840. * On long press
  78841. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78842. */
  78843. static readonly OnLongPressTrigger: number;
  78844. /**
  78845. * On pointer over
  78846. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78847. */
  78848. static readonly OnPointerOverTrigger: number;
  78849. /**
  78850. * On pointer out
  78851. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78852. */
  78853. static readonly OnPointerOutTrigger: number;
  78854. /**
  78855. * On every frame
  78856. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78857. */
  78858. static readonly OnEveryFrameTrigger: number;
  78859. /**
  78860. * On intersection enter
  78861. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78862. */
  78863. static readonly OnIntersectionEnterTrigger: number;
  78864. /**
  78865. * On intersection exit
  78866. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78867. */
  78868. static readonly OnIntersectionExitTrigger: number;
  78869. /**
  78870. * On key down
  78871. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78872. */
  78873. static readonly OnKeyDownTrigger: number;
  78874. /**
  78875. * On key up
  78876. * @see http://doc.babylonjs.com/how_to/how_to_use_actions#triggers
  78877. */
  78878. static readonly OnKeyUpTrigger: number;
  78879. private _scene;
  78880. /**
  78881. * Creates a new action manager
  78882. * @param scene defines the hosting scene
  78883. */
  78884. constructor(scene: Scene);
  78885. /**
  78886. * Releases all associated resources
  78887. */
  78888. dispose(): void;
  78889. /**
  78890. * Gets hosting scene
  78891. * @returns the hosting scene
  78892. */
  78893. getScene(): Scene;
  78894. /**
  78895. * Does this action manager handles actions of any of the given triggers
  78896. * @param triggers defines the triggers to be tested
  78897. * @return a boolean indicating whether one (or more) of the triggers is handled
  78898. */
  78899. hasSpecificTriggers(triggers: number[]): boolean;
  78900. /**
  78901. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  78902. * speed.
  78903. * @param triggerA defines the trigger to be tested
  78904. * @param triggerB defines the trigger to be tested
  78905. * @return a boolean indicating whether one (or more) of the triggers is handled
  78906. */
  78907. hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  78908. /**
  78909. * Does this action manager handles actions of a given trigger
  78910. * @param trigger defines the trigger to be tested
  78911. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  78912. * @return whether the trigger is handled
  78913. */
  78914. hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  78915. /**
  78916. * Does this action manager has pointer triggers
  78917. */
  78918. readonly hasPointerTriggers: boolean;
  78919. /**
  78920. * Does this action manager has pick triggers
  78921. */
  78922. readonly hasPickTriggers: boolean;
  78923. /**
  78924. * Registers an action to this action manager
  78925. * @param action defines the action to be registered
  78926. * @return the action amended (prepared) after registration
  78927. */
  78928. registerAction(action: IAction): Nullable<IAction>;
  78929. /**
  78930. * Unregisters an action to this action manager
  78931. * @param action defines the action to be unregistered
  78932. * @return a boolean indicating whether the action has been unregistered
  78933. */
  78934. unregisterAction(action: IAction): Boolean;
  78935. /**
  78936. * Process a specific trigger
  78937. * @param trigger defines the trigger to process
  78938. * @param evt defines the event details to be processed
  78939. */
  78940. processTrigger(trigger: number, evt?: IActionEvent): void;
  78941. /** @hidden */
  78942. _getEffectiveTarget(target: any, propertyPath: string): any;
  78943. /** @hidden */
  78944. _getProperty(propertyPath: string): string;
  78945. /**
  78946. * Serialize this manager to a JSON object
  78947. * @param name defines the property name to store this manager
  78948. * @returns a JSON representation of this manager
  78949. */
  78950. serialize(name: string): any;
  78951. /**
  78952. * Creates a new ActionManager from a JSON data
  78953. * @param parsedActions defines the JSON data to read from
  78954. * @param object defines the hosting mesh
  78955. * @param scene defines the hosting scene
  78956. */
  78957. static Parse(parsedActions: any, object: Nullable<AbstractMesh>, scene: Scene): void;
  78958. /**
  78959. * Get a trigger name by index
  78960. * @param trigger defines the trigger index
  78961. * @returns a trigger name
  78962. */
  78963. static GetTriggerName(trigger: number): string;
  78964. }
  78965. }
  78966. declare module BABYLON {
  78967. /**
  78968. * Class representing a ray with position and direction
  78969. */
  78970. export class Ray {
  78971. /** origin point */
  78972. origin: Vector3;
  78973. /** direction */
  78974. direction: Vector3;
  78975. /** length of the ray */
  78976. length: number;
  78977. private static readonly TmpVector3;
  78978. private _tmpRay;
  78979. /**
  78980. * Creates a new ray
  78981. * @param origin origin point
  78982. * @param direction direction
  78983. * @param length length of the ray
  78984. */
  78985. constructor(
  78986. /** origin point */
  78987. origin: Vector3,
  78988. /** direction */
  78989. direction: Vector3,
  78990. /** length of the ray */
  78991. length?: number);
  78992. /**
  78993. * Checks if the ray intersects a box
  78994. * @param minimum bound of the box
  78995. * @param maximum bound of the box
  78996. * @param intersectionTreshold extra extend to be added to the box in all direction
  78997. * @returns if the box was hit
  78998. */
  78999. intersectsBoxMinMax(minimum: DeepImmutable<Vector3>, maximum: DeepImmutable<Vector3>, intersectionTreshold?: number): boolean;
  79000. /**
  79001. * Checks if the ray intersects a box
  79002. * @param box the bounding box to check
  79003. * @param intersectionTreshold extra extend to be added to the BoundingBox in all direction
  79004. * @returns if the box was hit
  79005. */
  79006. intersectsBox(box: DeepImmutable<BoundingBox>, intersectionTreshold?: number): boolean;
  79007. /**
  79008. * If the ray hits a sphere
  79009. * @param sphere the bounding sphere to check
  79010. * @param intersectionTreshold extra extend to be added to the BoundingSphere in all direction
  79011. * @returns true if it hits the sphere
  79012. */
  79013. intersectsSphere(sphere: DeepImmutable<BoundingSphere>, intersectionTreshold?: number): boolean;
  79014. /**
  79015. * If the ray hits a triange
  79016. * @param vertex0 triangle vertex
  79017. * @param vertex1 triangle vertex
  79018. * @param vertex2 triangle vertex
  79019. * @returns intersection information if hit
  79020. */
  79021. intersectsTriangle(vertex0: DeepImmutable<Vector3>, vertex1: DeepImmutable<Vector3>, vertex2: DeepImmutable<Vector3>): Nullable<IntersectionInfo>;
  79022. /**
  79023. * Checks if ray intersects a plane
  79024. * @param plane the plane to check
  79025. * @returns the distance away it was hit
  79026. */
  79027. intersectsPlane(plane: DeepImmutable<Plane>): Nullable<number>;
  79028. /**
  79029. * Calculate the intercept of a ray on a given axis
  79030. * @param axis to check 'x' | 'y' | 'z'
  79031. * @param offset from axis interception (i.e. an offset of 1y is intercepted above ground)
  79032. * @returns a vector containing the coordinates where 'axis' is equal to zero (else offset), or null if there is no intercept.
  79033. */
  79034. intersectsAxis(axis: string, offset?: number): Nullable<Vector3>;
  79035. /**
  79036. * Checks if ray intersects a mesh
  79037. * @param mesh the mesh to check
  79038. * @param fastCheck if only the bounding box should checked
  79039. * @returns picking info of the intersecton
  79040. */
  79041. intersectsMesh(mesh: DeepImmutable<AbstractMesh>, fastCheck?: boolean): PickingInfo;
  79042. /**
  79043. * Checks if ray intersects a mesh
  79044. * @param meshes the meshes to check
  79045. * @param fastCheck if only the bounding box should checked
  79046. * @param results array to store result in
  79047. * @returns Array of picking infos
  79048. */
  79049. intersectsMeshes(meshes: Array<DeepImmutable<AbstractMesh>>, fastCheck?: boolean, results?: Array<PickingInfo>): Array<PickingInfo>;
  79050. private _comparePickingInfo;
  79051. private static smallnum;
  79052. private static rayl;
  79053. /**
  79054. * Intersection test between the ray and a given segment whithin a given tolerance (threshold)
  79055. * @param sega the first point of the segment to test the intersection against
  79056. * @param segb the second point of the segment to test the intersection against
  79057. * @param threshold the tolerance margin, if the ray doesn't intersect the segment but is close to the given threshold, the intersection is successful
  79058. * @return the distance from the ray origin to the intersection point if there's intersection, or -1 if there's no intersection
  79059. */
  79060. intersectionSegment(sega: DeepImmutable<Vector3>, segb: DeepImmutable<Vector3>, threshold: number): number;
  79061. /**
  79062. * Update the ray from viewport position
  79063. * @param x position
  79064. * @param y y position
  79065. * @param viewportWidth viewport width
  79066. * @param viewportHeight viewport height
  79067. * @param world world matrix
  79068. * @param view view matrix
  79069. * @param projection projection matrix
  79070. * @returns this ray updated
  79071. */
  79072. update(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79073. /**
  79074. * Creates a ray with origin and direction of 0,0,0
  79075. * @returns the new ray
  79076. */
  79077. static Zero(): Ray;
  79078. /**
  79079. * Creates a new ray from screen space and viewport
  79080. * @param x position
  79081. * @param y y position
  79082. * @param viewportWidth viewport width
  79083. * @param viewportHeight viewport height
  79084. * @param world world matrix
  79085. * @param view view matrix
  79086. * @param projection projection matrix
  79087. * @returns new ray
  79088. */
  79089. static CreateNew(x: number, y: number, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): Ray;
  79090. /**
  79091. * 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
  79092. * transformed to the given world matrix.
  79093. * @param origin The origin point
  79094. * @param end The end point
  79095. * @param world a matrix to transform the ray to. Default is the identity matrix.
  79096. * @returns the new ray
  79097. */
  79098. static CreateNewFromTo(origin: DeepImmutable<Vector3>, end: DeepImmutable<Vector3>, world?: DeepImmutable<Matrix>): Ray;
  79099. /**
  79100. * Transforms a ray by a matrix
  79101. * @param ray ray to transform
  79102. * @param matrix matrix to apply
  79103. * @returns the resulting new ray
  79104. */
  79105. static Transform(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>): Ray;
  79106. /**
  79107. * Transforms a ray by a matrix
  79108. * @param ray ray to transform
  79109. * @param matrix matrix to apply
  79110. * @param result ray to store result in
  79111. */
  79112. static TransformToRef(ray: DeepImmutable<Ray>, matrix: DeepImmutable<Matrix>, result: Ray): void;
  79113. /**
  79114. * Unproject a ray from screen space to object space
  79115. * @param sourceX defines the screen space x coordinate to use
  79116. * @param sourceY defines the screen space y coordinate to use
  79117. * @param viewportWidth defines the current width of the viewport
  79118. * @param viewportHeight defines the current height of the viewport
  79119. * @param world defines the world matrix to use (can be set to Identity to go to world space)
  79120. * @param view defines the view matrix to use
  79121. * @param projection defines the projection matrix to use
  79122. */
  79123. unprojectRayToRef(sourceX: float, sourceY: float, viewportWidth: number, viewportHeight: number, world: DeepImmutable<Matrix>, view: DeepImmutable<Matrix>, projection: DeepImmutable<Matrix>): void;
  79124. }
  79125. /**
  79126. * Type used to define predicate used to select faces when a mesh intersection is detected
  79127. */
  79128. export type TrianglePickingPredicate = (p0: Vector3, p1: Vector3, p2: Vector3, ray: Ray) => boolean;
  79129. interface Scene {
  79130. /** @hidden */
  79131. _tempPickingRay: Nullable<Ray>;
  79132. /** @hidden */
  79133. _cachedRayForTransform: Ray;
  79134. /** @hidden */
  79135. _pickWithRayInverseMatrix: Matrix;
  79136. /** @hidden */
  79137. _internalPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  79138. /** @hidden */
  79139. _internalMultiPick(rayFunction: (world: Matrix) => Ray, predicate?: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  79140. }
  79141. }
  79142. declare module BABYLON {
  79143. /**
  79144. * Groups all the scene component constants in one place to ease maintenance.
  79145. * @hidden
  79146. */
  79147. export class SceneComponentConstants {
  79148. static readonly NAME_EFFECTLAYER: string;
  79149. static readonly NAME_LAYER: string;
  79150. static readonly NAME_LENSFLARESYSTEM: string;
  79151. static readonly NAME_BOUNDINGBOXRENDERER: string;
  79152. static readonly NAME_PARTICLESYSTEM: string;
  79153. static readonly NAME_GAMEPAD: string;
  79154. static readonly NAME_SIMPLIFICATIONQUEUE: string;
  79155. static readonly NAME_GEOMETRYBUFFERRENDERER: string;
  79156. static readonly NAME_DEPTHRENDERER: string;
  79157. static readonly NAME_POSTPROCESSRENDERPIPELINEMANAGER: string;
  79158. static readonly NAME_SPRITE: string;
  79159. static readonly NAME_OUTLINERENDERER: string;
  79160. static readonly NAME_PROCEDURALTEXTURE: string;
  79161. static readonly NAME_SHADOWGENERATOR: string;
  79162. static readonly NAME_OCTREE: string;
  79163. static readonly NAME_PHYSICSENGINE: string;
  79164. static readonly NAME_AUDIO: string;
  79165. static readonly STEP_ISREADYFORMESH_EFFECTLAYER: number;
  79166. static readonly STEP_BEFOREEVALUATEACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79167. static readonly STEP_EVALUATESUBMESH_BOUNDINGBOXRENDERER: number;
  79168. static readonly STEP_ACTIVEMESH_BOUNDINGBOXRENDERER: number;
  79169. static readonly STEP_CAMERADRAWRENDERTARGET_EFFECTLAYER: number;
  79170. static readonly STEP_BEFORECAMERADRAW_EFFECTLAYER: number;
  79171. static readonly STEP_BEFORECAMERADRAW_LAYER: number;
  79172. static readonly STEP_BEFORERENDERTARGETDRAW_LAYER: number;
  79173. static readonly STEP_BEFORERENDERINGMESH_OUTLINE: number;
  79174. static readonly STEP_AFTERRENDERINGMESH_OUTLINE: number;
  79175. static readonly STEP_AFTERRENDERINGGROUPDRAW_EFFECTLAYER_DRAW: number;
  79176. static readonly STEP_AFTERRENDERINGGROUPDRAW_BOUNDINGBOXRENDERER: number;
  79177. static readonly STEP_BEFORECAMERAUPDATE_SIMPLIFICATIONQUEUE: number;
  79178. static readonly STEP_BEFORECAMERAUPDATE_GAMEPAD: number;
  79179. static readonly STEP_BEFORECLEAR_PROCEDURALTEXTURE: number;
  79180. static readonly STEP_AFTERRENDERTARGETDRAW_LAYER: number;
  79181. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER: number;
  79182. static readonly STEP_AFTERCAMERADRAW_LENSFLARESYSTEM: number;
  79183. static readonly STEP_AFTERCAMERADRAW_EFFECTLAYER_DRAW: number;
  79184. static readonly STEP_AFTERCAMERADRAW_LAYER: number;
  79185. static readonly STEP_AFTERRENDER_AUDIO: number;
  79186. static readonly STEP_GATHERRENDERTARGETS_SHADOWGENERATOR: number;
  79187. static readonly STEP_GATHERRENDERTARGETS_GEOMETRYBUFFERRENDERER: number;
  79188. static readonly STEP_GATHERRENDERTARGETS_DEPTHRENDERER: number;
  79189. static readonly STEP_GATHERRENDERTARGETS_POSTPROCESSRENDERPIPELINEMANAGER: number;
  79190. static readonly STEP_GATHERACTIVECAMERARENDERTARGETS_DEPTHRENDERER: number;
  79191. static readonly STEP_POINTERMOVE_SPRITE: number;
  79192. static readonly STEP_POINTERDOWN_SPRITE: number;
  79193. static readonly STEP_POINTERUP_SPRITE: number;
  79194. }
  79195. /**
  79196. * This represents a scene component.
  79197. *
  79198. * This is used to decouple the dependency the scene is having on the different workloads like
  79199. * layers, post processes...
  79200. */
  79201. export interface ISceneComponent {
  79202. /**
  79203. * The name of the component. Each component must have a unique name.
  79204. */
  79205. name: string;
  79206. /**
  79207. * The scene the component belongs to.
  79208. */
  79209. scene: Scene;
  79210. /**
  79211. * Register the component to one instance of a scene.
  79212. */
  79213. register(): void;
  79214. /**
  79215. * Rebuilds the elements related to this component in case of
  79216. * context lost for instance.
  79217. */
  79218. rebuild(): void;
  79219. /**
  79220. * Disposes the component and the associated ressources.
  79221. */
  79222. dispose(): void;
  79223. }
  79224. /**
  79225. * This represents a SERIALIZABLE scene component.
  79226. *
  79227. * This extends Scene Component to add Serialization methods on top.
  79228. */
  79229. export interface ISceneSerializableComponent extends ISceneComponent {
  79230. /**
  79231. * Adds all the elements from the container to the scene
  79232. * @param container the container holding the elements
  79233. */
  79234. addFromContainer(container: AbstractScene): void;
  79235. /**
  79236. * Removes all the elements in the container from the scene
  79237. * @param container contains the elements to remove
  79238. * @param dispose if the removed element should be disposed (default: false)
  79239. */
  79240. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  79241. /**
  79242. * Serializes the component data to the specified json object
  79243. * @param serializationObject The object to serialize to
  79244. */
  79245. serialize(serializationObject: any): void;
  79246. }
  79247. /**
  79248. * Strong typing of a Mesh related stage step action
  79249. */
  79250. export type MeshStageAction = (mesh: AbstractMesh, hardwareInstancedRendering: boolean) => boolean;
  79251. /**
  79252. * Strong typing of a Evaluate Sub Mesh related stage step action
  79253. */
  79254. export type EvaluateSubMeshStageAction = (mesh: AbstractMesh, subMesh: SubMesh) => void;
  79255. /**
  79256. * Strong typing of a Active Mesh related stage step action
  79257. */
  79258. export type ActiveMeshStageAction = (sourceMesh: AbstractMesh, mesh: AbstractMesh) => void;
  79259. /**
  79260. * Strong typing of a Camera related stage step action
  79261. */
  79262. export type CameraStageAction = (camera: Camera) => void;
  79263. /**
  79264. * Strong typing of a Camera Frame buffer related stage step action
  79265. */
  79266. export type CameraStageFrameBufferAction = (camera: Camera) => boolean;
  79267. /**
  79268. * Strong typing of a Render Target related stage step action
  79269. */
  79270. export type RenderTargetStageAction = (renderTarget: RenderTargetTexture) => void;
  79271. /**
  79272. * Strong typing of a RenderingGroup related stage step action
  79273. */
  79274. export type RenderingGroupStageAction = (renderingGroupId: number) => void;
  79275. /**
  79276. * Strong typing of a Mesh Render related stage step action
  79277. */
  79278. export type RenderingMeshStageAction = (mesh: Mesh, subMesh: SubMesh, batch: _InstancesBatch) => void;
  79279. /**
  79280. * Strong typing of a simple stage step action
  79281. */
  79282. export type SimpleStageAction = () => void;
  79283. /**
  79284. * Strong typing of a render target action.
  79285. */
  79286. export type RenderTargetsStageAction = (renderTargets: SmartArrayNoDuplicate<RenderTargetTexture>) => void;
  79287. /**
  79288. * Strong typing of a pointer move action.
  79289. */
  79290. export type PointerMoveStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, isMeshPicked: boolean, element: HTMLElement) => Nullable<PickingInfo>;
  79291. /**
  79292. * Strong typing of a pointer up/down action.
  79293. */
  79294. export type PointerUpDownStageAction = (unTranslatedPointerX: number, unTranslatedPointerY: number, pickResult: Nullable<PickingInfo>, evt: PointerEvent) => Nullable<PickingInfo>;
  79295. /**
  79296. * Representation of a stage in the scene (Basically a list of ordered steps)
  79297. * @hidden
  79298. */
  79299. export class Stage<T extends Function> extends Array<{
  79300. index: number;
  79301. component: ISceneComponent;
  79302. action: T;
  79303. }> {
  79304. /**
  79305. * Hide ctor from the rest of the world.
  79306. * @param items The items to add.
  79307. */
  79308. private constructor();
  79309. /**
  79310. * Creates a new Stage.
  79311. * @returns A new instance of a Stage
  79312. */
  79313. static Create<T extends Function>(): Stage<T>;
  79314. /**
  79315. * Registers a step in an ordered way in the targeted stage.
  79316. * @param index Defines the position to register the step in
  79317. * @param component Defines the component attached to the step
  79318. * @param action Defines the action to launch during the step
  79319. */
  79320. registerStep(index: number, component: ISceneComponent, action: T): void;
  79321. /**
  79322. * Clears all the steps from the stage.
  79323. */
  79324. clear(): void;
  79325. }
  79326. }
  79327. declare module BABYLON {
  79328. interface Scene {
  79329. /** @hidden */
  79330. _pointerOverSprite: Nullable<Sprite>;
  79331. /** @hidden */
  79332. _pickedDownSprite: Nullable<Sprite>;
  79333. /** @hidden */
  79334. _tempSpritePickingRay: Nullable<Ray>;
  79335. /**
  79336. * All of the sprite managers added to this scene
  79337. * @see http://doc.babylonjs.com/babylon101/sprites
  79338. */
  79339. spriteManagers: Array<ISpriteManager>;
  79340. /**
  79341. * An event triggered when sprites rendering is about to start
  79342. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79343. */
  79344. onBeforeSpritesRenderingObservable: Observable<Scene>;
  79345. /**
  79346. * An event triggered when sprites rendering is done
  79347. * Note: This event can be trigger more than once per frame (because sprites can be rendered by render target textures as well)
  79348. */
  79349. onAfterSpritesRenderingObservable: Observable<Scene>;
  79350. /** @hidden */
  79351. _internalPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79352. /** Launch a ray to try to pick a sprite in the scene
  79353. * @param x position on screen
  79354. * @param y position on screen
  79355. * @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
  79356. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79357. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79358. * @returns a PickingInfo
  79359. */
  79360. pickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79361. /** Use the given ray to pick a sprite in the scene
  79362. * @param ray The ray (in world space) to use to pick meshes
  79363. * @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
  79364. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  79365. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79366. * @returns a PickingInfo
  79367. */
  79368. pickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean, camera?: Camera): Nullable<PickingInfo>;
  79369. /** @hidden */
  79370. _internalMultiPickSprites(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79371. /** Launch a ray to try to pick sprites in the scene
  79372. * @param x position on screen
  79373. * @param y position on screen
  79374. * @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
  79375. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  79376. * @returns a PickingInfo array
  79377. */
  79378. multiPickSprite(x: number, y: number, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79379. /** Use the given ray to pick sprites in the scene
  79380. * @param ray The ray (in world space) to use to pick meshes
  79381. * @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
  79382. * @param camera camera to use. Can be set to null. In this case, the scene.activeCamera will be used
  79383. * @returns a PickingInfo array
  79384. */
  79385. multiPickSpriteWithRay(ray: Ray, predicate?: (sprite: Sprite) => boolean, camera?: Camera): Nullable<PickingInfo[]>;
  79386. /**
  79387. * Force the sprite under the pointer
  79388. * @param sprite defines the sprite to use
  79389. */
  79390. setPointerOverSprite(sprite: Nullable<Sprite>): void;
  79391. /**
  79392. * Gets the sprite under the pointer
  79393. * @returns a Sprite or null if no sprite is under the pointer
  79394. */
  79395. getPointerOverSprite(): Nullable<Sprite>;
  79396. }
  79397. /**
  79398. * Defines the sprite scene component responsible to manage sprites
  79399. * in a given scene.
  79400. */
  79401. export class SpriteSceneComponent implements ISceneComponent {
  79402. /**
  79403. * The component name helpfull to identify the component in the list of scene components.
  79404. */
  79405. readonly name: string;
  79406. /**
  79407. * The scene the component belongs to.
  79408. */
  79409. scene: Scene;
  79410. /** @hidden */
  79411. private _spritePredicate;
  79412. /**
  79413. * Creates a new instance of the component for the given scene
  79414. * @param scene Defines the scene to register the component in
  79415. */
  79416. constructor(scene: Scene);
  79417. /**
  79418. * Registers the component in a given scene
  79419. */
  79420. register(): void;
  79421. /**
  79422. * Rebuilds the elements related to this component in case of
  79423. * context lost for instance.
  79424. */
  79425. rebuild(): void;
  79426. /**
  79427. * Disposes the component and the associated ressources.
  79428. */
  79429. dispose(): void;
  79430. private _pickSpriteButKeepRay;
  79431. private _pointerMove;
  79432. private _pointerDown;
  79433. private _pointerUp;
  79434. }
  79435. }
  79436. declare module BABYLON {
  79437. /** @hidden */
  79438. export var fogFragmentDeclaration: {
  79439. name: string;
  79440. shader: string;
  79441. };
  79442. }
  79443. declare module BABYLON {
  79444. /** @hidden */
  79445. export var fogFragment: {
  79446. name: string;
  79447. shader: string;
  79448. };
  79449. }
  79450. declare module BABYLON {
  79451. /** @hidden */
  79452. export var spritesPixelShader: {
  79453. name: string;
  79454. shader: string;
  79455. };
  79456. }
  79457. declare module BABYLON {
  79458. /** @hidden */
  79459. export var fogVertexDeclaration: {
  79460. name: string;
  79461. shader: string;
  79462. };
  79463. }
  79464. declare module BABYLON {
  79465. /** @hidden */
  79466. export var spritesVertexShader: {
  79467. name: string;
  79468. shader: string;
  79469. };
  79470. }
  79471. declare module BABYLON {
  79472. /**
  79473. * Defines the minimum interface to fullfil in order to be a sprite manager.
  79474. */
  79475. export interface ISpriteManager extends IDisposable {
  79476. /**
  79477. * Restricts the camera to viewing objects with the same layerMask.
  79478. * A camera with a layerMask of 1 will render spriteManager.layerMask & camera.layerMask!== 0
  79479. */
  79480. layerMask: number;
  79481. /**
  79482. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  79483. */
  79484. isPickable: boolean;
  79485. /**
  79486. * Specifies the rendering group id for this mesh (0 by default)
  79487. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  79488. */
  79489. renderingGroupId: number;
  79490. /**
  79491. * Defines the list of sprites managed by the manager.
  79492. */
  79493. sprites: Array<Sprite>;
  79494. /**
  79495. * Tests the intersection of a sprite with a specific ray.
  79496. * @param ray The ray we are sending to test the collision
  79497. * @param camera The camera space we are sending rays in
  79498. * @param predicate A predicate allowing excluding sprites from the list of object to test
  79499. * @param fastCheck Is the hit test done in a OOBB or AOBB fashion the faster, the less precise
  79500. * @returns picking info or null.
  79501. */
  79502. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79503. /**
  79504. * Intersects the sprites with a ray
  79505. * @param ray defines the ray to intersect with
  79506. * @param camera defines the current active camera
  79507. * @param predicate defines a predicate used to select candidate sprites
  79508. * @returns null if no hit or a PickingInfo array
  79509. */
  79510. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79511. /**
  79512. * Renders the list of sprites on screen.
  79513. */
  79514. render(): void;
  79515. }
  79516. /**
  79517. * Class used to manage multiple sprites on the same spritesheet
  79518. * @see http://doc.babylonjs.com/babylon101/sprites
  79519. */
  79520. export class SpriteManager implements ISpriteManager {
  79521. /** defines the manager's name */
  79522. name: string;
  79523. /** Gets the list of sprites */
  79524. sprites: Sprite[];
  79525. /** Gets or sets the rendering group id (0 by default) */
  79526. renderingGroupId: number;
  79527. /** Gets or sets camera layer mask */
  79528. layerMask: number;
  79529. /** Gets or sets a boolean indicating if the manager must consider scene fog when rendering */
  79530. fogEnabled: boolean;
  79531. /** Gets or sets a boolean indicating if the sprites are pickable */
  79532. isPickable: boolean;
  79533. /** Defines the default width of a cell in the spritesheet */
  79534. cellWidth: number;
  79535. /** Defines the default height of a cell in the spritesheet */
  79536. cellHeight: number;
  79537. /** Associative array from JSON sprite data file */
  79538. private _cellData;
  79539. /** Array of sprite names from JSON sprite data file */
  79540. private _spriteMap;
  79541. /** True when packed cell data from JSON file is ready*/
  79542. private _packedAndReady;
  79543. /**
  79544. * An event triggered when the manager is disposed.
  79545. */
  79546. onDisposeObservable: Observable<SpriteManager>;
  79547. private _onDisposeObserver;
  79548. /**
  79549. * Callback called when the manager is disposed
  79550. */
  79551. onDispose: () => void;
  79552. private _capacity;
  79553. private _fromPacked;
  79554. private _spriteTexture;
  79555. private _epsilon;
  79556. private _scene;
  79557. private _vertexData;
  79558. private _buffer;
  79559. private _vertexBuffers;
  79560. private _indexBuffer;
  79561. private _effectBase;
  79562. private _effectFog;
  79563. /**
  79564. * Gets or sets the spritesheet texture
  79565. */
  79566. texture: Texture;
  79567. /**
  79568. * Creates a new sprite manager
  79569. * @param name defines the manager's name
  79570. * @param imgUrl defines the sprite sheet url
  79571. * @param capacity defines the maximum allowed number of sprites
  79572. * @param cellSize defines the size of a sprite cell
  79573. * @param scene defines the hosting scene
  79574. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  79575. * @param samplingMode defines the smapling mode to use with spritesheet
  79576. * @param fromPacked set to false; do not alter
  79577. * @param spriteJSON null otherwise a JSON object defining sprite sheet data; do not alter
  79578. */
  79579. constructor(
  79580. /** defines the manager's name */
  79581. name: string, imgUrl: string, capacity: number, cellSize: any, scene: Scene, epsilon?: number, samplingMode?: number, fromPacked?: boolean, spriteJSON?: string | null);
  79582. private _makePacked;
  79583. private _appendSpriteVertex;
  79584. /**
  79585. * Intersects the sprites with a ray
  79586. * @param ray defines the ray to intersect with
  79587. * @param camera defines the current active camera
  79588. * @param predicate defines a predicate used to select candidate sprites
  79589. * @param fastCheck defines if a fast check only must be done (the first potential sprite is will be used and not the closer)
  79590. * @returns null if no hit or a PickingInfo
  79591. */
  79592. intersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean, fastCheck?: boolean): Nullable<PickingInfo>;
  79593. /**
  79594. * Intersects the sprites with a ray
  79595. * @param ray defines the ray to intersect with
  79596. * @param camera defines the current active camera
  79597. * @param predicate defines a predicate used to select candidate sprites
  79598. * @returns null if no hit or a PickingInfo array
  79599. */
  79600. multiIntersects(ray: Ray, camera: Camera, predicate?: (sprite: Sprite) => boolean): Nullable<PickingInfo[]>;
  79601. /**
  79602. * Render all child sprites
  79603. */
  79604. render(): void;
  79605. /**
  79606. * Release associated resources
  79607. */
  79608. dispose(): void;
  79609. }
  79610. }
  79611. declare module BABYLON {
  79612. /**
  79613. * Class used to represent a sprite
  79614. * @see http://doc.babylonjs.com/babylon101/sprites
  79615. */
  79616. export class Sprite {
  79617. /** defines the name */
  79618. name: string;
  79619. /** Gets or sets the current world position */
  79620. position: Vector3;
  79621. /** Gets or sets the main color */
  79622. color: Color4;
  79623. /** Gets or sets the width */
  79624. width: number;
  79625. /** Gets or sets the height */
  79626. height: number;
  79627. /** Gets or sets rotation angle */
  79628. angle: number;
  79629. /** Gets or sets the cell index in the sprite sheet */
  79630. cellIndex: number;
  79631. /** Gets or sets the cell reference in the sprite sheet, uses sprite's filename when added to sprite sheet */
  79632. cellRef: string;
  79633. /** Gets or sets a boolean indicating if UV coordinates should be inverted in U axis */
  79634. invertU: number;
  79635. /** Gets or sets a boolean indicating if UV coordinates should be inverted in B axis */
  79636. invertV: number;
  79637. /** Gets or sets a boolean indicating that this sprite should be disposed after animation ends */
  79638. disposeWhenFinishedAnimating: boolean;
  79639. /** Gets the list of attached animations */
  79640. animations: Animation[];
  79641. /** Gets or sets a boolean indicating if the sprite can be picked */
  79642. isPickable: boolean;
  79643. /**
  79644. * Gets or sets the associated action manager
  79645. */
  79646. actionManager: Nullable<ActionManager>;
  79647. private _animationStarted;
  79648. private _loopAnimation;
  79649. private _fromIndex;
  79650. private _toIndex;
  79651. private _delay;
  79652. private _direction;
  79653. private _manager;
  79654. private _time;
  79655. private _onAnimationEnd;
  79656. /**
  79657. * Gets or sets a boolean indicating if the sprite is visible (renderable). Default is true
  79658. */
  79659. isVisible: boolean;
  79660. /**
  79661. * Gets or sets the sprite size
  79662. */
  79663. size: number;
  79664. /**
  79665. * Creates a new Sprite
  79666. * @param name defines the name
  79667. * @param manager defines the manager
  79668. */
  79669. constructor(
  79670. /** defines the name */
  79671. name: string, manager: ISpriteManager);
  79672. /**
  79673. * Starts an animation
  79674. * @param from defines the initial key
  79675. * @param to defines the end key
  79676. * @param loop defines if the animation must loop
  79677. * @param delay defines the start delay (in ms)
  79678. * @param onAnimationEnd defines a callback to call when animation ends
  79679. */
  79680. playAnimation(from: number, to: number, loop: boolean, delay: number, onAnimationEnd: () => void): void;
  79681. /** Stops current animation (if any) */
  79682. stopAnimation(): void;
  79683. /** @hidden */
  79684. _animate(deltaTime: number): void;
  79685. /** Release associated resources */
  79686. dispose(): void;
  79687. }
  79688. }
  79689. declare module BABYLON {
  79690. /**
  79691. * Information about the result of picking within a scene
  79692. * @see https://doc.babylonjs.com/babylon101/picking_collisions
  79693. */
  79694. export class PickingInfo {
  79695. /** @hidden */
  79696. _pickingUnavailable: boolean;
  79697. /**
  79698. * If the pick collided with an object
  79699. */
  79700. hit: boolean;
  79701. /**
  79702. * Distance away where the pick collided
  79703. */
  79704. distance: number;
  79705. /**
  79706. * The location of pick collision
  79707. */
  79708. pickedPoint: Nullable<Vector3>;
  79709. /**
  79710. * The mesh corresponding the the pick collision
  79711. */
  79712. pickedMesh: Nullable<AbstractMesh>;
  79713. /** (See getTextureCoordinates) The barycentric U coordinate that is used when calculating the texture coordinates of the collision.*/
  79714. bu: number;
  79715. /** (See getTextureCoordinates) The barycentric V coordinate that is used when calculating the texture coordinates of the collision.*/
  79716. bv: number;
  79717. /** The index of the face on the mesh that was picked, or the index of the Line if the picked Mesh is a LinesMesh */
  79718. faceId: number;
  79719. /** Id of the the submesh that was picked */
  79720. subMeshId: number;
  79721. /** If a sprite was picked, this will be the sprite the pick collided with */
  79722. pickedSprite: Nullable<Sprite>;
  79723. /**
  79724. * If a mesh was used to do the picking (eg. 6dof controller) this will be populated.
  79725. */
  79726. originMesh: Nullable<AbstractMesh>;
  79727. /**
  79728. * The ray that was used to perform the picking.
  79729. */
  79730. ray: Nullable<Ray>;
  79731. /**
  79732. * Gets the normal correspodning to the face the pick collided with
  79733. * @param useWorldCoordinates If the resulting normal should be relative to the world (default: false)
  79734. * @param useVerticesNormals If the vertices normals should be used to calculate the normal instead of the normal map
  79735. * @returns The normal correspodning to the face the pick collided with
  79736. */
  79737. getNormal(useWorldCoordinates?: boolean, useVerticesNormals?: boolean): Nullable<Vector3>;
  79738. /**
  79739. * Gets the texture coordinates of where the pick occured
  79740. * @returns the vector containing the coordnates of the texture
  79741. */
  79742. getTextureCoordinates(): Nullable<Vector2>;
  79743. }
  79744. }
  79745. declare module BABYLON {
  79746. /**
  79747. * Gather the list of pointer event types as constants.
  79748. */
  79749. export class PointerEventTypes {
  79750. /**
  79751. * 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.
  79752. */
  79753. static readonly POINTERDOWN: number;
  79754. /**
  79755. * The pointerup event is fired when a pointer is no longer active.
  79756. */
  79757. static readonly POINTERUP: number;
  79758. /**
  79759. * The pointermove event is fired when a pointer changes coordinates.
  79760. */
  79761. static readonly POINTERMOVE: number;
  79762. /**
  79763. * The pointerwheel event is fired when a mouse wheel has been rotated.
  79764. */
  79765. static readonly POINTERWHEEL: number;
  79766. /**
  79767. * The pointerpick event is fired when a mesh or sprite has been picked by the pointer.
  79768. */
  79769. static readonly POINTERPICK: number;
  79770. /**
  79771. * The pointertap event is fired when a the object has been touched and released without drag.
  79772. */
  79773. static readonly POINTERTAP: number;
  79774. /**
  79775. * The pointerdoubletap event is fired when a the object has been touched and released twice without drag.
  79776. */
  79777. static readonly POINTERDOUBLETAP: number;
  79778. }
  79779. /**
  79780. * Base class of pointer info types.
  79781. */
  79782. export class PointerInfoBase {
  79783. /**
  79784. * Defines the type of event (PointerEventTypes)
  79785. */
  79786. type: number;
  79787. /**
  79788. * Defines the related dom event
  79789. */
  79790. event: PointerEvent | MouseWheelEvent;
  79791. /**
  79792. * Instantiates the base class of pointers info.
  79793. * @param type Defines the type of event (PointerEventTypes)
  79794. * @param event Defines the related dom event
  79795. */
  79796. constructor(
  79797. /**
  79798. * Defines the type of event (PointerEventTypes)
  79799. */
  79800. type: number,
  79801. /**
  79802. * Defines the related dom event
  79803. */
  79804. event: PointerEvent | MouseWheelEvent);
  79805. }
  79806. /**
  79807. * This class is used to store pointer related info for the onPrePointerObservable event.
  79808. * Set the skipOnPointerObservable property to true if you want the engine to stop any process after this event is triggered, even not calling onPointerObservable
  79809. */
  79810. export class PointerInfoPre extends PointerInfoBase {
  79811. /**
  79812. * Ray from a pointer if availible (eg. 6dof controller)
  79813. */
  79814. ray: Nullable<Ray>;
  79815. /**
  79816. * Defines the local position of the pointer on the canvas.
  79817. */
  79818. localPosition: Vector2;
  79819. /**
  79820. * Defines whether the engine should skip the next OnPointerObservable associated to this pre.
  79821. */
  79822. skipOnPointerObservable: boolean;
  79823. /**
  79824. * Instantiates a PointerInfoPre to store pointer related info to the onPrePointerObservable event.
  79825. * @param type Defines the type of event (PointerEventTypes)
  79826. * @param event Defines the related dom event
  79827. * @param localX Defines the local x coordinates of the pointer when the event occured
  79828. * @param localY Defines the local y coordinates of the pointer when the event occured
  79829. */
  79830. constructor(type: number, event: PointerEvent | MouseWheelEvent, localX: number, localY: number);
  79831. }
  79832. /**
  79833. * This type contains all the data related to a pointer event in Babylon.js.
  79834. * 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.
  79835. */
  79836. export class PointerInfo extends PointerInfoBase {
  79837. /**
  79838. * Defines the picking info associated to the info (if any)\
  79839. */
  79840. pickInfo: Nullable<PickingInfo>;
  79841. /**
  79842. * Instantiates a PointerInfo to store pointer related info to the onPointerObservable event.
  79843. * @param type Defines the type of event (PointerEventTypes)
  79844. * @param event Defines the related dom event
  79845. * @param pickInfo Defines the picking info associated to the info (if any)\
  79846. */
  79847. constructor(type: number, event: PointerEvent | MouseWheelEvent,
  79848. /**
  79849. * Defines the picking info associated to the info (if any)\
  79850. */
  79851. pickInfo: Nullable<PickingInfo>);
  79852. }
  79853. /**
  79854. * Data relating to a touch event on the screen.
  79855. */
  79856. export interface PointerTouch {
  79857. /**
  79858. * X coordinate of touch.
  79859. */
  79860. x: number;
  79861. /**
  79862. * Y coordinate of touch.
  79863. */
  79864. y: number;
  79865. /**
  79866. * Id of touch. Unique for each finger.
  79867. */
  79868. pointerId: number;
  79869. /**
  79870. * Event type passed from DOM.
  79871. */
  79872. type: any;
  79873. }
  79874. }
  79875. declare module BABYLON {
  79876. /**
  79877. * Manage the mouse inputs to control the movement of a free camera.
  79878. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79879. */
  79880. export class FreeCameraMouseInput implements ICameraInput<FreeCamera> {
  79881. /**
  79882. * Define if touch is enabled in the mouse input
  79883. */
  79884. touchEnabled: boolean;
  79885. /**
  79886. * Defines the camera the input is attached to.
  79887. */
  79888. camera: FreeCamera;
  79889. /**
  79890. * Defines the buttons associated with the input to handle camera move.
  79891. */
  79892. buttons: number[];
  79893. /**
  79894. * Defines the pointer angular sensibility along the X and Y axis or how fast is the camera rotating.
  79895. */
  79896. angularSensibility: number;
  79897. private _pointerInput;
  79898. private _onMouseMove;
  79899. private _observer;
  79900. private previousPosition;
  79901. /**
  79902. * Observable for when a pointer move event occurs containing the move offset
  79903. */
  79904. onPointerMovedObservable: Observable<{
  79905. offsetX: number;
  79906. offsetY: number;
  79907. }>;
  79908. /**
  79909. * @hidden
  79910. * If the camera should be rotated automatically based on pointer movement
  79911. */
  79912. _allowCameraRotation: boolean;
  79913. /**
  79914. * Manage the mouse inputs to control the movement of a free camera.
  79915. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79916. * @param touchEnabled Defines if touch is enabled or not
  79917. */
  79918. constructor(
  79919. /**
  79920. * Define if touch is enabled in the mouse input
  79921. */
  79922. touchEnabled?: boolean);
  79923. /**
  79924. * Attach the input controls to a specific dom element to get the input from.
  79925. * @param element Defines the element the controls should be listened from
  79926. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79927. */
  79928. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79929. /**
  79930. * Called on JS contextmenu event.
  79931. * Override this method to provide functionality.
  79932. */
  79933. protected onContextMenu(evt: PointerEvent): void;
  79934. /**
  79935. * Detach the current controls from the specified dom element.
  79936. * @param element Defines the element to stop listening the inputs from
  79937. */
  79938. detachControl(element: Nullable<HTMLElement>): void;
  79939. /**
  79940. * Gets the class name of the current intput.
  79941. * @returns the class name
  79942. */
  79943. getClassName(): string;
  79944. /**
  79945. * Get the friendly name associated with the input class.
  79946. * @returns the input friendly name
  79947. */
  79948. getSimpleName(): string;
  79949. }
  79950. }
  79951. declare module BABYLON {
  79952. /**
  79953. * Manage the touch inputs to control the movement of a free camera.
  79954. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  79955. */
  79956. export class FreeCameraTouchInput implements ICameraInput<FreeCamera> {
  79957. /**
  79958. * Defines the camera the input is attached to.
  79959. */
  79960. camera: FreeCamera;
  79961. /**
  79962. * Defines the touch sensibility for rotation.
  79963. * The higher the faster.
  79964. */
  79965. touchAngularSensibility: number;
  79966. /**
  79967. * Defines the touch sensibility for move.
  79968. * The higher the faster.
  79969. */
  79970. touchMoveSensibility: number;
  79971. private _offsetX;
  79972. private _offsetY;
  79973. private _pointerPressed;
  79974. private _pointerInput;
  79975. private _observer;
  79976. private _onLostFocus;
  79977. /**
  79978. * Attach the input controls to a specific dom element to get the input from.
  79979. * @param element Defines the element the controls should be listened from
  79980. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  79981. */
  79982. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  79983. /**
  79984. * Detach the current controls from the specified dom element.
  79985. * @param element Defines the element to stop listening the inputs from
  79986. */
  79987. detachControl(element: Nullable<HTMLElement>): void;
  79988. /**
  79989. * Update the current camera state depending on the inputs that have been used this frame.
  79990. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  79991. */
  79992. checkInputs(): void;
  79993. /**
  79994. * Gets the class name of the current intput.
  79995. * @returns the class name
  79996. */
  79997. getClassName(): string;
  79998. /**
  79999. * Get the friendly name associated with the input class.
  80000. * @returns the input friendly name
  80001. */
  80002. getSimpleName(): string;
  80003. }
  80004. }
  80005. declare module BABYLON {
  80006. /**
  80007. * Default Inputs manager for the FreeCamera.
  80008. * It groups all the default supported inputs for ease of use.
  80009. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  80010. */
  80011. export class FreeCameraInputsManager extends CameraInputsManager<FreeCamera> {
  80012. /**
  80013. * @hidden
  80014. */
  80015. _mouseInput: Nullable<FreeCameraMouseInput>;
  80016. /**
  80017. * Instantiates a new FreeCameraInputsManager.
  80018. * @param camera Defines the camera the inputs belong to
  80019. */
  80020. constructor(camera: FreeCamera);
  80021. /**
  80022. * Add keyboard input support to the input manager.
  80023. * @returns the current input manager
  80024. */
  80025. addKeyboard(): FreeCameraInputsManager;
  80026. /**
  80027. * Add mouse input support to the input manager.
  80028. * @param touchEnabled if the FreeCameraMouseInput should support touch (default: true)
  80029. * @returns the current input manager
  80030. */
  80031. addMouse(touchEnabled?: boolean): FreeCameraInputsManager;
  80032. /**
  80033. * Removes the mouse input support from the manager
  80034. * @returns the current input manager
  80035. */
  80036. removeMouse(): FreeCameraInputsManager;
  80037. /**
  80038. * Add touch input support to the input manager.
  80039. * @returns the current input manager
  80040. */
  80041. addTouch(): FreeCameraInputsManager;
  80042. /**
  80043. * Remove all attached input methods from a camera
  80044. */
  80045. clear(): void;
  80046. }
  80047. }
  80048. declare module BABYLON {
  80049. /**
  80050. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80051. * Please consider using the new UniversalCamera instead as it adds more functionality like the gamepad.
  80052. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80053. */
  80054. export class FreeCamera extends TargetCamera {
  80055. /**
  80056. * Define the collision ellipsoid of the camera.
  80057. * This is helpful to simulate a camera body like the player body around the camera
  80058. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  80059. */
  80060. ellipsoid: Vector3;
  80061. /**
  80062. * Define an offset for the position of the ellipsoid around the camera.
  80063. * This can be helpful to determine the center of the body near the gravity center of the body
  80064. * instead of its head.
  80065. */
  80066. ellipsoidOffset: Vector3;
  80067. /**
  80068. * Enable or disable collisions of the camera with the rest of the scene objects.
  80069. */
  80070. checkCollisions: boolean;
  80071. /**
  80072. * Enable or disable gravity on the camera.
  80073. */
  80074. applyGravity: boolean;
  80075. /**
  80076. * Define the input manager associated to the camera.
  80077. */
  80078. inputs: FreeCameraInputsManager;
  80079. /**
  80080. * Gets the input sensibility for a mouse input. (default is 2000.0)
  80081. * Higher values reduce sensitivity.
  80082. */
  80083. /**
  80084. * Sets the input sensibility for a mouse input. (default is 2000.0)
  80085. * Higher values reduce sensitivity.
  80086. */
  80087. angularSensibility: number;
  80088. /**
  80089. * Gets or Set the list of keyboard keys used to control the forward move of the camera.
  80090. */
  80091. keysUp: number[];
  80092. /**
  80093. * Gets or Set the list of keyboard keys used to control the backward move of the camera.
  80094. */
  80095. keysDown: number[];
  80096. /**
  80097. * Gets or Set the list of keyboard keys used to control the left strafe move of the camera.
  80098. */
  80099. keysLeft: number[];
  80100. /**
  80101. * Gets or Set the list of keyboard keys used to control the right strafe move of the camera.
  80102. */
  80103. keysRight: number[];
  80104. /**
  80105. * Event raised when the camera collide with a mesh in the scene.
  80106. */
  80107. onCollide: (collidedMesh: AbstractMesh) => void;
  80108. private _collider;
  80109. private _needMoveForGravity;
  80110. private _oldPosition;
  80111. private _diffPosition;
  80112. private _newPosition;
  80113. /** @hidden */
  80114. _localDirection: Vector3;
  80115. /** @hidden */
  80116. _transformedDirection: Vector3;
  80117. /**
  80118. * Instantiates a Free Camera.
  80119. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  80120. * Please consider using the new UniversalCamera instead as it adds more functionality like touch to this camera.
  80121. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  80122. * @param name Define the name of the camera in the scene
  80123. * @param position Define the start position of the camera in the scene
  80124. * @param scene Define the scene the camera belongs to
  80125. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  80126. */
  80127. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  80128. /**
  80129. * Attached controls to the current camera.
  80130. * @param element Defines the element the controls should be listened from
  80131. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  80132. */
  80133. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  80134. /**
  80135. * Detach the current controls from the camera.
  80136. * The camera will stop reacting to inputs.
  80137. * @param element Defines the element to stop listening the inputs from
  80138. */
  80139. detachControl(element: HTMLElement): void;
  80140. private _collisionMask;
  80141. /**
  80142. * Define a collision mask to limit the list of object the camera can collide with
  80143. */
  80144. collisionMask: number;
  80145. /** @hidden */
  80146. _collideWithWorld(displacement: Vector3): void;
  80147. private _onCollisionPositionChange;
  80148. /** @hidden */
  80149. _checkInputs(): void;
  80150. /** @hidden */
  80151. _decideIfNeedsToMove(): boolean;
  80152. /** @hidden */
  80153. _updatePosition(): void;
  80154. /**
  80155. * Destroy the camera and release the current resources hold by it.
  80156. */
  80157. dispose(): void;
  80158. /**
  80159. * Gets the current object class name.
  80160. * @return the class name
  80161. */
  80162. getClassName(): string;
  80163. }
  80164. }
  80165. declare module BABYLON {
  80166. /**
  80167. * Represents a gamepad control stick position
  80168. */
  80169. export class StickValues {
  80170. /**
  80171. * The x component of the control stick
  80172. */
  80173. x: number;
  80174. /**
  80175. * The y component of the control stick
  80176. */
  80177. y: number;
  80178. /**
  80179. * Initializes the gamepad x and y control stick values
  80180. * @param x The x component of the gamepad control stick value
  80181. * @param y The y component of the gamepad control stick value
  80182. */
  80183. constructor(
  80184. /**
  80185. * The x component of the control stick
  80186. */
  80187. x: number,
  80188. /**
  80189. * The y component of the control stick
  80190. */
  80191. y: number);
  80192. }
  80193. /**
  80194. * An interface which manages callbacks for gamepad button changes
  80195. */
  80196. export interface GamepadButtonChanges {
  80197. /**
  80198. * Called when a gamepad has been changed
  80199. */
  80200. changed: boolean;
  80201. /**
  80202. * Called when a gamepad press event has been triggered
  80203. */
  80204. pressChanged: boolean;
  80205. /**
  80206. * Called when a touch event has been triggered
  80207. */
  80208. touchChanged: boolean;
  80209. /**
  80210. * Called when a value has changed
  80211. */
  80212. valueChanged: boolean;
  80213. }
  80214. /**
  80215. * Represents a gamepad
  80216. */
  80217. export class Gamepad {
  80218. /**
  80219. * The id of the gamepad
  80220. */
  80221. id: string;
  80222. /**
  80223. * The index of the gamepad
  80224. */
  80225. index: number;
  80226. /**
  80227. * The browser gamepad
  80228. */
  80229. browserGamepad: any;
  80230. /**
  80231. * Specifies what type of gamepad this represents
  80232. */
  80233. type: number;
  80234. private _leftStick;
  80235. private _rightStick;
  80236. /** @hidden */
  80237. _isConnected: boolean;
  80238. private _leftStickAxisX;
  80239. private _leftStickAxisY;
  80240. private _rightStickAxisX;
  80241. private _rightStickAxisY;
  80242. /**
  80243. * Triggered when the left control stick has been changed
  80244. */
  80245. private _onleftstickchanged;
  80246. /**
  80247. * Triggered when the right control stick has been changed
  80248. */
  80249. private _onrightstickchanged;
  80250. /**
  80251. * Represents a gamepad controller
  80252. */
  80253. static GAMEPAD: number;
  80254. /**
  80255. * Represents a generic controller
  80256. */
  80257. static GENERIC: number;
  80258. /**
  80259. * Represents an XBox controller
  80260. */
  80261. static XBOX: number;
  80262. /**
  80263. * Represents a pose-enabled controller
  80264. */
  80265. static POSE_ENABLED: number;
  80266. /**
  80267. * Represents an Dual Shock controller
  80268. */
  80269. static DUALSHOCK: number;
  80270. /**
  80271. * Specifies whether the left control stick should be Y-inverted
  80272. */
  80273. protected _invertLeftStickY: boolean;
  80274. /**
  80275. * Specifies if the gamepad has been connected
  80276. */
  80277. readonly isConnected: boolean;
  80278. /**
  80279. * Initializes the gamepad
  80280. * @param id The id of the gamepad
  80281. * @param index The index of the gamepad
  80282. * @param browserGamepad The browser gamepad
  80283. * @param leftStickX The x component of the left joystick
  80284. * @param leftStickY The y component of the left joystick
  80285. * @param rightStickX The x component of the right joystick
  80286. * @param rightStickY The y component of the right joystick
  80287. */
  80288. constructor(
  80289. /**
  80290. * The id of the gamepad
  80291. */
  80292. id: string,
  80293. /**
  80294. * The index of the gamepad
  80295. */
  80296. index: number,
  80297. /**
  80298. * The browser gamepad
  80299. */
  80300. browserGamepad: any, leftStickX?: number, leftStickY?: number, rightStickX?: number, rightStickY?: number);
  80301. /**
  80302. * Callback triggered when the left joystick has changed
  80303. * @param callback
  80304. */
  80305. onleftstickchanged(callback: (values: StickValues) => void): void;
  80306. /**
  80307. * Callback triggered when the right joystick has changed
  80308. * @param callback
  80309. */
  80310. onrightstickchanged(callback: (values: StickValues) => void): void;
  80311. /**
  80312. * Gets the left joystick
  80313. */
  80314. /**
  80315. * Sets the left joystick values
  80316. */
  80317. leftStick: StickValues;
  80318. /**
  80319. * Gets the right joystick
  80320. */
  80321. /**
  80322. * Sets the right joystick value
  80323. */
  80324. rightStick: StickValues;
  80325. /**
  80326. * Updates the gamepad joystick positions
  80327. */
  80328. update(): void;
  80329. /**
  80330. * Disposes the gamepad
  80331. */
  80332. dispose(): void;
  80333. }
  80334. /**
  80335. * Represents a generic gamepad
  80336. */
  80337. export class GenericPad extends Gamepad {
  80338. private _buttons;
  80339. private _onbuttondown;
  80340. private _onbuttonup;
  80341. /**
  80342. * Observable triggered when a button has been pressed
  80343. */
  80344. onButtonDownObservable: Observable<number>;
  80345. /**
  80346. * Observable triggered when a button has been released
  80347. */
  80348. onButtonUpObservable: Observable<number>;
  80349. /**
  80350. * Callback triggered when a button has been pressed
  80351. * @param callback Called when a button has been pressed
  80352. */
  80353. onbuttondown(callback: (buttonPressed: number) => void): void;
  80354. /**
  80355. * Callback triggered when a button has been released
  80356. * @param callback Called when a button has been released
  80357. */
  80358. onbuttonup(callback: (buttonReleased: number) => void): void;
  80359. /**
  80360. * Initializes the generic gamepad
  80361. * @param id The id of the generic gamepad
  80362. * @param index The index of the generic gamepad
  80363. * @param browserGamepad The browser gamepad
  80364. */
  80365. constructor(id: string, index: number, browserGamepad: any);
  80366. private _setButtonValue;
  80367. /**
  80368. * Updates the generic gamepad
  80369. */
  80370. update(): void;
  80371. /**
  80372. * Disposes the generic gamepad
  80373. */
  80374. dispose(): void;
  80375. }
  80376. }
  80377. declare module BABYLON {
  80378. interface Engine {
  80379. /**
  80380. * Creates a raw texture
  80381. * @param data defines the data to store in the texture
  80382. * @param width defines the width of the texture
  80383. * @param height defines the height of the texture
  80384. * @param format defines the format of the data
  80385. * @param generateMipMaps defines if the engine should generate the mip levels
  80386. * @param invertY defines if data must be stored with Y axis inverted
  80387. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  80388. * @param compression defines the compression used (null by default)
  80389. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80390. * @returns the raw texture inside an InternalTexture
  80391. */
  80392. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, type: number): InternalTexture;
  80393. /**
  80394. * Update a raw texture
  80395. * @param texture defines the texture to update
  80396. * @param data defines the data to store in the texture
  80397. * @param format defines the format of the data
  80398. * @param invertY defines if data must be stored with Y axis inverted
  80399. */
  80400. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80401. /**
  80402. * Update a raw texture
  80403. * @param texture defines the texture to update
  80404. * @param data defines the data to store in the texture
  80405. * @param format defines the format of the data
  80406. * @param invertY defines if data must be stored with Y axis inverted
  80407. * @param compression defines the compression used (null by default)
  80408. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80409. */
  80410. updateRawTexture(texture: Nullable<InternalTexture>, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, type: number): void;
  80411. /**
  80412. * Creates a new raw cube texture
  80413. * @param data defines the array of data to use to create each face
  80414. * @param size defines the size of the textures
  80415. * @param format defines the format of the data
  80416. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80417. * @param generateMipMaps defines if the engine should generate the mip levels
  80418. * @param invertY defines if data must be stored with Y axis inverted
  80419. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80420. * @param compression defines the compression used (null by default)
  80421. * @returns the cube texture as an InternalTexture
  80422. */
  80423. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>): InternalTexture;
  80424. /**
  80425. * Update a raw cube texture
  80426. * @param texture defines the texture to udpdate
  80427. * @param data defines the data to store
  80428. * @param format defines the data format
  80429. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80430. * @param invertY defines if data must be stored with Y axis inverted
  80431. */
  80432. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean): void;
  80433. /**
  80434. * Update a raw cube texture
  80435. * @param texture defines the texture to udpdate
  80436. * @param data defines the data to store
  80437. * @param format defines the data format
  80438. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80439. * @param invertY defines if data must be stored with Y axis inverted
  80440. * @param compression defines the compression used (null by default)
  80441. */
  80442. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>): void;
  80443. /**
  80444. * Update a raw cube texture
  80445. * @param texture defines the texture to udpdate
  80446. * @param data defines the data to store
  80447. * @param format defines the data format
  80448. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  80449. * @param invertY defines if data must be stored with Y axis inverted
  80450. * @param compression defines the compression used (null by default)
  80451. * @param level defines which level of the texture to update
  80452. */
  80453. updateRawCubeTexture(texture: InternalTexture, data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression: Nullable<string>, level: number): void;
  80454. /**
  80455. * Creates a new raw cube texture from a specified url
  80456. * @param url defines the url where the data is located
  80457. * @param scene defines the current scene
  80458. * @param size defines the size of the textures
  80459. * @param format defines the format of the data
  80460. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80461. * @param noMipmap defines if the engine should avoid generating the mip levels
  80462. * @param callback defines a callback used to extract texture data from loaded data
  80463. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80464. * @param onLoad defines a callback called when texture is loaded
  80465. * @param onError defines a callback called if there is an error
  80466. * @returns the cube texture as an InternalTexture
  80467. */
  80468. 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;
  80469. /**
  80470. * Creates a new raw cube texture from a specified url
  80471. * @param url defines the url where the data is located
  80472. * @param scene defines the current scene
  80473. * @param size defines the size of the textures
  80474. * @param format defines the format of the data
  80475. * @param type defines the type fo the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  80476. * @param noMipmap defines if the engine should avoid generating the mip levels
  80477. * @param callback defines a callback used to extract texture data from loaded data
  80478. * @param mipmapGenerator defines to provide an optional tool to generate mip levels
  80479. * @param onLoad defines a callback called when texture is loaded
  80480. * @param onError defines a callback called if there is an error
  80481. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80482. * @param invertY defines if data must be stored with Y axis inverted
  80483. * @returns the cube texture as an InternalTexture
  80484. */
  80485. 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;
  80486. /**
  80487. * Creates a new raw 3D texture
  80488. * @param data defines the data used to create the texture
  80489. * @param width defines the width of the texture
  80490. * @param height defines the height of the texture
  80491. * @param depth defines the depth of the texture
  80492. * @param format defines the format of the texture
  80493. * @param generateMipMaps defines if the engine must generate mip levels
  80494. * @param invertY defines if data must be stored with Y axis inverted
  80495. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80496. * @param compression defines the compressed used (can be null)
  80497. * @param textureType defines the compressed used (can be null)
  80498. * @returns a new raw 3D texture (stored in an InternalTexture)
  80499. */
  80500. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80501. /**
  80502. * Update a raw 3D texture
  80503. * @param texture defines the texture to update
  80504. * @param data defines the data to store
  80505. * @param format defines the data format
  80506. * @param invertY defines if data must be stored with Y axis inverted
  80507. */
  80508. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80509. /**
  80510. * Update a raw 3D texture
  80511. * @param texture defines the texture to update
  80512. * @param data defines the data to store
  80513. * @param format defines the data format
  80514. * @param invertY defines if data must be stored with Y axis inverted
  80515. * @param compression defines the used compression (can be null)
  80516. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80517. */
  80518. updateRawTexture3D(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80519. /**
  80520. * Creates a new raw 2D array texture
  80521. * @param data defines the data used to create the texture
  80522. * @param width defines the width of the texture
  80523. * @param height defines the height of the texture
  80524. * @param depth defines the number of layers of the texture
  80525. * @param format defines the format of the texture
  80526. * @param generateMipMaps defines if the engine must generate mip levels
  80527. * @param invertY defines if data must be stored with Y axis inverted
  80528. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  80529. * @param compression defines the compressed used (can be null)
  80530. * @param textureType defines the compressed used (can be null)
  80531. * @returns a new raw 2D array texture (stored in an InternalTexture)
  80532. */
  80533. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression: Nullable<string>, textureType: number): InternalTexture;
  80534. /**
  80535. * Update a raw 2D array texture
  80536. * @param texture defines the texture to update
  80537. * @param data defines the data to store
  80538. * @param format defines the data format
  80539. * @param invertY defines if data must be stored with Y axis inverted
  80540. */
  80541. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean): void;
  80542. /**
  80543. * Update a raw 2D array texture
  80544. * @param texture defines the texture to update
  80545. * @param data defines the data to store
  80546. * @param format defines the data format
  80547. * @param invertY defines if data must be stored with Y axis inverted
  80548. * @param compression defines the used compression (can be null)
  80549. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  80550. */
  80551. updateRawTexture2DArray(texture: InternalTexture, data: Nullable<ArrayBufferView>, format: number, invertY: boolean, compression: Nullable<string>, textureType: number): void;
  80552. }
  80553. }
  80554. declare module BABYLON {
  80555. /**
  80556. * Raw texture can help creating a texture directly from an array of data.
  80557. * This can be super useful if you either get the data from an uncompressed source or
  80558. * if you wish to create your texture pixel by pixel.
  80559. */
  80560. export class RawTexture extends Texture {
  80561. /**
  80562. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80563. */
  80564. format: number;
  80565. private _engine;
  80566. /**
  80567. * Instantiates a new RawTexture.
  80568. * Raw texture can help creating a texture directly from an array of data.
  80569. * This can be super useful if you either get the data from an uncompressed source or
  80570. * if you wish to create your texture pixel by pixel.
  80571. * @param data define the array of data to use to create the texture
  80572. * @param width define the width of the texture
  80573. * @param height define the height of the texture
  80574. * @param format define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80575. * @param scene define the scene the texture belongs to
  80576. * @param generateMipMaps define whether mip maps should be generated or not
  80577. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80578. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80579. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80580. */
  80581. constructor(data: ArrayBufferView, width: number, height: number,
  80582. /**
  80583. * Define the format of the data (RGB, RGBA... Engine.TEXTUREFORMAT_xxx)
  80584. */
  80585. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number);
  80586. /**
  80587. * Updates the texture underlying data.
  80588. * @param data Define the new data of the texture
  80589. */
  80590. update(data: ArrayBufferView): void;
  80591. /**
  80592. * Creates a luminance texture from some data.
  80593. * @param data Define the texture data
  80594. * @param width Define the width of the texture
  80595. * @param height Define the height of the texture
  80596. * @param scene Define the scene the texture belongs to
  80597. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80598. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80599. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80600. * @returns the luminance texture
  80601. */
  80602. static CreateLuminanceTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80603. /**
  80604. * Creates a luminance alpha texture from some data.
  80605. * @param data Define the texture data
  80606. * @param width Define the width of the texture
  80607. * @param height Define the height of the texture
  80608. * @param scene Define the scene the texture belongs to
  80609. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80610. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80611. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80612. * @returns the luminance alpha texture
  80613. */
  80614. static CreateLuminanceAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80615. /**
  80616. * Creates an alpha texture from some data.
  80617. * @param data Define the texture data
  80618. * @param width Define the width of the texture
  80619. * @param height Define the height of the texture
  80620. * @param scene Define the scene the texture belongs to
  80621. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80622. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80623. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80624. * @returns the alpha texture
  80625. */
  80626. static CreateAlphaTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number): RawTexture;
  80627. /**
  80628. * Creates a RGB texture from some data.
  80629. * @param data Define the texture data
  80630. * @param width Define the width of the texture
  80631. * @param height Define the height of the texture
  80632. * @param scene Define the scene the texture belongs to
  80633. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80634. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80635. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80636. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80637. * @returns the RGB alpha texture
  80638. */
  80639. static CreateRGBTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80640. /**
  80641. * Creates a RGBA texture from some data.
  80642. * @param data Define the texture data
  80643. * @param width Define the width of the texture
  80644. * @param height Define the height of the texture
  80645. * @param scene Define the scene the texture belongs to
  80646. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80647. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80648. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80649. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80650. * @returns the RGBA texture
  80651. */
  80652. static CreateRGBATexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80653. /**
  80654. * Creates a R texture from some data.
  80655. * @param data Define the texture data
  80656. * @param width Define the width of the texture
  80657. * @param height Define the height of the texture
  80658. * @param scene Define the scene the texture belongs to
  80659. * @param generateMipMaps Define whether or not to create mip maps for the texture
  80660. * @param invertY define if the data should be flipped on Y when uploaded to the GPU
  80661. * @param samplingMode define the texture sampling mode (Texture.xxx_SAMPLINGMODE)
  80662. * @param type define the format of the data (int, float... Engine.TEXTURETYPE_xxx)
  80663. * @returns the R texture
  80664. */
  80665. static CreateRTexture(data: ArrayBufferView, width: number, height: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, type?: number): RawTexture;
  80666. }
  80667. }
  80668. declare module BABYLON {
  80669. /**
  80670. * Interface for the size containing width and height
  80671. */
  80672. export interface ISize {
  80673. /**
  80674. * Width
  80675. */
  80676. width: number;
  80677. /**
  80678. * Heighht
  80679. */
  80680. height: number;
  80681. }
  80682. /**
  80683. * Size containing widht and height
  80684. */
  80685. export class Size implements ISize {
  80686. /**
  80687. * Width
  80688. */
  80689. width: number;
  80690. /**
  80691. * Height
  80692. */
  80693. height: number;
  80694. /**
  80695. * Creates a Size object from the given width and height (floats).
  80696. * @param width width of the new size
  80697. * @param height height of the new size
  80698. */
  80699. constructor(width: number, height: number);
  80700. /**
  80701. * Returns a string with the Size width and height
  80702. * @returns a string with the Size width and height
  80703. */
  80704. toString(): string;
  80705. /**
  80706. * "Size"
  80707. * @returns the string "Size"
  80708. */
  80709. getClassName(): string;
  80710. /**
  80711. * Returns the Size hash code.
  80712. * @returns a hash code for a unique width and height
  80713. */
  80714. getHashCode(): number;
  80715. /**
  80716. * Updates the current size from the given one.
  80717. * @param src the given size
  80718. */
  80719. copyFrom(src: Size): void;
  80720. /**
  80721. * Updates in place the current Size from the given floats.
  80722. * @param width width of the new size
  80723. * @param height height of the new size
  80724. * @returns the updated Size.
  80725. */
  80726. copyFromFloats(width: number, height: number): Size;
  80727. /**
  80728. * Updates in place the current Size from the given floats.
  80729. * @param width width to set
  80730. * @param height height to set
  80731. * @returns the updated Size.
  80732. */
  80733. set(width: number, height: number): Size;
  80734. /**
  80735. * Multiplies the width and height by numbers
  80736. * @param w factor to multiple the width by
  80737. * @param h factor to multiple the height by
  80738. * @returns a new Size set with the multiplication result of the current Size and the given floats.
  80739. */
  80740. multiplyByFloats(w: number, h: number): Size;
  80741. /**
  80742. * Clones the size
  80743. * @returns a new Size copied from the given one.
  80744. */
  80745. clone(): Size;
  80746. /**
  80747. * True if the current Size and the given one width and height are strictly equal.
  80748. * @param other the other size to compare against
  80749. * @returns True if the current Size and the given one width and height are strictly equal.
  80750. */
  80751. equals(other: Size): boolean;
  80752. /**
  80753. * The surface of the Size : width * height (float).
  80754. */
  80755. readonly surface: number;
  80756. /**
  80757. * Create a new size of zero
  80758. * @returns a new Size set to (0.0, 0.0)
  80759. */
  80760. static Zero(): Size;
  80761. /**
  80762. * Sums the width and height of two sizes
  80763. * @param otherSize size to add to this size
  80764. * @returns a new Size set as the addition result of the current Size and the given one.
  80765. */
  80766. add(otherSize: Size): Size;
  80767. /**
  80768. * Subtracts the width and height of two
  80769. * @param otherSize size to subtract to this size
  80770. * @returns a new Size set as the subtraction result of the given one from the current Size.
  80771. */
  80772. subtract(otherSize: Size): Size;
  80773. /**
  80774. * Creates a new Size set at the linear interpolation "amount" between "start" and "end"
  80775. * @param start starting size to lerp between
  80776. * @param end end size to lerp between
  80777. * @param amount amount to lerp between the start and end values
  80778. * @returns a new Size set at the linear interpolation "amount" between "start" and "end"
  80779. */
  80780. static Lerp(start: Size, end: Size, amount: number): Size;
  80781. }
  80782. }
  80783. declare module BABYLON {
  80784. /**
  80785. * Defines a runtime animation
  80786. */
  80787. export class RuntimeAnimation {
  80788. private _events;
  80789. /**
  80790. * The current frame of the runtime animation
  80791. */
  80792. private _currentFrame;
  80793. /**
  80794. * The animation used by the runtime animation
  80795. */
  80796. private _animation;
  80797. /**
  80798. * The target of the runtime animation
  80799. */
  80800. private _target;
  80801. /**
  80802. * The initiating animatable
  80803. */
  80804. private _host;
  80805. /**
  80806. * The original value of the runtime animation
  80807. */
  80808. private _originalValue;
  80809. /**
  80810. * The original blend value of the runtime animation
  80811. */
  80812. private _originalBlendValue;
  80813. /**
  80814. * The offsets cache of the runtime animation
  80815. */
  80816. private _offsetsCache;
  80817. /**
  80818. * The high limits cache of the runtime animation
  80819. */
  80820. private _highLimitsCache;
  80821. /**
  80822. * Specifies if the runtime animation has been stopped
  80823. */
  80824. private _stopped;
  80825. /**
  80826. * The blending factor of the runtime animation
  80827. */
  80828. private _blendingFactor;
  80829. /**
  80830. * The BabylonJS scene
  80831. */
  80832. private _scene;
  80833. /**
  80834. * The current value of the runtime animation
  80835. */
  80836. private _currentValue;
  80837. /** @hidden */
  80838. _animationState: _IAnimationState;
  80839. /**
  80840. * The active target of the runtime animation
  80841. */
  80842. private _activeTargets;
  80843. private _currentActiveTarget;
  80844. private _directTarget;
  80845. /**
  80846. * The target path of the runtime animation
  80847. */
  80848. private _targetPath;
  80849. /**
  80850. * The weight of the runtime animation
  80851. */
  80852. private _weight;
  80853. /**
  80854. * The ratio offset of the runtime animation
  80855. */
  80856. private _ratioOffset;
  80857. /**
  80858. * The previous delay of the runtime animation
  80859. */
  80860. private _previousDelay;
  80861. /**
  80862. * The previous ratio of the runtime animation
  80863. */
  80864. private _previousRatio;
  80865. private _enableBlending;
  80866. private _keys;
  80867. private _minFrame;
  80868. private _maxFrame;
  80869. private _minValue;
  80870. private _maxValue;
  80871. private _targetIsArray;
  80872. /**
  80873. * Gets the current frame of the runtime animation
  80874. */
  80875. readonly currentFrame: number;
  80876. /**
  80877. * Gets the weight of the runtime animation
  80878. */
  80879. readonly weight: number;
  80880. /**
  80881. * Gets the current value of the runtime animation
  80882. */
  80883. readonly currentValue: any;
  80884. /**
  80885. * Gets the target path of the runtime animation
  80886. */
  80887. readonly targetPath: string;
  80888. /**
  80889. * Gets the actual target of the runtime animation
  80890. */
  80891. readonly target: any;
  80892. /** @hidden */
  80893. _onLoop: () => void;
  80894. /**
  80895. * Create a new RuntimeAnimation object
  80896. * @param target defines the target of the animation
  80897. * @param animation defines the source animation object
  80898. * @param scene defines the hosting scene
  80899. * @param host defines the initiating Animatable
  80900. */
  80901. constructor(target: any, animation: Animation, scene: Scene, host: Animatable);
  80902. private _preparePath;
  80903. /**
  80904. * Gets the animation from the runtime animation
  80905. */
  80906. readonly animation: Animation;
  80907. /**
  80908. * Resets the runtime animation to the beginning
  80909. * @param restoreOriginal defines whether to restore the target property to the original value
  80910. */
  80911. reset(restoreOriginal?: boolean): void;
  80912. /**
  80913. * Specifies if the runtime animation is stopped
  80914. * @returns Boolean specifying if the runtime animation is stopped
  80915. */
  80916. isStopped(): boolean;
  80917. /**
  80918. * Disposes of the runtime animation
  80919. */
  80920. dispose(): void;
  80921. /**
  80922. * Apply the interpolated value to the target
  80923. * @param currentValue defines the value computed by the animation
  80924. * @param weight defines the weight to apply to this value (Defaults to 1.0)
  80925. */
  80926. setValue(currentValue: any, weight: number): void;
  80927. private _getOriginalValues;
  80928. private _setValue;
  80929. /**
  80930. * Gets the loop pmode of the runtime animation
  80931. * @returns Loop Mode
  80932. */
  80933. private _getCorrectLoopMode;
  80934. /**
  80935. * Move the current animation to a given frame
  80936. * @param frame defines the frame to move to
  80937. */
  80938. goToFrame(frame: number): void;
  80939. /**
  80940. * @hidden Internal use only
  80941. */
  80942. _prepareForSpeedRatioChange(newSpeedRatio: number): void;
  80943. /**
  80944. * Execute the current animation
  80945. * @param delay defines the delay to add to the current frame
  80946. * @param from defines the lower bound of the animation range
  80947. * @param to defines the upper bound of the animation range
  80948. * @param loop defines if the current animation must loop
  80949. * @param speedRatio defines the current speed ratio
  80950. * @param weight defines the weight of the animation (default is -1 so no weight)
  80951. * @param onLoop optional callback called when animation loops
  80952. * @returns a boolean indicating if the animation is running
  80953. */
  80954. animate(delay: number, from: number, to: number, loop: boolean, speedRatio: number, weight?: number): boolean;
  80955. }
  80956. }
  80957. declare module BABYLON {
  80958. /**
  80959. * Class used to store an actual running animation
  80960. */
  80961. export class Animatable {
  80962. /** defines the target object */
  80963. target: any;
  80964. /** defines the starting frame number (default is 0) */
  80965. fromFrame: number;
  80966. /** defines the ending frame number (default is 100) */
  80967. toFrame: number;
  80968. /** defines if the animation must loop (default is false) */
  80969. loopAnimation: boolean;
  80970. /** defines a callback to call when animation ends if it is not looping */
  80971. onAnimationEnd?: (() => void) | null | undefined;
  80972. /** defines a callback to call when animation loops */
  80973. onAnimationLoop?: (() => void) | null | undefined;
  80974. private _localDelayOffset;
  80975. private _pausedDelay;
  80976. private _runtimeAnimations;
  80977. private _paused;
  80978. private _scene;
  80979. private _speedRatio;
  80980. private _weight;
  80981. private _syncRoot;
  80982. /**
  80983. * Gets or sets a boolean indicating if the animatable must be disposed and removed at the end of the animation.
  80984. * This will only apply for non looping animation (default is true)
  80985. */
  80986. disposeOnEnd: boolean;
  80987. /**
  80988. * Gets a boolean indicating if the animation has started
  80989. */
  80990. animationStarted: boolean;
  80991. /**
  80992. * Observer raised when the animation ends
  80993. */
  80994. onAnimationEndObservable: Observable<Animatable>;
  80995. /**
  80996. * Observer raised when the animation loops
  80997. */
  80998. onAnimationLoopObservable: Observable<Animatable>;
  80999. /**
  81000. * Gets the root Animatable used to synchronize and normalize animations
  81001. */
  81002. readonly syncRoot: Nullable<Animatable>;
  81003. /**
  81004. * Gets the current frame of the first RuntimeAnimation
  81005. * Used to synchronize Animatables
  81006. */
  81007. readonly masterFrame: number;
  81008. /**
  81009. * Gets or sets the animatable weight (-1.0 by default meaning not weighted)
  81010. */
  81011. weight: number;
  81012. /**
  81013. * Gets or sets the speed ratio to apply to the animatable (1.0 by default)
  81014. */
  81015. speedRatio: number;
  81016. /**
  81017. * Creates a new Animatable
  81018. * @param scene defines the hosting scene
  81019. * @param target defines the target object
  81020. * @param fromFrame defines the starting frame number (default is 0)
  81021. * @param toFrame defines the ending frame number (default is 100)
  81022. * @param loopAnimation defines if the animation must loop (default is false)
  81023. * @param speedRatio defines the factor to apply to animation speed (default is 1)
  81024. * @param onAnimationEnd defines a callback to call when animation ends if it is not looping
  81025. * @param animations defines a group of animation to add to the new Animatable
  81026. * @param onAnimationLoop defines a callback to call when animation loops
  81027. */
  81028. constructor(scene: Scene,
  81029. /** defines the target object */
  81030. target: any,
  81031. /** defines the starting frame number (default is 0) */
  81032. fromFrame?: number,
  81033. /** defines the ending frame number (default is 100) */
  81034. toFrame?: number,
  81035. /** defines if the animation must loop (default is false) */
  81036. loopAnimation?: boolean, speedRatio?: number,
  81037. /** defines a callback to call when animation ends if it is not looping */
  81038. onAnimationEnd?: (() => void) | null | undefined, animations?: Animation[],
  81039. /** defines a callback to call when animation loops */
  81040. onAnimationLoop?: (() => void) | null | undefined);
  81041. /**
  81042. * Synchronize and normalize current Animatable with a source Animatable
  81043. * This is useful when using animation weights and when animations are not of the same length
  81044. * @param root defines the root Animatable to synchronize with
  81045. * @returns the current Animatable
  81046. */
  81047. syncWith(root: Animatable): Animatable;
  81048. /**
  81049. * Gets the list of runtime animations
  81050. * @returns an array of RuntimeAnimation
  81051. */
  81052. getAnimations(): RuntimeAnimation[];
  81053. /**
  81054. * Adds more animations to the current animatable
  81055. * @param target defines the target of the animations
  81056. * @param animations defines the new animations to add
  81057. */
  81058. appendAnimations(target: any, animations: Animation[]): void;
  81059. /**
  81060. * Gets the source animation for a specific property
  81061. * @param property defines the propertyu to look for
  81062. * @returns null or the source animation for the given property
  81063. */
  81064. getAnimationByTargetProperty(property: string): Nullable<Animation>;
  81065. /**
  81066. * Gets the runtime animation for a specific property
  81067. * @param property defines the propertyu to look for
  81068. * @returns null or the runtime animation for the given property
  81069. */
  81070. getRuntimeAnimationByTargetProperty(property: string): Nullable<RuntimeAnimation>;
  81071. /**
  81072. * Resets the animatable to its original state
  81073. */
  81074. reset(): void;
  81075. /**
  81076. * Allows the animatable to blend with current running animations
  81077. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81078. * @param blendingSpeed defines the blending speed to use
  81079. */
  81080. enableBlending(blendingSpeed: number): void;
  81081. /**
  81082. * Disable animation blending
  81083. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81084. */
  81085. disableBlending(): void;
  81086. /**
  81087. * Jump directly to a given frame
  81088. * @param frame defines the frame to jump to
  81089. */
  81090. goToFrame(frame: number): void;
  81091. /**
  81092. * Pause the animation
  81093. */
  81094. pause(): void;
  81095. /**
  81096. * Restart the animation
  81097. */
  81098. restart(): void;
  81099. private _raiseOnAnimationEnd;
  81100. /**
  81101. * Stop and delete the current animation
  81102. * @param animationName defines a string used to only stop some of the runtime animations instead of all
  81103. * @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)
  81104. */
  81105. stop(animationName?: string, targetMask?: (target: any) => boolean): void;
  81106. /**
  81107. * Wait asynchronously for the animation to end
  81108. * @returns a promise which will be fullfilled when the animation ends
  81109. */
  81110. waitAsync(): Promise<Animatable>;
  81111. /** @hidden */
  81112. _animate(delay: number): boolean;
  81113. }
  81114. interface Scene {
  81115. /** @hidden */
  81116. _registerTargetForLateAnimationBinding(runtimeAnimation: RuntimeAnimation, originalValue: any): void;
  81117. /** @hidden */
  81118. _processLateAnimationBindingsForMatrices(holder: {
  81119. totalWeight: number;
  81120. animations: RuntimeAnimation[];
  81121. originalValue: Matrix;
  81122. }): any;
  81123. /** @hidden */
  81124. _processLateAnimationBindingsForQuaternions(holder: {
  81125. totalWeight: number;
  81126. animations: RuntimeAnimation[];
  81127. originalValue: Quaternion;
  81128. }, refQuaternion: Quaternion): Quaternion;
  81129. /** @hidden */
  81130. _processLateAnimationBindings(): void;
  81131. /**
  81132. * Will start the animation sequence of a given target
  81133. * @param target defines the target
  81134. * @param from defines from which frame should animation start
  81135. * @param to defines until which frame should animation run.
  81136. * @param weight defines the weight to apply to the animation (1.0 by default)
  81137. * @param loop defines if the animation loops
  81138. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81139. * @param onAnimationEnd defines the function to be executed when the animation ends
  81140. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81141. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81142. * @param onAnimationLoop defines the callback to call when an animation loops
  81143. * @returns the animatable object created for this animation
  81144. */
  81145. beginWeightedAnimation(target: any, from: number, to: number, weight: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81146. /**
  81147. * Will start the animation sequence of a given target
  81148. * @param target defines the target
  81149. * @param from defines from which frame should animation start
  81150. * @param to defines until which frame should animation run.
  81151. * @param loop defines if the animation loops
  81152. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81153. * @param onAnimationEnd defines the function to be executed when the animation ends
  81154. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81155. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81156. * @param targetMask defines if the target should be animate if animations are present (this is called recursively on descendant animatables regardless of return value)
  81157. * @param onAnimationLoop defines the callback to call when an animation loops
  81158. * @returns the animatable object created for this animation
  81159. */
  81160. beginAnimation(target: any, from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, animatable?: Animatable, stopCurrent?: boolean, targetMask?: (target: any) => boolean, onAnimationLoop?: () => void): Animatable;
  81161. /**
  81162. * Will start the animation sequence of a given target and its hierarchy
  81163. * @param target defines the target
  81164. * @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.
  81165. * @param from defines from which frame should animation start
  81166. * @param to defines until which frame should animation run.
  81167. * @param loop defines if the animation loops
  81168. * @param speedRatio defines the speed in which to run the animation (1.0 by default)
  81169. * @param onAnimationEnd defines the function to be executed when the animation ends
  81170. * @param animatable defines an animatable object. If not provided a new one will be created from the given params
  81171. * @param stopCurrent defines if the current animations must be stopped first (true by default)
  81172. * @param targetMask defines if the target should be animated if animations are present (this is called recursively on descendant animatables regardless of return value)
  81173. * @param onAnimationLoop defines the callback to call when an animation loops
  81174. * @returns the list of created animatables
  81175. */
  81176. 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[];
  81177. /**
  81178. * Begin a new animation on a given node
  81179. * @param target defines the target where the animation will take place
  81180. * @param animations defines the list of animations to start
  81181. * @param from defines the initial value
  81182. * @param to defines the final value
  81183. * @param loop defines if you want animation to loop (off by default)
  81184. * @param speedRatio defines the speed ratio to apply to all animations
  81185. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81186. * @param onAnimationLoop defines the callback to call when an animation loops
  81187. * @returns the list of created animatables
  81188. */
  81189. beginDirectAnimation(target: any, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable;
  81190. /**
  81191. * Begin a new animation on a given node and its hierarchy
  81192. * @param target defines the root node where the animation will take place
  81193. * @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.
  81194. * @param animations defines the list of animations to start
  81195. * @param from defines the initial value
  81196. * @param to defines the final value
  81197. * @param loop defines if you want animation to loop (off by default)
  81198. * @param speedRatio defines the speed ratio to apply to all animations
  81199. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  81200. * @param onAnimationLoop defines the callback to call when an animation loops
  81201. * @returns the list of animatables created for all nodes
  81202. */
  81203. beginDirectHierarchyAnimation(target: Node, directDescendantsOnly: boolean, animations: Animation[], from: number, to: number, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void, onAnimationLoop?: () => void): Animatable[];
  81204. /**
  81205. * Gets the animatable associated with a specific target
  81206. * @param target defines the target of the animatable
  81207. * @returns the required animatable if found
  81208. */
  81209. getAnimatableByTarget(target: any): Nullable<Animatable>;
  81210. /**
  81211. * Gets all animatables associated with a given target
  81212. * @param target defines the target to look animatables for
  81213. * @returns an array of Animatables
  81214. */
  81215. getAllAnimatablesByTarget(target: any): Array<Animatable>;
  81216. /**
  81217. * Stops and removes all animations that have been applied to the scene
  81218. */
  81219. stopAllAnimations(): void;
  81220. /**
  81221. * Gets the current delta time used by animation engine
  81222. */
  81223. deltaTime: number;
  81224. }
  81225. interface Bone {
  81226. /**
  81227. * Copy an animation range from another bone
  81228. * @param source defines the source bone
  81229. * @param rangeName defines the range name to copy
  81230. * @param frameOffset defines the frame offset
  81231. * @param rescaleAsRequired defines if rescaling must be applied if required
  81232. * @param skelDimensionsRatio defines the scaling ratio
  81233. * @returns true if operation was successful
  81234. */
  81235. copyAnimationRange(source: Bone, rangeName: string, frameOffset: number, rescaleAsRequired: boolean, skelDimensionsRatio: Nullable<Vector3>): boolean;
  81236. }
  81237. }
  81238. declare module BABYLON {
  81239. /**
  81240. * Class used to override all child animations of a given target
  81241. */
  81242. export class AnimationPropertiesOverride {
  81243. /**
  81244. * Gets or sets a value indicating if animation blending must be used
  81245. */
  81246. enableBlending: boolean;
  81247. /**
  81248. * Gets or sets the blending speed to use when enableBlending is true
  81249. */
  81250. blendingSpeed: number;
  81251. /**
  81252. * Gets or sets the default loop mode to use
  81253. */
  81254. loopMode: number;
  81255. }
  81256. }
  81257. declare module BABYLON {
  81258. /**
  81259. * Class used to handle skinning animations
  81260. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81261. */
  81262. export class Skeleton implements IAnimatable {
  81263. /** defines the skeleton name */
  81264. name: string;
  81265. /** defines the skeleton Id */
  81266. id: string;
  81267. /**
  81268. * Defines the list of child bones
  81269. */
  81270. bones: Bone[];
  81271. /**
  81272. * Defines an estimate of the dimension of the skeleton at rest
  81273. */
  81274. dimensionsAtRest: Vector3;
  81275. /**
  81276. * Defines a boolean indicating if the root matrix is provided by meshes or by the current skeleton (this is the default value)
  81277. */
  81278. needInitialSkinMatrix: boolean;
  81279. /**
  81280. * Defines a mesh that override the matrix used to get the world matrix (null by default).
  81281. */
  81282. overrideMesh: Nullable<AbstractMesh>;
  81283. /**
  81284. * Gets the list of animations attached to this skeleton
  81285. */
  81286. animations: Array<Animation>;
  81287. private _scene;
  81288. private _isDirty;
  81289. private _transformMatrices;
  81290. private _transformMatrixTexture;
  81291. private _meshesWithPoseMatrix;
  81292. private _animatables;
  81293. private _identity;
  81294. private _synchronizedWithMesh;
  81295. private _ranges;
  81296. private _lastAbsoluteTransformsUpdateId;
  81297. private _canUseTextureForBones;
  81298. private _uniqueId;
  81299. /** @hidden */
  81300. _numBonesWithLinkedTransformNode: number;
  81301. /** @hidden */
  81302. _hasWaitingData: Nullable<boolean>;
  81303. /**
  81304. * Specifies if the skeleton should be serialized
  81305. */
  81306. doNotSerialize: boolean;
  81307. private _useTextureToStoreBoneMatrices;
  81308. /**
  81309. * Gets or sets a boolean indicating that bone matrices should be stored as a texture instead of using shader uniforms (default is true).
  81310. * Please note that this option is not available if the hardware does not support it
  81311. */
  81312. useTextureToStoreBoneMatrices: boolean;
  81313. private _animationPropertiesOverride;
  81314. /**
  81315. * Gets or sets the animation properties override
  81316. */
  81317. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81318. /**
  81319. * List of inspectable custom properties (used by the Inspector)
  81320. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  81321. */
  81322. inspectableCustomProperties: IInspectable[];
  81323. /**
  81324. * An observable triggered before computing the skeleton's matrices
  81325. */
  81326. onBeforeComputeObservable: Observable<Skeleton>;
  81327. /**
  81328. * Gets a boolean indicating that the skeleton effectively stores matrices into a texture
  81329. */
  81330. readonly isUsingTextureForMatrices: boolean;
  81331. /**
  81332. * Gets the unique ID of this skeleton
  81333. */
  81334. readonly uniqueId: number;
  81335. /**
  81336. * Creates a new skeleton
  81337. * @param name defines the skeleton name
  81338. * @param id defines the skeleton Id
  81339. * @param scene defines the hosting scene
  81340. */
  81341. constructor(
  81342. /** defines the skeleton name */
  81343. name: string,
  81344. /** defines the skeleton Id */
  81345. id: string, scene: Scene);
  81346. /**
  81347. * Gets the current object class name.
  81348. * @return the class name
  81349. */
  81350. getClassName(): string;
  81351. /**
  81352. * Returns an array containing the root bones
  81353. * @returns an array containing the root bones
  81354. */
  81355. getChildren(): Array<Bone>;
  81356. /**
  81357. * Gets the list of transform matrices to send to shaders (one matrix per bone)
  81358. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81359. * @returns a Float32Array containing matrices data
  81360. */
  81361. getTransformMatrices(mesh: AbstractMesh): Float32Array;
  81362. /**
  81363. * Gets the list of transform matrices to send to shaders inside a texture (one matrix per bone)
  81364. * @param mesh defines the mesh to use to get the root matrix (if needInitialSkinMatrix === true)
  81365. * @returns a raw texture containing the data
  81366. */
  81367. getTransformMatrixTexture(mesh: AbstractMesh): Nullable<RawTexture>;
  81368. /**
  81369. * Gets the current hosting scene
  81370. * @returns a scene object
  81371. */
  81372. getScene(): Scene;
  81373. /**
  81374. * Gets a string representing the current skeleton data
  81375. * @param fullDetails defines a boolean indicating if we want a verbose version
  81376. * @returns a string representing the current skeleton data
  81377. */
  81378. toString(fullDetails?: boolean): string;
  81379. /**
  81380. * Get bone's index searching by name
  81381. * @param name defines bone's name to search for
  81382. * @return the indice of the bone. Returns -1 if not found
  81383. */
  81384. getBoneIndexByName(name: string): number;
  81385. /**
  81386. * Creater a new animation range
  81387. * @param name defines the name of the range
  81388. * @param from defines the start key
  81389. * @param to defines the end key
  81390. */
  81391. createAnimationRange(name: string, from: number, to: number): void;
  81392. /**
  81393. * Delete a specific animation range
  81394. * @param name defines the name of the range
  81395. * @param deleteFrames defines if frames must be removed as well
  81396. */
  81397. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  81398. /**
  81399. * Gets a specific animation range
  81400. * @param name defines the name of the range to look for
  81401. * @returns the requested animation range or null if not found
  81402. */
  81403. getAnimationRange(name: string): Nullable<AnimationRange>;
  81404. /**
  81405. * Gets the list of all animation ranges defined on this skeleton
  81406. * @returns an array
  81407. */
  81408. getAnimationRanges(): Nullable<AnimationRange>[];
  81409. /**
  81410. * Copy animation range from a source skeleton.
  81411. * This is not for a complete retargeting, only between very similar skeleton's with only possible bone length differences
  81412. * @param source defines the source skeleton
  81413. * @param name defines the name of the range to copy
  81414. * @param rescaleAsRequired defines if rescaling must be applied if required
  81415. * @returns true if operation was successful
  81416. */
  81417. copyAnimationRange(source: Skeleton, name: string, rescaleAsRequired?: boolean): boolean;
  81418. /**
  81419. * Forces the skeleton to go to rest pose
  81420. */
  81421. returnToRest(): void;
  81422. private _getHighestAnimationFrame;
  81423. /**
  81424. * Begin a specific animation range
  81425. * @param name defines the name of the range to start
  81426. * @param loop defines if looping must be turned on (false by default)
  81427. * @param speedRatio defines the speed ratio to apply (1 by default)
  81428. * @param onAnimationEnd defines a callback which will be called when animation will end
  81429. * @returns a new animatable
  81430. */
  81431. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  81432. /** @hidden */
  81433. _markAsDirty(): void;
  81434. /** @hidden */
  81435. _registerMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81436. /** @hidden */
  81437. _unregisterMeshWithPoseMatrix(mesh: AbstractMesh): void;
  81438. private _computeTransformMatrices;
  81439. /**
  81440. * Build all resources required to render a skeleton
  81441. */
  81442. prepare(): void;
  81443. /**
  81444. * Gets the list of animatables currently running for this skeleton
  81445. * @returns an array of animatables
  81446. */
  81447. getAnimatables(): IAnimatable[];
  81448. /**
  81449. * Clone the current skeleton
  81450. * @param name defines the name of the new skeleton
  81451. * @param id defines the id of the new skeleton
  81452. * @returns the new skeleton
  81453. */
  81454. clone(name: string, id?: string): Skeleton;
  81455. /**
  81456. * Enable animation blending for this skeleton
  81457. * @param blendingSpeed defines the blending speed to apply
  81458. * @see http://doc.babylonjs.com/babylon101/animations#animation-blending
  81459. */
  81460. enableBlending(blendingSpeed?: number): void;
  81461. /**
  81462. * Releases all resources associated with the current skeleton
  81463. */
  81464. dispose(): void;
  81465. /**
  81466. * Serialize the skeleton in a JSON object
  81467. * @returns a JSON object
  81468. */
  81469. serialize(): any;
  81470. /**
  81471. * Creates a new skeleton from serialized data
  81472. * @param parsedSkeleton defines the serialized data
  81473. * @param scene defines the hosting scene
  81474. * @returns a new skeleton
  81475. */
  81476. static Parse(parsedSkeleton: any, scene: Scene): Skeleton;
  81477. /**
  81478. * Compute all node absolute transforms
  81479. * @param forceUpdate defines if computation must be done even if cache is up to date
  81480. */
  81481. computeAbsoluteTransforms(forceUpdate?: boolean): void;
  81482. /**
  81483. * Gets the root pose matrix
  81484. * @returns a matrix
  81485. */
  81486. getPoseMatrix(): Nullable<Matrix>;
  81487. /**
  81488. * Sorts bones per internal index
  81489. */
  81490. sortBones(): void;
  81491. private _sortBones;
  81492. }
  81493. }
  81494. declare module BABYLON {
  81495. /**
  81496. * Class used to store bone information
  81497. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  81498. */
  81499. export class Bone extends Node {
  81500. /**
  81501. * defines the bone name
  81502. */
  81503. name: string;
  81504. private static _tmpVecs;
  81505. private static _tmpQuat;
  81506. private static _tmpMats;
  81507. /**
  81508. * Gets the list of child bones
  81509. */
  81510. children: Bone[];
  81511. /** Gets the animations associated with this bone */
  81512. animations: Animation[];
  81513. /**
  81514. * Gets or sets bone length
  81515. */
  81516. length: number;
  81517. /**
  81518. * @hidden Internal only
  81519. * Set this value to map this bone to a different index in the transform matrices
  81520. * Set this value to -1 to exclude the bone from the transform matrices
  81521. */
  81522. _index: Nullable<number>;
  81523. private _skeleton;
  81524. private _localMatrix;
  81525. private _restPose;
  81526. private _baseMatrix;
  81527. private _absoluteTransform;
  81528. private _invertedAbsoluteTransform;
  81529. private _parent;
  81530. private _scalingDeterminant;
  81531. private _worldTransform;
  81532. private _localScaling;
  81533. private _localRotation;
  81534. private _localPosition;
  81535. private _needToDecompose;
  81536. private _needToCompose;
  81537. /** @hidden */
  81538. _linkedTransformNode: Nullable<TransformNode>;
  81539. /** @hidden */
  81540. _waitingTransformNodeId: Nullable<string>;
  81541. /** @hidden */
  81542. /** @hidden */
  81543. _matrix: Matrix;
  81544. /**
  81545. * Create a new bone
  81546. * @param name defines the bone name
  81547. * @param skeleton defines the parent skeleton
  81548. * @param parentBone defines the parent (can be null if the bone is the root)
  81549. * @param localMatrix defines the local matrix
  81550. * @param restPose defines the rest pose matrix
  81551. * @param baseMatrix defines the base matrix
  81552. * @param index defines index of the bone in the hiearchy
  81553. */
  81554. constructor(
  81555. /**
  81556. * defines the bone name
  81557. */
  81558. name: string, skeleton: Skeleton, parentBone?: Nullable<Bone>, localMatrix?: Nullable<Matrix>, restPose?: Nullable<Matrix>, baseMatrix?: Nullable<Matrix>, index?: Nullable<number>);
  81559. /**
  81560. * Gets the current object class name.
  81561. * @return the class name
  81562. */
  81563. getClassName(): string;
  81564. /**
  81565. * Gets the parent skeleton
  81566. * @returns a skeleton
  81567. */
  81568. getSkeleton(): Skeleton;
  81569. /**
  81570. * Gets parent bone
  81571. * @returns a bone or null if the bone is the root of the bone hierarchy
  81572. */
  81573. getParent(): Nullable<Bone>;
  81574. /**
  81575. * Returns an array containing the root bones
  81576. * @returns an array containing the root bones
  81577. */
  81578. getChildren(): Array<Bone>;
  81579. /**
  81580. * Gets the node index in matrix array generated for rendering
  81581. * @returns the node index
  81582. */
  81583. getIndex(): number;
  81584. /**
  81585. * Sets the parent bone
  81586. * @param parent defines the parent (can be null if the bone is the root)
  81587. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81588. */
  81589. setParent(parent: Nullable<Bone>, updateDifferenceMatrix?: boolean): void;
  81590. /**
  81591. * Gets the local matrix
  81592. * @returns a matrix
  81593. */
  81594. getLocalMatrix(): Matrix;
  81595. /**
  81596. * Gets the base matrix (initial matrix which remains unchanged)
  81597. * @returns a matrix
  81598. */
  81599. getBaseMatrix(): Matrix;
  81600. /**
  81601. * Gets the rest pose matrix
  81602. * @returns a matrix
  81603. */
  81604. getRestPose(): Matrix;
  81605. /**
  81606. * Gets a matrix used to store world matrix (ie. the matrix sent to shaders)
  81607. */
  81608. getWorldMatrix(): Matrix;
  81609. /**
  81610. * Sets the local matrix to rest pose matrix
  81611. */
  81612. returnToRest(): void;
  81613. /**
  81614. * Gets the inverse of the absolute transform matrix.
  81615. * This matrix will be multiplied by local matrix to get the difference matrix (ie. the difference between original state and current state)
  81616. * @returns a matrix
  81617. */
  81618. getInvertedAbsoluteTransform(): Matrix;
  81619. /**
  81620. * Gets the absolute transform matrix (ie base matrix * parent world matrix)
  81621. * @returns a matrix
  81622. */
  81623. getAbsoluteTransform(): Matrix;
  81624. /**
  81625. * Links with the given transform node.
  81626. * The local matrix of this bone is copied from the transform node every frame.
  81627. * @param transformNode defines the transform node to link to
  81628. */
  81629. linkTransformNode(transformNode: Nullable<TransformNode>): void;
  81630. /**
  81631. * Gets the node used to drive the bone's transformation
  81632. * @returns a transform node or null
  81633. */
  81634. getTransformNode(): Nullable<TransformNode>;
  81635. /** Gets or sets current position (in local space) */
  81636. position: Vector3;
  81637. /** Gets or sets current rotation (in local space) */
  81638. rotation: Vector3;
  81639. /** Gets or sets current rotation quaternion (in local space) */
  81640. rotationQuaternion: Quaternion;
  81641. /** Gets or sets current scaling (in local space) */
  81642. scaling: Vector3;
  81643. /**
  81644. * Gets the animation properties override
  81645. */
  81646. readonly animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  81647. private _decompose;
  81648. private _compose;
  81649. /**
  81650. * Update the base and local matrices
  81651. * @param matrix defines the new base or local matrix
  81652. * @param updateDifferenceMatrix defines if the difference matrix must be updated
  81653. * @param updateLocalMatrix defines if the local matrix should be updated
  81654. */
  81655. updateMatrix(matrix: Matrix, updateDifferenceMatrix?: boolean, updateLocalMatrix?: boolean): void;
  81656. /** @hidden */
  81657. _updateDifferenceMatrix(rootMatrix?: Matrix, updateChildren?: boolean): void;
  81658. /**
  81659. * Flag the bone as dirty (Forcing it to update everything)
  81660. */
  81661. markAsDirty(): void;
  81662. /** @hidden */
  81663. _markAsDirtyAndCompose(): void;
  81664. private _markAsDirtyAndDecompose;
  81665. /**
  81666. * Translate the bone in local or world space
  81667. * @param vec The amount to translate the bone
  81668. * @param space The space that the translation is in
  81669. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81670. */
  81671. translate(vec: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81672. /**
  81673. * Set the postion of the bone in local or world space
  81674. * @param position The position to set the bone
  81675. * @param space The space that the position is in
  81676. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81677. */
  81678. setPosition(position: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81679. /**
  81680. * Set the absolute position of the bone (world space)
  81681. * @param position The position to set the bone
  81682. * @param mesh The mesh that this bone is attached to
  81683. */
  81684. setAbsolutePosition(position: Vector3, mesh?: AbstractMesh): void;
  81685. /**
  81686. * Scale the bone on the x, y and z axes (in local space)
  81687. * @param x The amount to scale the bone on the x axis
  81688. * @param y The amount to scale the bone on the y axis
  81689. * @param z The amount to scale the bone on the z axis
  81690. * @param scaleChildren sets this to true if children of the bone should be scaled as well (false by default)
  81691. */
  81692. scale(x: number, y: number, z: number, scaleChildren?: boolean): void;
  81693. /**
  81694. * Set the bone scaling in local space
  81695. * @param scale defines the scaling vector
  81696. */
  81697. setScale(scale: Vector3): void;
  81698. /**
  81699. * Gets the current scaling in local space
  81700. * @returns the current scaling vector
  81701. */
  81702. getScale(): Vector3;
  81703. /**
  81704. * Gets the current scaling in local space and stores it in a target vector
  81705. * @param result defines the target vector
  81706. */
  81707. getScaleToRef(result: Vector3): void;
  81708. /**
  81709. * Set the yaw, pitch, and roll of the bone in local or world space
  81710. * @param yaw The rotation of the bone on the y axis
  81711. * @param pitch The rotation of the bone on the x axis
  81712. * @param roll The rotation of the bone on the z axis
  81713. * @param space The space that the axes of rotation are in
  81714. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81715. */
  81716. setYawPitchRoll(yaw: number, pitch: number, roll: number, space?: Space, mesh?: AbstractMesh): void;
  81717. /**
  81718. * Add a rotation to the bone on an axis in local or world space
  81719. * @param axis The axis to rotate the bone on
  81720. * @param amount The amount to rotate the bone
  81721. * @param space The space that the axis is in
  81722. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81723. */
  81724. rotate(axis: Vector3, amount: number, space?: Space, mesh?: AbstractMesh): void;
  81725. /**
  81726. * Set the rotation of the bone to a particular axis angle in local or world space
  81727. * @param axis The axis to rotate the bone on
  81728. * @param angle The angle that the bone should be rotated to
  81729. * @param space The space that the axis is in
  81730. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81731. */
  81732. setAxisAngle(axis: Vector3, angle: number, space?: Space, mesh?: AbstractMesh): void;
  81733. /**
  81734. * Set the euler rotation of the bone in local of world space
  81735. * @param rotation The euler rotation that the bone should be set to
  81736. * @param space The space that the rotation is in
  81737. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81738. */
  81739. setRotation(rotation: Vector3, space?: Space, mesh?: AbstractMesh): void;
  81740. /**
  81741. * Set the quaternion rotation of the bone in local of world space
  81742. * @param quat The quaternion rotation that the bone should be set to
  81743. * @param space The space that the rotation is in
  81744. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81745. */
  81746. setRotationQuaternion(quat: Quaternion, space?: Space, mesh?: AbstractMesh): void;
  81747. /**
  81748. * Set the rotation matrix of the bone in local of world space
  81749. * @param rotMat The rotation matrix that the bone should be set to
  81750. * @param space The space that the rotation is in
  81751. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81752. */
  81753. setRotationMatrix(rotMat: Matrix, space?: Space, mesh?: AbstractMesh): void;
  81754. private _rotateWithMatrix;
  81755. private _getNegativeRotationToRef;
  81756. /**
  81757. * Get the position of the bone in local or world space
  81758. * @param space The space that the returned position is in
  81759. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81760. * @returns The position of the bone
  81761. */
  81762. getPosition(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81763. /**
  81764. * Copy the position of the bone to a vector3 in local or world space
  81765. * @param space The space that the returned position is in
  81766. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81767. * @param result The vector3 to copy the position to
  81768. */
  81769. getPositionToRef(space: Space | undefined, mesh: Nullable<AbstractMesh>, result: Vector3): void;
  81770. /**
  81771. * Get the absolute position of the bone (world space)
  81772. * @param mesh The mesh that this bone is attached to
  81773. * @returns The absolute position of the bone
  81774. */
  81775. getAbsolutePosition(mesh?: Nullable<AbstractMesh>): Vector3;
  81776. /**
  81777. * Copy the absolute position of the bone (world space) to the result param
  81778. * @param mesh The mesh that this bone is attached to
  81779. * @param result The vector3 to copy the absolute position to
  81780. */
  81781. getAbsolutePositionToRef(mesh: AbstractMesh, result: Vector3): void;
  81782. /**
  81783. * Compute the absolute transforms of this bone and its children
  81784. */
  81785. computeAbsoluteTransforms(): void;
  81786. /**
  81787. * Get the world direction from an axis that is in the local space of the bone
  81788. * @param localAxis The local direction that is used to compute the world direction
  81789. * @param mesh The mesh that this bone is attached to
  81790. * @returns The world direction
  81791. */
  81792. getDirection(localAxis: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81793. /**
  81794. * Copy the world direction to a vector3 from an axis that is in the local space of the bone
  81795. * @param localAxis The local direction that is used to compute the world direction
  81796. * @param mesh The mesh that this bone is attached to
  81797. * @param result The vector3 that the world direction will be copied to
  81798. */
  81799. getDirectionToRef(localAxis: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81800. /**
  81801. * Get the euler rotation of the bone in local or world space
  81802. * @param space The space that the rotation should be in
  81803. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81804. * @returns The euler rotation
  81805. */
  81806. getRotation(space?: Space, mesh?: Nullable<AbstractMesh>): Vector3;
  81807. /**
  81808. * Copy the euler rotation of the bone to a vector3. The rotation can be in either local or world space
  81809. * @param space The space that the rotation should be in
  81810. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81811. * @param result The vector3 that the rotation should be copied to
  81812. */
  81813. getRotationToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81814. /**
  81815. * Get the quaternion rotation of the bone in either local or world space
  81816. * @param space The space that the rotation should be in
  81817. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81818. * @returns The quaternion rotation
  81819. */
  81820. getRotationQuaternion(space?: Space, mesh?: Nullable<AbstractMesh>): Quaternion;
  81821. /**
  81822. * Copy the quaternion rotation of the bone to a quaternion. The rotation can be in either local or world space
  81823. * @param space The space that the rotation should be in
  81824. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81825. * @param result The quaternion that the rotation should be copied to
  81826. */
  81827. getRotationQuaternionToRef(space: Space | undefined, mesh: AbstractMesh | null | undefined, result: Quaternion): void;
  81828. /**
  81829. * Get the rotation matrix of the bone in local or world space
  81830. * @param space The space that the rotation should be in
  81831. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81832. * @returns The rotation matrix
  81833. */
  81834. getRotationMatrix(space: Space | undefined, mesh: AbstractMesh): Matrix;
  81835. /**
  81836. * Copy the rotation matrix of the bone to a matrix. The rotation can be in either local or world space
  81837. * @param space The space that the rotation should be in
  81838. * @param mesh The mesh that this bone is attached to. This is only used in world space
  81839. * @param result The quaternion that the rotation should be copied to
  81840. */
  81841. getRotationMatrixToRef(space: Space | undefined, mesh: AbstractMesh, result: Matrix): void;
  81842. /**
  81843. * Get the world position of a point that is in the local space of the bone
  81844. * @param position The local position
  81845. * @param mesh The mesh that this bone is attached to
  81846. * @returns The world position
  81847. */
  81848. getAbsolutePositionFromLocal(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81849. /**
  81850. * Get the world position of a point that is in the local space of the bone and copy it to the result param
  81851. * @param position The local position
  81852. * @param mesh The mesh that this bone is attached to
  81853. * @param result The vector3 that the world position should be copied to
  81854. */
  81855. getAbsolutePositionFromLocalToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81856. /**
  81857. * Get the local position of a point that is in world space
  81858. * @param position The world position
  81859. * @param mesh The mesh that this bone is attached to
  81860. * @returns The local position
  81861. */
  81862. getLocalPositionFromAbsolute(position: Vector3, mesh?: Nullable<AbstractMesh>): Vector3;
  81863. /**
  81864. * Get the local position of a point that is in world space and copy it to the result param
  81865. * @param position The world position
  81866. * @param mesh The mesh that this bone is attached to
  81867. * @param result The vector3 that the local position should be copied to
  81868. */
  81869. getLocalPositionFromAbsoluteToRef(position: Vector3, mesh: AbstractMesh | null | undefined, result: Vector3): void;
  81870. }
  81871. }
  81872. declare module BABYLON {
  81873. /**
  81874. * 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.
  81875. * @see https://doc.babylonjs.com/how_to/transformnode
  81876. */
  81877. export class TransformNode extends Node {
  81878. /**
  81879. * Object will not rotate to face the camera
  81880. */
  81881. static BILLBOARDMODE_NONE: number;
  81882. /**
  81883. * Object will rotate to face the camera but only on the x axis
  81884. */
  81885. static BILLBOARDMODE_X: number;
  81886. /**
  81887. * Object will rotate to face the camera but only on the y axis
  81888. */
  81889. static BILLBOARDMODE_Y: number;
  81890. /**
  81891. * Object will rotate to face the camera but only on the z axis
  81892. */
  81893. static BILLBOARDMODE_Z: number;
  81894. /**
  81895. * Object will rotate to face the camera
  81896. */
  81897. static BILLBOARDMODE_ALL: number;
  81898. /**
  81899. * Object will rotate to face the camera's position instead of orientation
  81900. */
  81901. static BILLBOARDMODE_USE_POSITION: number;
  81902. private _forward;
  81903. private _forwardInverted;
  81904. private _up;
  81905. private _right;
  81906. private _rightInverted;
  81907. private _position;
  81908. private _rotation;
  81909. private _rotationQuaternion;
  81910. protected _scaling: Vector3;
  81911. protected _isDirty: boolean;
  81912. private _transformToBoneReferal;
  81913. private _isAbsoluteSynced;
  81914. private _billboardMode;
  81915. /**
  81916. * Gets or sets the billboard mode. Default is 0.
  81917. *
  81918. * | Value | Type | Description |
  81919. * | --- | --- | --- |
  81920. * | 0 | BILLBOARDMODE_NONE | |
  81921. * | 1 | BILLBOARDMODE_X | |
  81922. * | 2 | BILLBOARDMODE_Y | |
  81923. * | 4 | BILLBOARDMODE_Z | |
  81924. * | 7 | BILLBOARDMODE_ALL | |
  81925. *
  81926. */
  81927. billboardMode: number;
  81928. private _preserveParentRotationForBillboard;
  81929. /**
  81930. * Gets or sets a boolean indicating that parent rotation should be preserved when using billboards.
  81931. * This could be useful for glTF objects where parent rotation helps converting from right handed to left handed
  81932. */
  81933. preserveParentRotationForBillboard: boolean;
  81934. /**
  81935. * 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
  81936. */
  81937. scalingDeterminant: number;
  81938. private _infiniteDistance;
  81939. /**
  81940. * Gets or sets the distance of the object to max, often used by skybox
  81941. */
  81942. infiniteDistance: boolean;
  81943. /**
  81944. * Gets or sets a boolean indicating that non uniform scaling (when at least one component is different from others) should be ignored.
  81945. * By default the system will update normals to compensate
  81946. */
  81947. ignoreNonUniformScaling: boolean;
  81948. /**
  81949. * 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
  81950. */
  81951. reIntegrateRotationIntoRotationQuaternion: boolean;
  81952. /** @hidden */
  81953. _poseMatrix: Nullable<Matrix>;
  81954. /** @hidden */
  81955. _localMatrix: Matrix;
  81956. private _usePivotMatrix;
  81957. private _absolutePosition;
  81958. private _absoluteScaling;
  81959. private _absoluteRotationQuaternion;
  81960. private _pivotMatrix;
  81961. private _pivotMatrixInverse;
  81962. protected _postMultiplyPivotMatrix: boolean;
  81963. protected _isWorldMatrixFrozen: boolean;
  81964. /** @hidden */
  81965. _indexInSceneTransformNodesArray: number;
  81966. /**
  81967. * An event triggered after the world matrix is updated
  81968. */
  81969. onAfterWorldMatrixUpdateObservable: Observable<TransformNode>;
  81970. constructor(name: string, scene?: Nullable<Scene>, isPure?: boolean);
  81971. /**
  81972. * Gets a string identifying the name of the class
  81973. * @returns "TransformNode" string
  81974. */
  81975. getClassName(): string;
  81976. /**
  81977. * Gets or set the node position (default is (0.0, 0.0, 0.0))
  81978. */
  81979. position: Vector3;
  81980. /**
  81981. * 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)).
  81982. * If rotation quaternion is set, this Vector3 will be ignored and copy from the quaternion
  81983. */
  81984. rotation: Vector3;
  81985. /**
  81986. * 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)).
  81987. */
  81988. scaling: Vector3;
  81989. /**
  81990. * 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).
  81991. * If set, only the rotationQuaternion is then used to compute the node rotation (ie. node.rotation will be ignored)
  81992. */
  81993. rotationQuaternion: Nullable<Quaternion>;
  81994. /**
  81995. * The forward direction of that transform in world space.
  81996. */
  81997. readonly forward: Vector3;
  81998. /**
  81999. * The up direction of that transform in world space.
  82000. */
  82001. readonly up: Vector3;
  82002. /**
  82003. * The right direction of that transform in world space.
  82004. */
  82005. readonly right: Vector3;
  82006. /**
  82007. * Copies the parameter passed Matrix into the mesh Pose matrix.
  82008. * @param matrix the matrix to copy the pose from
  82009. * @returns this TransformNode.
  82010. */
  82011. updatePoseMatrix(matrix: Matrix): TransformNode;
  82012. /**
  82013. * Returns the mesh Pose matrix.
  82014. * @returns the pose matrix
  82015. */
  82016. getPoseMatrix(): Matrix;
  82017. /** @hidden */
  82018. _isSynchronized(): boolean;
  82019. /** @hidden */
  82020. _initCache(): void;
  82021. /**
  82022. * Flag the transform node as dirty (Forcing it to update everything)
  82023. * @param property if set to "rotation" the objects rotationQuaternion will be set to null
  82024. * @returns this transform node
  82025. */
  82026. markAsDirty(property: string): TransformNode;
  82027. /**
  82028. * Returns the current mesh absolute position.
  82029. * Returns a Vector3.
  82030. */
  82031. readonly absolutePosition: Vector3;
  82032. /**
  82033. * Returns the current mesh absolute scaling.
  82034. * Returns a Vector3.
  82035. */
  82036. readonly absoluteScaling: Vector3;
  82037. /**
  82038. * Returns the current mesh absolute rotation.
  82039. * Returns a Quaternion.
  82040. */
  82041. readonly absoluteRotationQuaternion: Quaternion;
  82042. /**
  82043. * Sets a new matrix to apply before all other transformation
  82044. * @param matrix defines the transform matrix
  82045. * @returns the current TransformNode
  82046. */
  82047. setPreTransformMatrix(matrix: Matrix): TransformNode;
  82048. /**
  82049. * Sets a new pivot matrix to the current node
  82050. * @param matrix defines the new pivot matrix to use
  82051. * @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
  82052. * @returns the current TransformNode
  82053. */
  82054. setPivotMatrix(matrix: DeepImmutable<Matrix>, postMultiplyPivotMatrix?: boolean): TransformNode;
  82055. /**
  82056. * Returns the mesh pivot matrix.
  82057. * Default : Identity.
  82058. * @returns the matrix
  82059. */
  82060. getPivotMatrix(): Matrix;
  82061. /**
  82062. * Instantiate (when possible) or clone that node with its hierarchy
  82063. * @param newParent defines the new parent to use for the instance (or clone)
  82064. * @param options defines options to configure how copy is done
  82065. * @param onNewNodeCreated defines an option callback to call when a clone or an instance is created
  82066. * @returns an instance (or a clone) of the current node with its hiearchy
  82067. */
  82068. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  82069. doNotInstantiate: boolean;
  82070. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  82071. /**
  82072. * Prevents the World matrix to be computed any longer
  82073. * @param newWorldMatrix defines an optional matrix to use as world matrix
  82074. * @returns the TransformNode.
  82075. */
  82076. freezeWorldMatrix(newWorldMatrix?: Nullable<Matrix>): TransformNode;
  82077. /**
  82078. * Allows back the World matrix computation.
  82079. * @returns the TransformNode.
  82080. */
  82081. unfreezeWorldMatrix(): this;
  82082. /**
  82083. * True if the World matrix has been frozen.
  82084. */
  82085. readonly isWorldMatrixFrozen: boolean;
  82086. /**
  82087. * Retuns the mesh absolute position in the World.
  82088. * @returns a Vector3.
  82089. */
  82090. getAbsolutePosition(): Vector3;
  82091. /**
  82092. * Sets the mesh absolute position in the World from a Vector3 or an Array(3).
  82093. * @param absolutePosition the absolute position to set
  82094. * @returns the TransformNode.
  82095. */
  82096. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  82097. /**
  82098. * Sets the mesh position in its local space.
  82099. * @param vector3 the position to set in localspace
  82100. * @returns the TransformNode.
  82101. */
  82102. setPositionWithLocalVector(vector3: Vector3): TransformNode;
  82103. /**
  82104. * Returns the mesh position in the local space from the current World matrix values.
  82105. * @returns a new Vector3.
  82106. */
  82107. getPositionExpressedInLocalSpace(): Vector3;
  82108. /**
  82109. * Translates the mesh along the passed Vector3 in its local space.
  82110. * @param vector3 the distance to translate in localspace
  82111. * @returns the TransformNode.
  82112. */
  82113. locallyTranslate(vector3: Vector3): TransformNode;
  82114. private static _lookAtVectorCache;
  82115. /**
  82116. * Orients a mesh towards a target point. Mesh must be drawn facing user.
  82117. * @param targetPoint the position (must be in same space as current mesh) to look at
  82118. * @param yawCor optional yaw (y-axis) correction in radians
  82119. * @param pitchCor optional pitch (x-axis) correction in radians
  82120. * @param rollCor optional roll (z-axis) correction in radians
  82121. * @param space the choosen space of the target
  82122. * @returns the TransformNode.
  82123. */
  82124. lookAt(targetPoint: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number, space?: Space): TransformNode;
  82125. /**
  82126. * Returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82127. * This Vector3 is expressed in the World space.
  82128. * @param localAxis axis to rotate
  82129. * @returns a new Vector3 that is the localAxis, expressed in the mesh local space, rotated like the mesh.
  82130. */
  82131. getDirection(localAxis: Vector3): Vector3;
  82132. /**
  82133. * Sets the Vector3 "result" as the rotated Vector3 "localAxis" in the same rotation than the mesh.
  82134. * localAxis is expressed in the mesh local space.
  82135. * result is computed in the Wordl space from the mesh World matrix.
  82136. * @param localAxis axis to rotate
  82137. * @param result the resulting transformnode
  82138. * @returns this TransformNode.
  82139. */
  82140. getDirectionToRef(localAxis: Vector3, result: Vector3): TransformNode;
  82141. /**
  82142. * Sets this transform node rotation to the given local axis.
  82143. * @param localAxis the axis in local space
  82144. * @param yawCor optional yaw (y-axis) correction in radians
  82145. * @param pitchCor optional pitch (x-axis) correction in radians
  82146. * @param rollCor optional roll (z-axis) correction in radians
  82147. * @returns this TransformNode
  82148. */
  82149. setDirection(localAxis: Vector3, yawCor?: number, pitchCor?: number, rollCor?: number): TransformNode;
  82150. /**
  82151. * Sets a new pivot point to the current node
  82152. * @param point defines the new pivot point to use
  82153. * @param space defines if the point is in world or local space (local by default)
  82154. * @returns the current TransformNode
  82155. */
  82156. setPivotPoint(point: Vector3, space?: Space): TransformNode;
  82157. /**
  82158. * Returns a new Vector3 set with the mesh pivot point coordinates in the local space.
  82159. * @returns the pivot point
  82160. */
  82161. getPivotPoint(): Vector3;
  82162. /**
  82163. * Sets the passed Vector3 "result" with the coordinates of the mesh pivot point in the local space.
  82164. * @param result the vector3 to store the result
  82165. * @returns this TransformNode.
  82166. */
  82167. getPivotPointToRef(result: Vector3): TransformNode;
  82168. /**
  82169. * Returns a new Vector3 set with the mesh pivot point World coordinates.
  82170. * @returns a new Vector3 set with the mesh pivot point World coordinates.
  82171. */
  82172. getAbsolutePivotPoint(): Vector3;
  82173. /**
  82174. * Sets the Vector3 "result" coordinates with the mesh pivot point World coordinates.
  82175. * @param result vector3 to store the result
  82176. * @returns this TransformNode.
  82177. */
  82178. getAbsolutePivotPointToRef(result: Vector3): TransformNode;
  82179. /**
  82180. * Defines the passed node as the parent of the current node.
  82181. * The node will remain exactly where it is and its position / rotation will be updated accordingly
  82182. * @see https://doc.babylonjs.com/how_to/parenting
  82183. * @param node the node ot set as the parent
  82184. * @returns this TransformNode.
  82185. */
  82186. setParent(node: Nullable<Node>): TransformNode;
  82187. private _nonUniformScaling;
  82188. /**
  82189. * True if the scaling property of this object is non uniform eg. (1,2,1)
  82190. */
  82191. readonly nonUniformScaling: boolean;
  82192. /** @hidden */
  82193. _updateNonUniformScalingState(value: boolean): boolean;
  82194. /**
  82195. * Attach the current TransformNode to another TransformNode associated with a bone
  82196. * @param bone Bone affecting the TransformNode
  82197. * @param affectedTransformNode TransformNode associated with the bone
  82198. * @returns this object
  82199. */
  82200. attachToBone(bone: Bone, affectedTransformNode: TransformNode): TransformNode;
  82201. /**
  82202. * Detach the transform node if its associated with a bone
  82203. * @returns this object
  82204. */
  82205. detachFromBone(): TransformNode;
  82206. private static _rotationAxisCache;
  82207. /**
  82208. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in the given space.
  82209. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82210. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82211. * The passed axis is also normalized.
  82212. * @param axis the axis to rotate around
  82213. * @param amount the amount to rotate in radians
  82214. * @param space Space to rotate in (Default: local)
  82215. * @returns the TransformNode.
  82216. */
  82217. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  82218. /**
  82219. * Rotates the mesh around the axis vector for the passed angle (amount) expressed in radians, in world space.
  82220. * Note that the property `rotationQuaternion` is then automatically updated and the property `rotation` is set to (0,0,0) and no longer used.
  82221. * The passed axis is also normalized. .
  82222. * Method is based on http://www.euclideanspace.com/maths/geometry/affine/aroundPoint/index.htm
  82223. * @param point the point to rotate around
  82224. * @param axis the axis to rotate around
  82225. * @param amount the amount to rotate in radians
  82226. * @returns the TransformNode
  82227. */
  82228. rotateAround(point: Vector3, axis: Vector3, amount: number): TransformNode;
  82229. /**
  82230. * Translates the mesh along the axis vector for the passed distance in the given space.
  82231. * space (default LOCAL) can be either Space.LOCAL, either Space.WORLD.
  82232. * @param axis the axis to translate in
  82233. * @param distance the distance to translate
  82234. * @param space Space to rotate in (Default: local)
  82235. * @returns the TransformNode.
  82236. */
  82237. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  82238. /**
  82239. * Adds a rotation step to the mesh current rotation.
  82240. * x, y, z are Euler angles expressed in radians.
  82241. * This methods updates the current mesh rotation, either mesh.rotation, either mesh.rotationQuaternion if it's set.
  82242. * This means this rotation is made in the mesh local space only.
  82243. * It's useful to set a custom rotation order different from the BJS standard one YXZ.
  82244. * Example : this rotates the mesh first around its local X axis, then around its local Z axis, finally around its local Y axis.
  82245. * ```javascript
  82246. * mesh.addRotation(x1, 0, 0).addRotation(0, 0, z2).addRotation(0, 0, y3);
  82247. * ```
  82248. * Note that `addRotation()` accumulates the passed rotation values to the current ones and computes the .rotation or .rotationQuaternion updated values.
  82249. * 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.
  82250. * @param x Rotation to add
  82251. * @param y Rotation to add
  82252. * @param z Rotation to add
  82253. * @returns the TransformNode.
  82254. */
  82255. addRotation(x: number, y: number, z: number): TransformNode;
  82256. /**
  82257. * @hidden
  82258. */
  82259. protected _getEffectiveParent(): Nullable<Node>;
  82260. /**
  82261. * Computes the world matrix of the node
  82262. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82263. * @returns the world matrix
  82264. */
  82265. computeWorldMatrix(force?: boolean): Matrix;
  82266. protected _afterComputeWorldMatrix(): void;
  82267. /**
  82268. * If you'd like to be called back after the mesh position, rotation or scaling has been updated.
  82269. * @param func callback function to add
  82270. *
  82271. * @returns the TransformNode.
  82272. */
  82273. registerAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82274. /**
  82275. * Removes a registered callback function.
  82276. * @param func callback function to remove
  82277. * @returns the TransformNode.
  82278. */
  82279. unregisterAfterWorldMatrixUpdate(func: (mesh: TransformNode) => void): TransformNode;
  82280. /**
  82281. * Gets the position of the current mesh in camera space
  82282. * @param camera defines the camera to use
  82283. * @returns a position
  82284. */
  82285. getPositionInCameraSpace(camera?: Nullable<Camera>): Vector3;
  82286. /**
  82287. * Returns the distance from the mesh to the active camera
  82288. * @param camera defines the camera to use
  82289. * @returns the distance
  82290. */
  82291. getDistanceToCamera(camera?: Nullable<Camera>): number;
  82292. /**
  82293. * Clone the current transform node
  82294. * @param name Name of the new clone
  82295. * @param newParent New parent for the clone
  82296. * @param doNotCloneChildren Do not clone children hierarchy
  82297. * @returns the new transform node
  82298. */
  82299. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<TransformNode>;
  82300. /**
  82301. * Serializes the objects information.
  82302. * @param currentSerializationObject defines the object to serialize in
  82303. * @returns the serialized object
  82304. */
  82305. serialize(currentSerializationObject?: any): any;
  82306. /**
  82307. * Returns a new TransformNode object parsed from the source provided.
  82308. * @param parsedTransformNode is the source.
  82309. * @param scene the scne the object belongs to
  82310. * @param rootUrl is a string, it's the root URL to prefix the `delayLoadingFile` property with
  82311. * @returns a new TransformNode object parsed from the source provided.
  82312. */
  82313. static Parse(parsedTransformNode: any, scene: Scene, rootUrl: string): TransformNode;
  82314. /**
  82315. * Get all child-transformNodes of this node
  82316. * @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
  82317. * @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
  82318. * @returns an array of TransformNode
  82319. */
  82320. getChildTransformNodes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): TransformNode[];
  82321. /**
  82322. * Releases resources associated with this transform node.
  82323. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  82324. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  82325. */
  82326. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  82327. /**
  82328. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  82329. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  82330. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  82331. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  82332. * @returns the current mesh
  82333. */
  82334. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): TransformNode;
  82335. private _syncAbsoluteScalingAndRotation;
  82336. }
  82337. }
  82338. declare module BABYLON {
  82339. /**
  82340. * Defines the types of pose enabled controllers that are supported
  82341. */
  82342. export enum PoseEnabledControllerType {
  82343. /**
  82344. * HTC Vive
  82345. */
  82346. VIVE = 0,
  82347. /**
  82348. * Oculus Rift
  82349. */
  82350. OCULUS = 1,
  82351. /**
  82352. * Windows mixed reality
  82353. */
  82354. WINDOWS = 2,
  82355. /**
  82356. * Samsung gear VR
  82357. */
  82358. GEAR_VR = 3,
  82359. /**
  82360. * Google Daydream
  82361. */
  82362. DAYDREAM = 4,
  82363. /**
  82364. * Generic
  82365. */
  82366. GENERIC = 5
  82367. }
  82368. /**
  82369. * Defines the MutableGamepadButton interface for the state of a gamepad button
  82370. */
  82371. export interface MutableGamepadButton {
  82372. /**
  82373. * Value of the button/trigger
  82374. */
  82375. value: number;
  82376. /**
  82377. * If the button/trigger is currently touched
  82378. */
  82379. touched: boolean;
  82380. /**
  82381. * If the button/trigger is currently pressed
  82382. */
  82383. pressed: boolean;
  82384. }
  82385. /**
  82386. * Defines the ExtendedGamepadButton interface for a gamepad button which includes state provided by a pose controller
  82387. * @hidden
  82388. */
  82389. export interface ExtendedGamepadButton extends GamepadButton {
  82390. /**
  82391. * If the button/trigger is currently pressed
  82392. */
  82393. readonly pressed: boolean;
  82394. /**
  82395. * If the button/trigger is currently touched
  82396. */
  82397. readonly touched: boolean;
  82398. /**
  82399. * Value of the button/trigger
  82400. */
  82401. readonly value: number;
  82402. }
  82403. /** @hidden */
  82404. export interface _GamePadFactory {
  82405. /**
  82406. * Returns wether or not the current gamepad can be created for this type of controller.
  82407. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82408. * @returns true if it can be created, otherwise false
  82409. */
  82410. canCreate(gamepadInfo: any): boolean;
  82411. /**
  82412. * Creates a new instance of the Gamepad.
  82413. * @param gamepadInfo Defines the gamepad info as receveid from the controller APIs.
  82414. * @returns the new gamepad instance
  82415. */
  82416. create(gamepadInfo: any): Gamepad;
  82417. }
  82418. /**
  82419. * Defines the PoseEnabledControllerHelper object that is used initialize a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82420. */
  82421. export class PoseEnabledControllerHelper {
  82422. /** @hidden */
  82423. static _ControllerFactories: _GamePadFactory[];
  82424. /** @hidden */
  82425. static _DefaultControllerFactory: Nullable<(gamepadInfo: any) => Gamepad>;
  82426. /**
  82427. * Initializes a gamepad as the controller type it is specified as (eg. windows mixed reality controller)
  82428. * @param vrGamepad the gamepad to initialized
  82429. * @returns a vr controller of the type the gamepad identified as
  82430. */
  82431. static InitiateController(vrGamepad: any): Gamepad;
  82432. }
  82433. /**
  82434. * Defines the PoseEnabledController object that contains state of a vr capable controller
  82435. */
  82436. export class PoseEnabledController extends Gamepad implements PoseControlled {
  82437. /**
  82438. * If the controller is used in a webXR session
  82439. */
  82440. isXR: boolean;
  82441. private _deviceRoomPosition;
  82442. private _deviceRoomRotationQuaternion;
  82443. /**
  82444. * The device position in babylon space
  82445. */
  82446. devicePosition: Vector3;
  82447. /**
  82448. * The device rotation in babylon space
  82449. */
  82450. deviceRotationQuaternion: Quaternion;
  82451. /**
  82452. * The scale factor of the device in babylon space
  82453. */
  82454. deviceScaleFactor: number;
  82455. /**
  82456. * (Likely devicePosition should be used instead) The device position in its room space
  82457. */
  82458. position: Vector3;
  82459. /**
  82460. * (Likely deviceRotationQuaternion should be used instead) The device rotation in its room space
  82461. */
  82462. rotationQuaternion: Quaternion;
  82463. /**
  82464. * The type of controller (Eg. Windows mixed reality)
  82465. */
  82466. controllerType: PoseEnabledControllerType;
  82467. protected _calculatedPosition: Vector3;
  82468. private _calculatedRotation;
  82469. /**
  82470. * The raw pose from the device
  82471. */
  82472. rawPose: DevicePose;
  82473. private _trackPosition;
  82474. private _maxRotationDistFromHeadset;
  82475. private _draggedRoomRotation;
  82476. /**
  82477. * @hidden
  82478. */
  82479. _disableTrackPosition(fixedPosition: Vector3): void;
  82480. /**
  82481. * Internal, the mesh attached to the controller
  82482. * @hidden
  82483. */
  82484. _mesh: Nullable<AbstractMesh>;
  82485. private _poseControlledCamera;
  82486. private _leftHandSystemQuaternion;
  82487. /**
  82488. * Internal, matrix used to convert room space to babylon space
  82489. * @hidden
  82490. */
  82491. _deviceToWorld: Matrix;
  82492. /**
  82493. * Node to be used when casting a ray from the controller
  82494. * @hidden
  82495. */
  82496. _pointingPoseNode: Nullable<TransformNode>;
  82497. /**
  82498. * Name of the child mesh that can be used to cast a ray from the controller
  82499. */
  82500. static readonly POINTING_POSE: string;
  82501. /**
  82502. * Creates a new PoseEnabledController from a gamepad
  82503. * @param browserGamepad the gamepad that the PoseEnabledController should be created from
  82504. */
  82505. constructor(browserGamepad: any);
  82506. private _workingMatrix;
  82507. /**
  82508. * Updates the state of the pose enbaled controller and mesh based on the current position and rotation of the controller
  82509. */
  82510. update(): void;
  82511. /**
  82512. * Updates only the pose device and mesh without doing any button event checking
  82513. */
  82514. protected _updatePoseAndMesh(): void;
  82515. /**
  82516. * Updates the state of the pose enbaled controller based on the raw pose data from the device
  82517. * @param poseData raw pose fromthe device
  82518. */
  82519. updateFromDevice(poseData: DevicePose): void;
  82520. /**
  82521. * @hidden
  82522. */
  82523. _meshAttachedObservable: Observable<AbstractMesh>;
  82524. /**
  82525. * Attaches a mesh to the controller
  82526. * @param mesh the mesh to be attached
  82527. */
  82528. attachToMesh(mesh: AbstractMesh): void;
  82529. /**
  82530. * Attaches the controllers mesh to a camera
  82531. * @param camera the camera the mesh should be attached to
  82532. */
  82533. attachToPoseControlledCamera(camera: TargetCamera): void;
  82534. /**
  82535. * Disposes of the controller
  82536. */
  82537. dispose(): void;
  82538. /**
  82539. * The mesh that is attached to the controller
  82540. */
  82541. readonly mesh: Nullable<AbstractMesh>;
  82542. /**
  82543. * Gets the ray of the controller in the direction the controller is pointing
  82544. * @param length the length the resulting ray should be
  82545. * @returns a ray in the direction the controller is pointing
  82546. */
  82547. getForwardRay(length?: number): Ray;
  82548. }
  82549. }
  82550. declare module BABYLON {
  82551. /**
  82552. * Defines the WebVRController object that represents controllers tracked in 3D space
  82553. */
  82554. export abstract class WebVRController extends PoseEnabledController {
  82555. /**
  82556. * Internal, the default controller model for the controller
  82557. */
  82558. protected _defaultModel: Nullable<AbstractMesh>;
  82559. /**
  82560. * Fired when the trigger state has changed
  82561. */
  82562. onTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  82563. /**
  82564. * Fired when the main button state has changed
  82565. */
  82566. onMainButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82567. /**
  82568. * Fired when the secondary button state has changed
  82569. */
  82570. onSecondaryButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  82571. /**
  82572. * Fired when the pad state has changed
  82573. */
  82574. onPadStateChangedObservable: Observable<ExtendedGamepadButton>;
  82575. /**
  82576. * Fired when controllers stick values have changed
  82577. */
  82578. onPadValuesChangedObservable: Observable<StickValues>;
  82579. /**
  82580. * Array of button availible on the controller
  82581. */
  82582. protected _buttons: Array<MutableGamepadButton>;
  82583. private _onButtonStateChange;
  82584. /**
  82585. * Fired when a controller button's state has changed
  82586. * @param callback the callback containing the button that was modified
  82587. */
  82588. onButtonStateChange(callback: (controlledIndex: number, buttonIndex: number, state: ExtendedGamepadButton) => void): void;
  82589. /**
  82590. * X and Y axis corresponding to the controllers joystick
  82591. */
  82592. pad: StickValues;
  82593. /**
  82594. * 'left' or 'right', see https://w3c.github.io/gamepad/extensions.html#gamepadhand-enum
  82595. */
  82596. hand: string;
  82597. /**
  82598. * The default controller model for the controller
  82599. */
  82600. readonly defaultModel: Nullable<AbstractMesh>;
  82601. /**
  82602. * Creates a new WebVRController from a gamepad
  82603. * @param vrGamepad the gamepad that the WebVRController should be created from
  82604. */
  82605. constructor(vrGamepad: any);
  82606. /**
  82607. * Updates the state of the controller and mesh based on the current position and rotation of the controller
  82608. */
  82609. update(): void;
  82610. /**
  82611. * Function to be called when a button is modified
  82612. */
  82613. protected abstract _handleButtonChange(buttonIdx: number, value: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  82614. /**
  82615. * Loads a mesh and attaches it to the controller
  82616. * @param scene the scene the mesh should be added to
  82617. * @param meshLoaded callback for when the mesh has been loaded
  82618. */
  82619. abstract initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  82620. private _setButtonValue;
  82621. private _changes;
  82622. private _checkChanges;
  82623. /**
  82624. * Disposes of th webVRCOntroller
  82625. */
  82626. dispose(): void;
  82627. }
  82628. }
  82629. declare module BABYLON {
  82630. /**
  82631. * The HemisphericLight simulates the ambient environment light,
  82632. * so the passed direction is the light reflection direction, not the incoming direction.
  82633. */
  82634. export class HemisphericLight extends Light {
  82635. /**
  82636. * The groundColor is the light in the opposite direction to the one specified during creation.
  82637. * 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.
  82638. */
  82639. groundColor: Color3;
  82640. /**
  82641. * The light reflection direction, not the incoming direction.
  82642. */
  82643. direction: Vector3;
  82644. /**
  82645. * Creates a HemisphericLight object in the scene according to the passed direction (Vector3).
  82646. * The HemisphericLight simulates the ambient environment light, so the passed direction is the light reflection direction, not the incoming direction.
  82647. * The HemisphericLight can't cast shadows.
  82648. * Documentation : https://doc.babylonjs.com/babylon101/lights
  82649. * @param name The friendly name of the light
  82650. * @param direction The direction of the light reflection
  82651. * @param scene The scene the light belongs to
  82652. */
  82653. constructor(name: string, direction: Vector3, scene: Scene);
  82654. protected _buildUniformLayout(): void;
  82655. /**
  82656. * Returns the string "HemisphericLight".
  82657. * @return The class name
  82658. */
  82659. getClassName(): string;
  82660. /**
  82661. * Sets the HemisphericLight direction towards the passed target (Vector3).
  82662. * Returns the updated direction.
  82663. * @param target The target the direction should point to
  82664. * @return The computed direction
  82665. */
  82666. setDirectionToTarget(target: Vector3): Vector3;
  82667. /**
  82668. * Returns the shadow generator associated to the light.
  82669. * @returns Always null for hemispheric lights because it does not support shadows.
  82670. */
  82671. getShadowGenerator(): Nullable<IShadowGenerator>;
  82672. /**
  82673. * Sets the passed Effect object with the HemisphericLight normalized direction and color and the passed name (string).
  82674. * @param effect The effect to update
  82675. * @param lightIndex The index of the light in the effect to update
  82676. * @returns The hemispheric light
  82677. */
  82678. transferToEffect(effect: Effect, lightIndex: string): HemisphericLight;
  82679. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  82680. /**
  82681. * Computes the world matrix of the node
  82682. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  82683. * @param useWasUpdatedFlag defines a reserved property
  82684. * @returns the world matrix
  82685. */
  82686. computeWorldMatrix(): Matrix;
  82687. /**
  82688. * Returns the integer 3.
  82689. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  82690. */
  82691. getTypeID(): number;
  82692. /**
  82693. * Prepares the list of defines specific to the light type.
  82694. * @param defines the list of defines
  82695. * @param lightIndex defines the index of the light for the effect
  82696. */
  82697. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  82698. }
  82699. }
  82700. declare module BABYLON {
  82701. /** @hidden */
  82702. export var vrMultiviewToSingleviewPixelShader: {
  82703. name: string;
  82704. shader: string;
  82705. };
  82706. }
  82707. declare module BABYLON {
  82708. /**
  82709. * Renders to multiple views with a single draw call
  82710. * @see https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/
  82711. */
  82712. export class MultiviewRenderTarget extends RenderTargetTexture {
  82713. /**
  82714. * Creates a multiview render target
  82715. * @param scene scene used with the render target
  82716. * @param size the size of the render target (used for each view)
  82717. */
  82718. constructor(scene: Scene, size?: number | {
  82719. width: number;
  82720. height: number;
  82721. } | {
  82722. ratio: number;
  82723. });
  82724. /**
  82725. * @hidden
  82726. * @param faceIndex the face index, if its a cube texture
  82727. */
  82728. _bindFrameBuffer(faceIndex?: number): void;
  82729. /**
  82730. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  82731. * @returns the view count
  82732. */
  82733. getViewCount(): number;
  82734. }
  82735. }
  82736. declare module BABYLON {
  82737. /**
  82738. * Represents a camera frustum
  82739. */
  82740. export class Frustum {
  82741. /**
  82742. * Gets the planes representing the frustum
  82743. * @param transform matrix to be applied to the returned planes
  82744. * @returns a new array of 6 Frustum planes computed by the given transformation matrix.
  82745. */
  82746. static GetPlanes(transform: DeepImmutable<Matrix>): Plane[];
  82747. /**
  82748. * Gets the near frustum plane transformed by the transform matrix
  82749. * @param transform transformation matrix to be applied to the resulting frustum plane
  82750. * @param frustumPlane the resuling frustum plane
  82751. */
  82752. static GetNearPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82753. /**
  82754. * Gets the far frustum plane transformed by the transform matrix
  82755. * @param transform transformation matrix to be applied to the resulting frustum plane
  82756. * @param frustumPlane the resuling frustum plane
  82757. */
  82758. static GetFarPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82759. /**
  82760. * Gets the left frustum plane transformed by the transform matrix
  82761. * @param transform transformation matrix to be applied to the resulting frustum plane
  82762. * @param frustumPlane the resuling frustum plane
  82763. */
  82764. static GetLeftPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82765. /**
  82766. * Gets the right frustum plane transformed by the transform matrix
  82767. * @param transform transformation matrix to be applied to the resulting frustum plane
  82768. * @param frustumPlane the resuling frustum plane
  82769. */
  82770. static GetRightPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82771. /**
  82772. * Gets the top frustum plane transformed by the transform matrix
  82773. * @param transform transformation matrix to be applied to the resulting frustum plane
  82774. * @param frustumPlane the resuling frustum plane
  82775. */
  82776. static GetTopPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82777. /**
  82778. * Gets the bottom frustum plane transformed by the transform matrix
  82779. * @param transform transformation matrix to be applied to the resulting frustum plane
  82780. * @param frustumPlane the resuling frustum plane
  82781. */
  82782. static GetBottomPlaneToRef(transform: DeepImmutable<Matrix>, frustumPlane: Plane): void;
  82783. /**
  82784. * Sets the given array "frustumPlanes" with the 6 Frustum planes computed by the given transformation matrix.
  82785. * @param transform transformation matrix to be applied to the resulting frustum planes
  82786. * @param frustumPlanes the resuling frustum planes
  82787. */
  82788. static GetPlanesToRef(transform: DeepImmutable<Matrix>, frustumPlanes: Plane[]): void;
  82789. }
  82790. }
  82791. declare module BABYLON {
  82792. interface Engine {
  82793. /**
  82794. * Creates a new multiview render target
  82795. * @param width defines the width of the texture
  82796. * @param height defines the height of the texture
  82797. * @returns the created multiview texture
  82798. */
  82799. createMultiviewRenderTargetTexture(width: number, height: number): InternalTexture;
  82800. /**
  82801. * Binds a multiview framebuffer to be drawn to
  82802. * @param multiviewTexture texture to bind
  82803. */
  82804. bindMultiviewFramebuffer(multiviewTexture: InternalTexture): void;
  82805. }
  82806. interface Camera {
  82807. /**
  82808. * @hidden
  82809. * 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)
  82810. */
  82811. _useMultiviewToSingleView: boolean;
  82812. /**
  82813. * @hidden
  82814. * 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)
  82815. */
  82816. _multiviewTexture: Nullable<RenderTargetTexture>;
  82817. /**
  82818. * @hidden
  82819. * ensures the multiview texture of the camera exists and has the specified width/height
  82820. * @param width height to set on the multiview texture
  82821. * @param height width to set on the multiview texture
  82822. */
  82823. _resizeOrCreateMultiviewTexture(width: number, height: number): void;
  82824. }
  82825. interface Scene {
  82826. /** @hidden */
  82827. _transformMatrixR: Matrix;
  82828. /** @hidden */
  82829. _multiviewSceneUbo: Nullable<UniformBuffer>;
  82830. /** @hidden */
  82831. _createMultiviewUbo(): void;
  82832. /** @hidden */
  82833. _updateMultiviewUbo(viewR?: Matrix, projectionR?: Matrix): void;
  82834. /** @hidden */
  82835. _renderMultiviewToSingleView(camera: Camera): void;
  82836. }
  82837. }
  82838. declare module BABYLON {
  82839. /**
  82840. * VRMultiviewToSingleview used to convert multiview texture arrays to standard textures for scenarios such as webVR
  82841. * This will not be used for webXR as it supports displaying texture arrays directly
  82842. */
  82843. export class VRMultiviewToSingleviewPostProcess extends PostProcess {
  82844. /**
  82845. * Initializes a VRMultiviewToSingleview
  82846. * @param name name of the post process
  82847. * @param camera camera to be applied to
  82848. * @param scaleFactor scaling factor to the size of the output texture
  82849. */
  82850. constructor(name: string, camera: Camera, scaleFactor: number);
  82851. }
  82852. }
  82853. declare module BABYLON {
  82854. /**
  82855. * Interface used to define additional presentation attributes
  82856. */
  82857. export interface IVRPresentationAttributes {
  82858. /**
  82859. * Defines a boolean indicating that we want to get 72hz mode on Oculus Browser (default is off eg. 60hz)
  82860. */
  82861. highRefreshRate: boolean;
  82862. /**
  82863. * Enables foveation in VR to improve perf. 0 none, 1 low, 2 medium, 3 high (Default is 1)
  82864. */
  82865. foveationLevel: number;
  82866. }
  82867. interface Engine {
  82868. /** @hidden */
  82869. _vrDisplay: any;
  82870. /** @hidden */
  82871. _vrSupported: boolean;
  82872. /** @hidden */
  82873. _oldSize: Size;
  82874. /** @hidden */
  82875. _oldHardwareScaleFactor: number;
  82876. /** @hidden */
  82877. _vrExclusivePointerMode: boolean;
  82878. /** @hidden */
  82879. _webVRInitPromise: Promise<IDisplayChangedEventArgs>;
  82880. /** @hidden */
  82881. _onVRDisplayPointerRestricted: () => void;
  82882. /** @hidden */
  82883. _onVRDisplayPointerUnrestricted: () => void;
  82884. /** @hidden */
  82885. _onVrDisplayConnect: Nullable<(display: any) => void>;
  82886. /** @hidden */
  82887. _onVrDisplayDisconnect: Nullable<() => void>;
  82888. /** @hidden */
  82889. _onVrDisplayPresentChange: Nullable<() => void>;
  82890. /**
  82891. * Observable signaled when VR display mode changes
  82892. */
  82893. onVRDisplayChangedObservable: Observable<IDisplayChangedEventArgs>;
  82894. /**
  82895. * Observable signaled when VR request present is complete
  82896. */
  82897. onVRRequestPresentComplete: Observable<boolean>;
  82898. /**
  82899. * Observable signaled when VR request present starts
  82900. */
  82901. onVRRequestPresentStart: Observable<Engine>;
  82902. /**
  82903. * Gets a boolean indicating that the engine is currently in VR exclusive mode for the pointers
  82904. * @see https://docs.microsoft.com/en-us/microsoft-edge/webvr/essentials#mouse-input
  82905. */
  82906. isInVRExclusivePointerMode: boolean;
  82907. /**
  82908. * Gets a boolean indicating if a webVR device was detected
  82909. * @returns true if a webVR device was detected
  82910. */
  82911. isVRDevicePresent(): boolean;
  82912. /**
  82913. * Gets the current webVR device
  82914. * @returns the current webVR device (or null)
  82915. */
  82916. getVRDevice(): any;
  82917. /**
  82918. * Initializes a webVR display and starts listening to display change events
  82919. * The onVRDisplayChangedObservable will be notified upon these changes
  82920. * @returns A promise containing a VRDisplay and if vr is supported
  82921. */
  82922. initWebVRAsync(): Promise<IDisplayChangedEventArgs>;
  82923. /** @hidden */
  82924. _getVRDisplaysAsync(): Promise<IDisplayChangedEventArgs>;
  82925. /**
  82926. * Gets or sets the presentation attributes used to configure VR rendering
  82927. */
  82928. vrPresentationAttributes?: IVRPresentationAttributes;
  82929. /**
  82930. * Call this function to switch to webVR mode
  82931. * Will do nothing if webVR is not supported or if there is no webVR device
  82932. * @see http://doc.babylonjs.com/how_to/webvr_camera
  82933. */
  82934. enableVR(): void;
  82935. /** @hidden */
  82936. _onVRFullScreenTriggered(): void;
  82937. }
  82938. }
  82939. declare module BABYLON {
  82940. /**
  82941. * This is a copy of VRPose. See https://developer.mozilla.org/en-US/docs/Web/API/VRPose
  82942. * IMPORTANT!! The data is right-hand data.
  82943. * @export
  82944. * @interface DevicePose
  82945. */
  82946. export interface DevicePose {
  82947. /**
  82948. * The position of the device, values in array are [x,y,z].
  82949. */
  82950. readonly position: Nullable<Float32Array>;
  82951. /**
  82952. * The linearVelocity of the device, values in array are [x,y,z].
  82953. */
  82954. readonly linearVelocity: Nullable<Float32Array>;
  82955. /**
  82956. * The linearAcceleration of the device, values in array are [x,y,z].
  82957. */
  82958. readonly linearAcceleration: Nullable<Float32Array>;
  82959. /**
  82960. * The orientation of the device in a quaternion array, values in array are [x,y,z,w].
  82961. */
  82962. readonly orientation: Nullable<Float32Array>;
  82963. /**
  82964. * The angularVelocity of the device, values in array are [x,y,z].
  82965. */
  82966. readonly angularVelocity: Nullable<Float32Array>;
  82967. /**
  82968. * The angularAcceleration of the device, values in array are [x,y,z].
  82969. */
  82970. readonly angularAcceleration: Nullable<Float32Array>;
  82971. }
  82972. /**
  82973. * Interface representing a pose controlled object in Babylon.
  82974. * A pose controlled object has both regular pose values as well as pose values
  82975. * from an external device such as a VR head mounted display
  82976. */
  82977. export interface PoseControlled {
  82978. /**
  82979. * The position of the object in babylon space.
  82980. */
  82981. position: Vector3;
  82982. /**
  82983. * The rotation quaternion of the object in babylon space.
  82984. */
  82985. rotationQuaternion: Quaternion;
  82986. /**
  82987. * The position of the device in babylon space.
  82988. */
  82989. devicePosition?: Vector3;
  82990. /**
  82991. * The rotation quaternion of the device in babylon space.
  82992. */
  82993. deviceRotationQuaternion: Quaternion;
  82994. /**
  82995. * The raw pose coming from the device.
  82996. */
  82997. rawPose: Nullable<DevicePose>;
  82998. /**
  82999. * The scale of the device to be used when translating from device space to babylon space.
  83000. */
  83001. deviceScaleFactor: number;
  83002. /**
  83003. * Updates the poseControlled values based on the input device pose.
  83004. * @param poseData the pose data to update the object with
  83005. */
  83006. updateFromDevice(poseData: DevicePose): void;
  83007. }
  83008. /**
  83009. * Set of options to customize the webVRCamera
  83010. */
  83011. export interface WebVROptions {
  83012. /**
  83013. * Sets if the webVR camera should be tracked to the vrDevice. (default: true)
  83014. */
  83015. trackPosition?: boolean;
  83016. /**
  83017. * Sets the scale of the vrDevice in babylon space. (default: 1)
  83018. */
  83019. positionScale?: number;
  83020. /**
  83021. * If there are more than one VRDisplays, this will choose the display matching this name. (default: pick first vrDisplay)
  83022. */
  83023. displayName?: string;
  83024. /**
  83025. * Should the native controller meshes be initialized. (default: true)
  83026. */
  83027. controllerMeshes?: boolean;
  83028. /**
  83029. * Creating a default HemiLight only on controllers. (default: true)
  83030. */
  83031. defaultLightingOnControllers?: boolean;
  83032. /**
  83033. * If you don't want to use the default VR button of the helper. (default: false)
  83034. */
  83035. useCustomVRButton?: boolean;
  83036. /**
  83037. * If you'd like to provide your own button to the VRHelper. (default: standard babylon vr button)
  83038. */
  83039. customVRButton?: HTMLButtonElement;
  83040. /**
  83041. * To change the length of the ray for gaze/controllers. Will be scaled by positionScale. (default: 100)
  83042. */
  83043. rayLength?: number;
  83044. /**
  83045. * To change the default offset from the ground to account for user's height in meters. Will be scaled by positionScale. (default: 1.7)
  83046. */
  83047. defaultHeight?: number;
  83048. /**
  83049. * If multiview should be used if availible (default: false)
  83050. */
  83051. useMultiview?: boolean;
  83052. }
  83053. /**
  83054. * This represents a WebVR camera.
  83055. * The WebVR camera is Babylon's simple interface to interaction with Windows Mixed Reality, HTC Vive and Oculus Rift.
  83056. * @example http://doc.babylonjs.com/how_to/webvr_camera
  83057. */
  83058. export class WebVRFreeCamera extends FreeCamera implements PoseControlled {
  83059. private webVROptions;
  83060. /**
  83061. * @hidden
  83062. * The vrDisplay tied to the camera. See https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay
  83063. */
  83064. _vrDevice: any;
  83065. /**
  83066. * The rawPose of the vrDevice.
  83067. */
  83068. rawPose: Nullable<DevicePose>;
  83069. private _onVREnabled;
  83070. private _specsVersion;
  83071. private _attached;
  83072. private _frameData;
  83073. protected _descendants: Array<Node>;
  83074. private _deviceRoomPosition;
  83075. /** @hidden */
  83076. _deviceRoomRotationQuaternion: Quaternion;
  83077. private _standingMatrix;
  83078. /**
  83079. * Represents device position in babylon space.
  83080. */
  83081. devicePosition: Vector3;
  83082. /**
  83083. * Represents device rotation in babylon space.
  83084. */
  83085. deviceRotationQuaternion: Quaternion;
  83086. /**
  83087. * The scale of the device to be used when translating from device space to babylon space.
  83088. */
  83089. deviceScaleFactor: number;
  83090. private _deviceToWorld;
  83091. private _worldToDevice;
  83092. /**
  83093. * References to the webVR controllers for the vrDevice.
  83094. */
  83095. controllers: Array<WebVRController>;
  83096. /**
  83097. * Emits an event when a controller is attached.
  83098. */
  83099. onControllersAttachedObservable: Observable<WebVRController[]>;
  83100. /**
  83101. * Emits an event when a controller's mesh has been loaded;
  83102. */
  83103. onControllerMeshLoadedObservable: Observable<WebVRController>;
  83104. /**
  83105. * Emits an event when the HMD's pose has been updated.
  83106. */
  83107. onPoseUpdatedFromDeviceObservable: Observable<any>;
  83108. private _poseSet;
  83109. /**
  83110. * If the rig cameras be used as parent instead of this camera.
  83111. */
  83112. rigParenting: boolean;
  83113. private _lightOnControllers;
  83114. private _defaultHeight?;
  83115. /**
  83116. * Instantiates a WebVRFreeCamera.
  83117. * @param name The name of the WebVRFreeCamera
  83118. * @param position The starting anchor position for the camera
  83119. * @param scene The scene the camera belongs to
  83120. * @param webVROptions a set of customizable options for the webVRCamera
  83121. */
  83122. constructor(name: string, position: Vector3, scene: Scene, webVROptions?: WebVROptions);
  83123. /**
  83124. * Gets the device distance from the ground in meters.
  83125. * @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.
  83126. */
  83127. deviceDistanceToRoomGround(): number;
  83128. /**
  83129. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83130. * @param callback will be called when the standing matrix is set. Callback parameter is if the standing matrix is supported.
  83131. */
  83132. useStandingMatrix(callback?: (bool: boolean) => void): void;
  83133. /**
  83134. * Enables the standing matrix when supported. This can be used to position the user's view the correct height from the ground.
  83135. * @returns A promise with a boolean set to if the standing matrix is supported.
  83136. */
  83137. useStandingMatrixAsync(): Promise<boolean>;
  83138. /**
  83139. * Disposes the camera
  83140. */
  83141. dispose(): void;
  83142. /**
  83143. * Gets a vrController by name.
  83144. * @param name The name of the controller to retreive
  83145. * @returns the controller matching the name specified or null if not found
  83146. */
  83147. getControllerByName(name: string): Nullable<WebVRController>;
  83148. private _leftController;
  83149. /**
  83150. * The controller corresponding to the users left hand.
  83151. */
  83152. readonly leftController: Nullable<WebVRController>;
  83153. private _rightController;
  83154. /**
  83155. * The controller corresponding to the users right hand.
  83156. */
  83157. readonly rightController: Nullable<WebVRController>;
  83158. /**
  83159. * Casts a ray forward from the vrCamera's gaze.
  83160. * @param length Length of the ray (default: 100)
  83161. * @returns the ray corresponding to the gaze
  83162. */
  83163. getForwardRay(length?: number): Ray;
  83164. /**
  83165. * @hidden
  83166. * Updates the camera based on device's frame data
  83167. */
  83168. _checkInputs(): void;
  83169. /**
  83170. * Updates the poseControlled values based on the input device pose.
  83171. * @param poseData Pose coming from the device
  83172. */
  83173. updateFromDevice(poseData: DevicePose): void;
  83174. private _htmlElementAttached;
  83175. private _detachIfAttached;
  83176. /**
  83177. * WebVR's attach control will start broadcasting frames to the device.
  83178. * Note that in certain browsers (chrome for example) this function must be called
  83179. * within a user-interaction callback. Example:
  83180. * <pre> scene.onPointerDown = function() { camera.attachControl(canvas); }</pre>
  83181. *
  83182. * @param element html element to attach the vrDevice to
  83183. * @param noPreventDefault prevent the default html element operation when attaching the vrDevice
  83184. */
  83185. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  83186. /**
  83187. * Detaches the camera from the html element and disables VR
  83188. *
  83189. * @param element html element to detach from
  83190. */
  83191. detachControl(element: HTMLElement): void;
  83192. /**
  83193. * @returns the name of this class
  83194. */
  83195. getClassName(): string;
  83196. /**
  83197. * Calls resetPose on the vrDisplay
  83198. * See: https://developer.mozilla.org/en-US/docs/Web/API/VRDisplay/resetPose
  83199. */
  83200. resetToCurrentRotation(): void;
  83201. /**
  83202. * @hidden
  83203. * Updates the rig cameras (left and right eye)
  83204. */
  83205. _updateRigCameras(): void;
  83206. private _workingVector;
  83207. private _oneVector;
  83208. private _workingMatrix;
  83209. private updateCacheCalled;
  83210. private _correctPositionIfNotTrackPosition;
  83211. /**
  83212. * @hidden
  83213. * Updates the cached values of the camera
  83214. * @param ignoreParentClass ignores updating the parent class's cache (default: false)
  83215. */
  83216. _updateCache(ignoreParentClass?: boolean): void;
  83217. /**
  83218. * @hidden
  83219. * Get current device position in babylon world
  83220. */
  83221. _computeDevicePosition(): void;
  83222. /**
  83223. * Updates the current device position and rotation in the babylon world
  83224. */
  83225. update(): void;
  83226. /**
  83227. * @hidden
  83228. * Gets the view matrix of this camera (Always set to identity as left and right eye cameras contain the actual view matrix)
  83229. * @returns an identity matrix
  83230. */
  83231. _getViewMatrix(): Matrix;
  83232. private _tmpMatrix;
  83233. /**
  83234. * This function is called by the two RIG cameras.
  83235. * 'this' is the left or right camera (and NOT (!!!) the WebVRFreeCamera instance)
  83236. * @hidden
  83237. */
  83238. _getWebVRViewMatrix(): Matrix;
  83239. /** @hidden */
  83240. _getWebVRProjectionMatrix(): Matrix;
  83241. private _onGamepadConnectedObserver;
  83242. private _onGamepadDisconnectedObserver;
  83243. private _updateCacheWhenTrackingDisabledObserver;
  83244. /**
  83245. * Initializes the controllers and their meshes
  83246. */
  83247. initControllers(): void;
  83248. }
  83249. }
  83250. declare module BABYLON {
  83251. /**
  83252. * Size options for a post process
  83253. */
  83254. export type PostProcessOptions = {
  83255. width: number;
  83256. height: number;
  83257. };
  83258. /**
  83259. * PostProcess can be used to apply a shader to a texture after it has been rendered
  83260. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  83261. */
  83262. export class PostProcess {
  83263. /** Name of the PostProcess. */
  83264. name: string;
  83265. /**
  83266. * Gets or sets the unique id of the post process
  83267. */
  83268. uniqueId: number;
  83269. /**
  83270. * Width of the texture to apply the post process on
  83271. */
  83272. width: number;
  83273. /**
  83274. * Height of the texture to apply the post process on
  83275. */
  83276. height: number;
  83277. /**
  83278. * Internal, reference to the location where this postprocess was output to. (Typically the texture on the next postprocess in the chain)
  83279. * @hidden
  83280. */
  83281. _outputTexture: Nullable<InternalTexture>;
  83282. /**
  83283. * Sampling mode used by the shader
  83284. * See https://doc.babylonjs.com/classes/3.1/texture
  83285. */
  83286. renderTargetSamplingMode: number;
  83287. /**
  83288. * Clear color to use when screen clearing
  83289. */
  83290. clearColor: Color4;
  83291. /**
  83292. * If the buffer needs to be cleared before applying the post process. (default: true)
  83293. * Should be set to false if shader will overwrite all previous pixels.
  83294. */
  83295. autoClear: boolean;
  83296. /**
  83297. * Type of alpha mode to use when performing the post process (default: Engine.ALPHA_DISABLE)
  83298. */
  83299. alphaMode: number;
  83300. /**
  83301. * Sets the setAlphaBlendConstants of the babylon engine
  83302. */
  83303. alphaConstants: Color4;
  83304. /**
  83305. * Animations to be used for the post processing
  83306. */
  83307. animations: Animation[];
  83308. /**
  83309. * Enable Pixel Perfect mode where texture is not scaled to be power of 2.
  83310. * Can only be used on a single postprocess or on the last one of a chain. (default: false)
  83311. */
  83312. enablePixelPerfectMode: boolean;
  83313. /**
  83314. * Force the postprocess to be applied without taking in account viewport
  83315. */
  83316. forceFullscreenViewport: boolean;
  83317. /**
  83318. * List of inspectable custom properties (used by the Inspector)
  83319. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83320. */
  83321. inspectableCustomProperties: IInspectable[];
  83322. /**
  83323. * Scale mode for the post process (default: Engine.SCALEMODE_FLOOR)
  83324. *
  83325. * | Value | Type | Description |
  83326. * | ----- | ----------------------------------- | ----------- |
  83327. * | 1 | SCALEMODE_FLOOR | [engine.scalemode_floor](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_floor) |
  83328. * | 2 | SCALEMODE_NEAREST | [engine.scalemode_nearest](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_nearest) |
  83329. * | 3 | SCALEMODE_CEILING | [engine.scalemode_ceiling](http://doc.babylonjs.com/api/classes/babylon.engine#scalemode_ceiling) |
  83330. *
  83331. */
  83332. scaleMode: number;
  83333. /**
  83334. * Force textures to be a power of two (default: false)
  83335. */
  83336. alwaysForcePOT: boolean;
  83337. private _samples;
  83338. /**
  83339. * Number of sample textures (default: 1)
  83340. */
  83341. samples: number;
  83342. /**
  83343. * Modify the scale of the post process to be the same as the viewport (default: false)
  83344. */
  83345. adaptScaleToCurrentViewport: boolean;
  83346. private _camera;
  83347. private _scene;
  83348. private _engine;
  83349. private _options;
  83350. private _reusable;
  83351. private _textureType;
  83352. /**
  83353. * Smart array of input and output textures for the post process.
  83354. * @hidden
  83355. */
  83356. _textures: SmartArray<InternalTexture>;
  83357. /**
  83358. * The index in _textures that corresponds to the output texture.
  83359. * @hidden
  83360. */
  83361. _currentRenderTextureInd: number;
  83362. private _effect;
  83363. private _samplers;
  83364. private _fragmentUrl;
  83365. private _vertexUrl;
  83366. private _parameters;
  83367. private _scaleRatio;
  83368. protected _indexParameters: any;
  83369. private _shareOutputWithPostProcess;
  83370. private _texelSize;
  83371. private _forcedOutputTexture;
  83372. /**
  83373. * Returns the fragment url or shader name used in the post process.
  83374. * @returns the fragment url or name in the shader store.
  83375. */
  83376. getEffectName(): string;
  83377. /**
  83378. * An event triggered when the postprocess is activated.
  83379. */
  83380. onActivateObservable: Observable<Camera>;
  83381. private _onActivateObserver;
  83382. /**
  83383. * A function that is added to the onActivateObservable
  83384. */
  83385. onActivate: Nullable<(camera: Camera) => void>;
  83386. /**
  83387. * An event triggered when the postprocess changes its size.
  83388. */
  83389. onSizeChangedObservable: Observable<PostProcess>;
  83390. private _onSizeChangedObserver;
  83391. /**
  83392. * A function that is added to the onSizeChangedObservable
  83393. */
  83394. onSizeChanged: (postProcess: PostProcess) => void;
  83395. /**
  83396. * An event triggered when the postprocess applies its effect.
  83397. */
  83398. onApplyObservable: Observable<Effect>;
  83399. private _onApplyObserver;
  83400. /**
  83401. * A function that is added to the onApplyObservable
  83402. */
  83403. onApply: (effect: Effect) => void;
  83404. /**
  83405. * An event triggered before rendering the postprocess
  83406. */
  83407. onBeforeRenderObservable: Observable<Effect>;
  83408. private _onBeforeRenderObserver;
  83409. /**
  83410. * A function that is added to the onBeforeRenderObservable
  83411. */
  83412. onBeforeRender: (effect: Effect) => void;
  83413. /**
  83414. * An event triggered after rendering the postprocess
  83415. */
  83416. onAfterRenderObservable: Observable<Effect>;
  83417. private _onAfterRenderObserver;
  83418. /**
  83419. * A function that is added to the onAfterRenderObservable
  83420. */
  83421. onAfterRender: (efect: Effect) => void;
  83422. /**
  83423. * 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
  83424. * render it's output into this texture and this texture will be used as textureSampler in the fragment shader of this post process.
  83425. */
  83426. inputTexture: InternalTexture;
  83427. /**
  83428. * Gets the camera which post process is applied to.
  83429. * @returns The camera the post process is applied to.
  83430. */
  83431. getCamera(): Camera;
  83432. /**
  83433. * Gets the texel size of the postprocess.
  83434. * See https://en.wikipedia.org/wiki/Texel_(graphics)
  83435. */
  83436. readonly texelSize: Vector2;
  83437. /**
  83438. * Creates a new instance PostProcess
  83439. * @param name The name of the PostProcess.
  83440. * @param fragmentUrl The url of the fragment shader to be used.
  83441. * @param parameters Array of the names of uniform non-sampler2D variables that will be passed to the shader.
  83442. * @param samplers Array of the names of uniform sampler2D variables that will be passed to the shader.
  83443. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83444. * @param camera The camera to apply the render pass to.
  83445. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83446. * @param engine The engine which the post process will be applied. (default: current engine)
  83447. * @param reusable If the post process can be reused on the same frame. (default: false)
  83448. * @param defines String of defines that will be set when running the fragment shader. (default: null)
  83449. * @param textureType Type of textures used when performing the post process. (default: 0)
  83450. * @param vertexUrl The url of the vertex shader to be used. (default: "postprocess")
  83451. * @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
  83452. * @param blockCompilation If the shader should not be compiled imediatly. (default: false)
  83453. */
  83454. constructor(
  83455. /** Name of the PostProcess. */
  83456. 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);
  83457. /**
  83458. * Gets a string idenfifying the name of the class
  83459. * @returns "PostProcess" string
  83460. */
  83461. getClassName(): string;
  83462. /**
  83463. * Gets the engine which this post process belongs to.
  83464. * @returns The engine the post process was enabled with.
  83465. */
  83466. getEngine(): Engine;
  83467. /**
  83468. * The effect that is created when initializing the post process.
  83469. * @returns The created effect corresponding the the postprocess.
  83470. */
  83471. getEffect(): Effect;
  83472. /**
  83473. * To avoid multiple redundant textures for multiple post process, the output the output texture for this post process can be shared with another.
  83474. * @param postProcess The post process to share the output with.
  83475. * @returns This post process.
  83476. */
  83477. shareOutputWith(postProcess: PostProcess): PostProcess;
  83478. /**
  83479. * Reverses the effect of calling shareOutputWith and returns the post process back to its original state.
  83480. * This should be called if the post process that shares output with this post process is disabled/disposed.
  83481. */
  83482. useOwnOutput(): void;
  83483. /**
  83484. * Updates the effect with the current post process compile time values and recompiles the shader.
  83485. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83486. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83487. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83488. * @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
  83489. * @param onCompiled Called when the shader has been compiled.
  83490. * @param onError Called if there is an error when compiling a shader.
  83491. */
  83492. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83493. /**
  83494. * The post process is reusable if it can be used multiple times within one frame.
  83495. * @returns If the post process is reusable
  83496. */
  83497. isReusable(): boolean;
  83498. /** invalidate frameBuffer to hint the postprocess to create a depth buffer */
  83499. markTextureDirty(): void;
  83500. /**
  83501. * Activates the post process by intializing the textures to be used when executed. Notifies onActivateObservable.
  83502. * 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.
  83503. * @param camera The camera that will be used in the post process. This camera will be used when calling onActivateObservable.
  83504. * @param sourceTexture The source texture to be inspected to get the width and height if not specified in the post process constructor. (default: null)
  83505. * @param forceDepthStencil If true, a depth and stencil buffer will be generated. (default: false)
  83506. * @returns The target texture that was bound to be written to.
  83507. */
  83508. activate(camera: Nullable<Camera>, sourceTexture?: Nullable<InternalTexture>, forceDepthStencil?: boolean): InternalTexture;
  83509. /**
  83510. * If the post process is supported.
  83511. */
  83512. readonly isSupported: boolean;
  83513. /**
  83514. * The aspect ratio of the output texture.
  83515. */
  83516. readonly aspectRatio: number;
  83517. /**
  83518. * Get a value indicating if the post-process is ready to be used
  83519. * @returns true if the post-process is ready (shader is compiled)
  83520. */
  83521. isReady(): boolean;
  83522. /**
  83523. * Binds all textures and uniforms to the shader, this will be run on every pass.
  83524. * @returns the effect corresponding to this post process. Null if not compiled or not ready.
  83525. */
  83526. apply(): Nullable<Effect>;
  83527. private _disposeTextures;
  83528. /**
  83529. * Disposes the post process.
  83530. * @param camera The camera to dispose the post process on.
  83531. */
  83532. dispose(camera?: Camera): void;
  83533. }
  83534. }
  83535. declare module BABYLON {
  83536. /** @hidden */
  83537. export var kernelBlurVaryingDeclaration: {
  83538. name: string;
  83539. shader: string;
  83540. };
  83541. }
  83542. declare module BABYLON {
  83543. /** @hidden */
  83544. export var kernelBlurFragment: {
  83545. name: string;
  83546. shader: string;
  83547. };
  83548. }
  83549. declare module BABYLON {
  83550. /** @hidden */
  83551. export var kernelBlurFragment2: {
  83552. name: string;
  83553. shader: string;
  83554. };
  83555. }
  83556. declare module BABYLON {
  83557. /** @hidden */
  83558. export var kernelBlurPixelShader: {
  83559. name: string;
  83560. shader: string;
  83561. };
  83562. }
  83563. declare module BABYLON {
  83564. /** @hidden */
  83565. export var kernelBlurVertex: {
  83566. name: string;
  83567. shader: string;
  83568. };
  83569. }
  83570. declare module BABYLON {
  83571. /** @hidden */
  83572. export var kernelBlurVertexShader: {
  83573. name: string;
  83574. shader: string;
  83575. };
  83576. }
  83577. declare module BABYLON {
  83578. /**
  83579. * The Blur Post Process which blurs an image based on a kernel and direction.
  83580. * Can be used twice in x and y directions to perform a guassian blur in two passes.
  83581. */
  83582. export class BlurPostProcess extends PostProcess {
  83583. /** The direction in which to blur the image. */
  83584. direction: Vector2;
  83585. private blockCompilation;
  83586. protected _kernel: number;
  83587. protected _idealKernel: number;
  83588. protected _packedFloat: boolean;
  83589. private _staticDefines;
  83590. /**
  83591. * Sets the length in pixels of the blur sample region
  83592. */
  83593. /**
  83594. * Gets the length in pixels of the blur sample region
  83595. */
  83596. kernel: number;
  83597. /**
  83598. * Sets wether or not the blur needs to unpack/repack floats
  83599. */
  83600. /**
  83601. * Gets wether or not the blur is unpacking/repacking floats
  83602. */
  83603. packedFloat: boolean;
  83604. /**
  83605. * Creates a new instance BlurPostProcess
  83606. * @param name The name of the effect.
  83607. * @param direction The direction in which to blur the image.
  83608. * @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.
  83609. * @param options The required width/height ratio to downsize to before computing the render pass. (Use 1.0 for full size)
  83610. * @param camera The camera to apply the render pass to.
  83611. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  83612. * @param engine The engine which the post process will be applied. (default: current engine)
  83613. * @param reusable If the post process can be reused on the same frame. (default: false)
  83614. * @param textureType Type of textures used when performing the post process. (default: 0)
  83615. * @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)
  83616. */
  83617. constructor(name: string,
  83618. /** The direction in which to blur the image. */
  83619. direction: Vector2, kernel: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, defines?: string, blockCompilation?: boolean);
  83620. /**
  83621. * Updates the effect with the current post process compile time values and recompiles the shader.
  83622. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  83623. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  83624. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  83625. * @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
  83626. * @param onCompiled Called when the shader has been compiled.
  83627. * @param onError Called if there is an error when compiling a shader.
  83628. */
  83629. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83630. protected _updateParameters(onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  83631. /**
  83632. * Best kernels are odd numbers that when divided by 2, their integer part is even, so 5, 9 or 13.
  83633. * Other odd kernels optimize correctly but require proportionally more samples, even kernels are
  83634. * possible but will produce minor visual artifacts. Since each new kernel requires a new shader we
  83635. * want to minimize kernel changes, having gaps between physical kernels is helpful in that regard.
  83636. * The gaps between physical kernels are compensated for in the weighting of the samples
  83637. * @param idealKernel Ideal blur kernel.
  83638. * @return Nearest best kernel.
  83639. */
  83640. protected _nearestBestKernel(idealKernel: number): number;
  83641. /**
  83642. * Calculates the value of a Gaussian distribution with sigma 3 at a given point.
  83643. * @param x The point on the Gaussian distribution to sample.
  83644. * @return the value of the Gaussian function at x.
  83645. */
  83646. protected _gaussianWeight(x: number): number;
  83647. /**
  83648. * Generates a string that can be used as a floating point number in GLSL.
  83649. * @param x Value to print.
  83650. * @param decimalFigures Number of decimal places to print the number to (excluding trailing 0s).
  83651. * @return GLSL float string.
  83652. */
  83653. protected _glslFloat(x: number, decimalFigures?: number): string;
  83654. }
  83655. }
  83656. declare module BABYLON {
  83657. /**
  83658. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83659. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83660. * You can then easily use it as a reflectionTexture on a flat surface.
  83661. * In case the surface is not a plane, please consider relying on reflection probes.
  83662. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83663. */
  83664. export class MirrorTexture extends RenderTargetTexture {
  83665. private scene;
  83666. /**
  83667. * Define the reflection plane we want to use. The mirrorPlane is usually set to the constructed reflector.
  83668. * 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.
  83669. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83670. */
  83671. mirrorPlane: Plane;
  83672. /**
  83673. * Define the blur ratio used to blur the reflection if needed.
  83674. */
  83675. blurRatio: number;
  83676. /**
  83677. * Define the adaptive blur kernel used to blur the reflection if needed.
  83678. * This will autocompute the closest best match for the `blurKernel`
  83679. */
  83680. adaptiveBlurKernel: number;
  83681. /**
  83682. * Define the blur kernel used to blur the reflection if needed.
  83683. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83684. */
  83685. blurKernel: number;
  83686. /**
  83687. * Define the blur kernel on the X Axis used to blur the reflection if needed.
  83688. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83689. */
  83690. blurKernelX: number;
  83691. /**
  83692. * Define the blur kernel on the Y Axis used to blur the reflection if needed.
  83693. * Please consider using `adaptiveBlurKernel` as it could find the closest best value for you.
  83694. */
  83695. blurKernelY: number;
  83696. private _autoComputeBlurKernel;
  83697. protected _onRatioRescale(): void;
  83698. private _updateGammaSpace;
  83699. private _imageProcessingConfigChangeObserver;
  83700. private _transformMatrix;
  83701. private _mirrorMatrix;
  83702. private _savedViewMatrix;
  83703. private _blurX;
  83704. private _blurY;
  83705. private _adaptiveBlurKernel;
  83706. private _blurKernelX;
  83707. private _blurKernelY;
  83708. private _blurRatio;
  83709. /**
  83710. * Instantiates a Mirror Texture.
  83711. * Mirror texture can be used to simulate the view from a mirror in a scene.
  83712. * It will dynamically be rendered every frame to adapt to the camera point of view.
  83713. * You can then easily use it as a reflectionTexture on a flat surface.
  83714. * In case the surface is not a plane, please consider relying on reflection probes.
  83715. * @see https://doc.babylonjs.com/how_to/reflect#mirrors
  83716. * @param name
  83717. * @param size
  83718. * @param scene
  83719. * @param generateMipMaps
  83720. * @param type
  83721. * @param samplingMode
  83722. * @param generateDepthBuffer
  83723. */
  83724. constructor(name: string, size: number | {
  83725. width: number;
  83726. height: number;
  83727. } | {
  83728. ratio: number;
  83729. }, scene: Scene, generateMipMaps?: boolean, type?: number, samplingMode?: number, generateDepthBuffer?: boolean);
  83730. private _preparePostProcesses;
  83731. /**
  83732. * Clone the mirror texture.
  83733. * @returns the cloned texture
  83734. */
  83735. clone(): MirrorTexture;
  83736. /**
  83737. * Serialize the texture to a JSON representation you could use in Parse later on
  83738. * @returns the serialized JSON representation
  83739. */
  83740. serialize(): any;
  83741. /**
  83742. * Dispose the texture and release its associated resources.
  83743. */
  83744. dispose(): void;
  83745. }
  83746. }
  83747. declare module BABYLON {
  83748. /**
  83749. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83750. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83751. */
  83752. export class Texture extends BaseTexture {
  83753. /**
  83754. * Gets or sets a general boolean used to indicate that textures containing direct data (buffers) must be saved as part of the serialization process
  83755. */
  83756. static SerializeBuffers: boolean;
  83757. /** @hidden */
  83758. static _CubeTextureParser: (jsonTexture: any, scene: Scene, rootUrl: string) => CubeTexture;
  83759. /** @hidden */
  83760. static _CreateMirror: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => MirrorTexture;
  83761. /** @hidden */
  83762. static _CreateRenderTargetTexture: (name: string, renderTargetSize: number, scene: Scene, generateMipMaps: boolean) => RenderTargetTexture;
  83763. /** nearest is mag = nearest and min = nearest and mip = linear */
  83764. static readonly NEAREST_SAMPLINGMODE: number;
  83765. /** nearest is mag = nearest and min = nearest and mip = linear */
  83766. static readonly NEAREST_NEAREST_MIPLINEAR: number;
  83767. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83768. static readonly BILINEAR_SAMPLINGMODE: number;
  83769. /** Bilinear is mag = linear and min = linear and mip = nearest */
  83770. static readonly LINEAR_LINEAR_MIPNEAREST: number;
  83771. /** Trilinear is mag = linear and min = linear and mip = linear */
  83772. static readonly TRILINEAR_SAMPLINGMODE: number;
  83773. /** Trilinear is mag = linear and min = linear and mip = linear */
  83774. static readonly LINEAR_LINEAR_MIPLINEAR: number;
  83775. /** mag = nearest and min = nearest and mip = nearest */
  83776. static readonly NEAREST_NEAREST_MIPNEAREST: number;
  83777. /** mag = nearest and min = linear and mip = nearest */
  83778. static readonly NEAREST_LINEAR_MIPNEAREST: number;
  83779. /** mag = nearest and min = linear and mip = linear */
  83780. static readonly NEAREST_LINEAR_MIPLINEAR: number;
  83781. /** mag = nearest and min = linear and mip = none */
  83782. static readonly NEAREST_LINEAR: number;
  83783. /** mag = nearest and min = nearest and mip = none */
  83784. static readonly NEAREST_NEAREST: number;
  83785. /** mag = linear and min = nearest and mip = nearest */
  83786. static readonly LINEAR_NEAREST_MIPNEAREST: number;
  83787. /** mag = linear and min = nearest and mip = linear */
  83788. static readonly LINEAR_NEAREST_MIPLINEAR: number;
  83789. /** mag = linear and min = linear and mip = none */
  83790. static readonly LINEAR_LINEAR: number;
  83791. /** mag = linear and min = nearest and mip = none */
  83792. static readonly LINEAR_NEAREST: number;
  83793. /** Explicit coordinates mode */
  83794. static readonly EXPLICIT_MODE: number;
  83795. /** Spherical coordinates mode */
  83796. static readonly SPHERICAL_MODE: number;
  83797. /** Planar coordinates mode */
  83798. static readonly PLANAR_MODE: number;
  83799. /** Cubic coordinates mode */
  83800. static readonly CUBIC_MODE: number;
  83801. /** Projection coordinates mode */
  83802. static readonly PROJECTION_MODE: number;
  83803. /** Inverse Cubic coordinates mode */
  83804. static readonly SKYBOX_MODE: number;
  83805. /** Inverse Cubic coordinates mode */
  83806. static readonly INVCUBIC_MODE: number;
  83807. /** Equirectangular coordinates mode */
  83808. static readonly EQUIRECTANGULAR_MODE: number;
  83809. /** Equirectangular Fixed coordinates mode */
  83810. static readonly FIXED_EQUIRECTANGULAR_MODE: number;
  83811. /** Equirectangular Fixed Mirrored coordinates mode */
  83812. static readonly FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  83813. /** Texture is not repeating outside of 0..1 UVs */
  83814. static readonly CLAMP_ADDRESSMODE: number;
  83815. /** Texture is repeating outside of 0..1 UVs */
  83816. static readonly WRAP_ADDRESSMODE: number;
  83817. /** Texture is repeating and mirrored */
  83818. static readonly MIRROR_ADDRESSMODE: number;
  83819. /**
  83820. * 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
  83821. */
  83822. static UseSerializedUrlIfAny: boolean;
  83823. /**
  83824. * Define the url of the texture.
  83825. */
  83826. url: Nullable<string>;
  83827. /**
  83828. * Define an offset on the texture to offset the u coordinates of the UVs
  83829. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83830. */
  83831. uOffset: number;
  83832. /**
  83833. * Define an offset on the texture to offset the v coordinates of the UVs
  83834. * @see http://doc.babylonjs.com/how_to/more_materials#offsetting
  83835. */
  83836. vOffset: number;
  83837. /**
  83838. * Define an offset on the texture to scale the u coordinates of the UVs
  83839. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83840. */
  83841. uScale: number;
  83842. /**
  83843. * Define an offset on the texture to scale the v coordinates of the UVs
  83844. * @see http://doc.babylonjs.com/how_to/more_materials#tiling
  83845. */
  83846. vScale: number;
  83847. /**
  83848. * Define an offset on the texture to rotate around the u coordinates of the UVs
  83849. * @see http://doc.babylonjs.com/how_to/more_materials
  83850. */
  83851. uAng: number;
  83852. /**
  83853. * Define an offset on the texture to rotate around the v coordinates of the UVs
  83854. * @see http://doc.babylonjs.com/how_to/more_materials
  83855. */
  83856. vAng: number;
  83857. /**
  83858. * Define an offset on the texture to rotate around the w coordinates of the UVs (in case of 3d texture)
  83859. * @see http://doc.babylonjs.com/how_to/more_materials
  83860. */
  83861. wAng: number;
  83862. /**
  83863. * Defines the center of rotation (U)
  83864. */
  83865. uRotationCenter: number;
  83866. /**
  83867. * Defines the center of rotation (V)
  83868. */
  83869. vRotationCenter: number;
  83870. /**
  83871. * Defines the center of rotation (W)
  83872. */
  83873. wRotationCenter: number;
  83874. /**
  83875. * Are mip maps generated for this texture or not.
  83876. */
  83877. readonly noMipmap: boolean;
  83878. /**
  83879. * List of inspectable custom properties (used by the Inspector)
  83880. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  83881. */
  83882. inspectableCustomProperties: Nullable<IInspectable[]>;
  83883. private _noMipmap;
  83884. /** @hidden */
  83885. _invertY: boolean;
  83886. private _rowGenerationMatrix;
  83887. private _cachedTextureMatrix;
  83888. private _projectionModeMatrix;
  83889. private _t0;
  83890. private _t1;
  83891. private _t2;
  83892. private _cachedUOffset;
  83893. private _cachedVOffset;
  83894. private _cachedUScale;
  83895. private _cachedVScale;
  83896. private _cachedUAng;
  83897. private _cachedVAng;
  83898. private _cachedWAng;
  83899. private _cachedProjectionMatrixId;
  83900. private _cachedCoordinatesMode;
  83901. /** @hidden */
  83902. protected _initialSamplingMode: number;
  83903. /** @hidden */
  83904. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  83905. private _deleteBuffer;
  83906. protected _format: Nullable<number>;
  83907. private _delayedOnLoad;
  83908. private _delayedOnError;
  83909. private _mimeType?;
  83910. /**
  83911. * Observable triggered once the texture has been loaded.
  83912. */
  83913. onLoadObservable: Observable<Texture>;
  83914. protected _isBlocking: boolean;
  83915. /**
  83916. * Is the texture preventing material to render while loading.
  83917. * If false, a default texture will be used instead of the loading one during the preparation step.
  83918. */
  83919. isBlocking: boolean;
  83920. /**
  83921. * Get the current sampling mode associated with the texture.
  83922. */
  83923. readonly samplingMode: number;
  83924. /**
  83925. * Gets a boolean indicating if the texture needs to be inverted on the y axis during loading
  83926. */
  83927. readonly invertY: boolean;
  83928. /**
  83929. * Instantiates a new texture.
  83930. * This represents a texture in babylon. It can be easily loaded from a network, base64 or html input.
  83931. * @see http://doc.babylonjs.com/babylon101/materials#texture
  83932. * @param url defines the url of the picture to load as a texture
  83933. * @param scene defines the scene or engine the texture will belong to
  83934. * @param noMipmap defines if the texture will require mip maps or not
  83935. * @param invertY defines if the texture needs to be inverted on the y axis during loading
  83936. * @param samplingMode defines the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  83937. * @param onLoad defines a callback triggered when the texture has been loaded
  83938. * @param onError defines a callback triggered when an error occurred during the loading session
  83939. * @param buffer defines the buffer to load the texture from in case the texture is loaded from a buffer representation
  83940. * @param deleteBuffer defines if the buffer we are loading the texture from should be deleted after load
  83941. * @param format defines the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  83942. * @param mimeType defines an optional mime type information
  83943. */
  83944. constructor(url: Nullable<string>, sceneOrEngine: Nullable<Scene | ThinEngine>, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, deleteBuffer?: boolean, format?: number, mimeType?: string);
  83945. /**
  83946. * Update the url (and optional buffer) of this texture if url was null during construction.
  83947. * @param url the url of the texture
  83948. * @param buffer the buffer of the texture (defaults to null)
  83949. * @param onLoad callback called when the texture is loaded (defaults to null)
  83950. */
  83951. updateURL(url: string, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob>, onLoad?: () => void): void;
  83952. /**
  83953. * Finish the loading sequence of a texture flagged as delayed load.
  83954. * @hidden
  83955. */
  83956. delayLoad(): void;
  83957. private _prepareRowForTextureGeneration;
  83958. /**
  83959. * Get the current texture matrix which includes the requested offsetting, tiling and rotation components.
  83960. * @returns the transform matrix of the texture.
  83961. */
  83962. getTextureMatrix(): Matrix;
  83963. /**
  83964. * Get the current matrix used to apply reflection. This is useful to rotate an environment texture for instance.
  83965. * @returns The reflection texture transform
  83966. */
  83967. getReflectionTextureMatrix(): Matrix;
  83968. /**
  83969. * Clones the texture.
  83970. * @returns the cloned texture
  83971. */
  83972. clone(): Texture;
  83973. /**
  83974. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  83975. * @returns The JSON representation of the texture
  83976. */
  83977. serialize(): any;
  83978. /**
  83979. * Get the current class name of the texture useful for serialization or dynamic coding.
  83980. * @returns "Texture"
  83981. */
  83982. getClassName(): string;
  83983. /**
  83984. * Dispose the texture and release its associated resources.
  83985. */
  83986. dispose(): void;
  83987. /**
  83988. * Parse the JSON representation of a texture in order to recreate the texture in the given scene.
  83989. * @param parsedTexture Define the JSON representation of the texture
  83990. * @param scene Define the scene the parsed texture should be instantiated in
  83991. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  83992. * @returns The parsed texture if successful
  83993. */
  83994. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<BaseTexture>;
  83995. /**
  83996. * Creates a texture from its base 64 representation.
  83997. * @param data Define the base64 payload without the data: prefix
  83998. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  83999. * @param scene Define the scene the texture should belong to
  84000. * @param noMipmap Forces the texture to not create mip map information if true
  84001. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84002. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84003. * @param onLoad define a callback triggered when the texture has been loaded
  84004. * @param onError define a callback triggered when an error occurred during the loading session
  84005. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84006. * @returns the created texture
  84007. */
  84008. static CreateFromBase64String(data: string, name: string, scene: Scene, noMipmap?: boolean, invertY?: boolean, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<() => void>, format?: number): Texture;
  84009. /**
  84010. * Creates a texture from its data: representation. (data: will be added in case only the payload has been passed in)
  84011. * @param data Define the base64 payload without the data: prefix
  84012. * @param name Define the name of the texture in the scene useful fo caching purpose for instance
  84013. * @param buffer define the buffer to load the texture from in case the texture is loaded from a buffer representation
  84014. * @param scene Define the scene the texture should belong to
  84015. * @param deleteBuffer define if the buffer we are loading the texture from should be deleted after load
  84016. * @param noMipmap Forces the texture to not create mip map information if true
  84017. * @param invertY define if the texture needs to be inverted on the y axis during loading
  84018. * @param samplingMode define the sampling mode we want for the texture while fectching from it (Texture.NEAREST_SAMPLINGMODE...)
  84019. * @param onLoad define a callback triggered when the texture has been loaded
  84020. * @param onError define a callback triggered when an error occurred during the loading session
  84021. * @param format define the format of the texture we are trying to load (Engine.TEXTUREFORMAT_RGBA...)
  84022. * @returns the created texture
  84023. */
  84024. 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;
  84025. }
  84026. }
  84027. declare module BABYLON {
  84028. /**
  84029. * PostProcessManager is used to manage one or more post processes or post process pipelines
  84030. * See https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  84031. */
  84032. export class PostProcessManager {
  84033. private _scene;
  84034. private _indexBuffer;
  84035. private _vertexBuffers;
  84036. /**
  84037. * Creates a new instance PostProcess
  84038. * @param scene The scene that the post process is associated with.
  84039. */
  84040. constructor(scene: Scene);
  84041. private _prepareBuffers;
  84042. private _buildIndexBuffer;
  84043. /**
  84044. * Rebuilds the vertex buffers of the manager.
  84045. * @hidden
  84046. */
  84047. _rebuild(): void;
  84048. /**
  84049. * Prepares a frame to be run through a post process.
  84050. * @param sourceTexture The input texture to the post procesess. (default: null)
  84051. * @param postProcesses An array of post processes to be run. (default: null)
  84052. * @returns True if the post processes were able to be run.
  84053. * @hidden
  84054. */
  84055. _prepareFrame(sourceTexture?: Nullable<InternalTexture>, postProcesses?: Nullable<PostProcess[]>): boolean;
  84056. /**
  84057. * Manually render a set of post processes to a texture.
  84058. * @param postProcesses An array of post processes to be run.
  84059. * @param targetTexture The target texture to render to.
  84060. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight
  84061. * @param faceIndex defines the face to render to if a cubemap is defined as the target
  84062. * @param lodLevel defines which lod of the texture to render to
  84063. */
  84064. directRender(postProcesses: PostProcess[], targetTexture?: Nullable<InternalTexture>, forceFullscreenViewport?: boolean, faceIndex?: number, lodLevel?: number): void;
  84065. /**
  84066. * Finalize the result of the output of the postprocesses.
  84067. * @param doNotPresent If true the result will not be displayed to the screen.
  84068. * @param targetTexture The target texture to render to.
  84069. * @param faceIndex The index of the face to bind the target texture to.
  84070. * @param postProcesses The array of post processes to render.
  84071. * @param forceFullscreenViewport force gl.viewport to be full screen eg. 0,0,textureWidth,textureHeight (default: false)
  84072. * @hidden
  84073. */
  84074. _finalizeFrame(doNotPresent?: boolean, targetTexture?: InternalTexture, faceIndex?: number, postProcesses?: Array<PostProcess>, forceFullscreenViewport?: boolean): void;
  84075. /**
  84076. * Disposes of the post process manager.
  84077. */
  84078. dispose(): void;
  84079. }
  84080. }
  84081. declare module BABYLON {
  84082. /** Interface used by value gradients (color, factor, ...) */
  84083. export interface IValueGradient {
  84084. /**
  84085. * Gets or sets the gradient value (between 0 and 1)
  84086. */
  84087. gradient: number;
  84088. }
  84089. /** Class used to store color4 gradient */
  84090. export class ColorGradient implements IValueGradient {
  84091. /**
  84092. * Gets or sets the gradient value (between 0 and 1)
  84093. */
  84094. gradient: number;
  84095. /**
  84096. * Gets or sets first associated color
  84097. */
  84098. color1: Color4;
  84099. /**
  84100. * Gets or sets second associated color
  84101. */
  84102. color2?: Color4;
  84103. /**
  84104. * Will get a color picked randomly between color1 and color2.
  84105. * If color2 is undefined then color1 will be used
  84106. * @param result defines the target Color4 to store the result in
  84107. */
  84108. getColorToRef(result: Color4): void;
  84109. }
  84110. /** Class used to store color 3 gradient */
  84111. export class Color3Gradient implements IValueGradient {
  84112. /**
  84113. * Gets or sets the gradient value (between 0 and 1)
  84114. */
  84115. gradient: number;
  84116. /**
  84117. * Gets or sets the associated color
  84118. */
  84119. color: Color3;
  84120. }
  84121. /** Class used to store factor gradient */
  84122. export class FactorGradient implements IValueGradient {
  84123. /**
  84124. * Gets or sets the gradient value (between 0 and 1)
  84125. */
  84126. gradient: number;
  84127. /**
  84128. * Gets or sets first associated factor
  84129. */
  84130. factor1: number;
  84131. /**
  84132. * Gets or sets second associated factor
  84133. */
  84134. factor2?: number;
  84135. /**
  84136. * Will get a number picked randomly between factor1 and factor2.
  84137. * If factor2 is undefined then factor1 will be used
  84138. * @returns the picked number
  84139. */
  84140. getFactor(): number;
  84141. }
  84142. /**
  84143. * Helper used to simplify some generic gradient tasks
  84144. */
  84145. export class GradientHelper {
  84146. /**
  84147. * Gets the current gradient from an array of IValueGradient
  84148. * @param ratio defines the current ratio to get
  84149. * @param gradients defines the array of IValueGradient
  84150. * @param updateFunc defines the callback function used to get the final value from the selected gradients
  84151. */
  84152. static GetCurrentGradient(ratio: number, gradients: IValueGradient[], updateFunc: (current: IValueGradient, next: IValueGradient, scale: number) => void): void;
  84153. }
  84154. }
  84155. declare module BABYLON {
  84156. interface ThinEngine {
  84157. /**
  84158. * Creates a dynamic texture
  84159. * @param width defines the width of the texture
  84160. * @param height defines the height of the texture
  84161. * @param generateMipMaps defines if the engine should generate the mip levels
  84162. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  84163. * @returns the dynamic texture inside an InternalTexture
  84164. */
  84165. createDynamicTexture(width: number, height: number, generateMipMaps: boolean, samplingMode: number): InternalTexture;
  84166. /**
  84167. * Update the content of a dynamic texture
  84168. * @param texture defines the texture to update
  84169. * @param canvas defines the canvas containing the source
  84170. * @param invertY defines if data must be stored with Y axis inverted
  84171. * @param premulAlpha defines if alpha is stored as premultiplied
  84172. * @param format defines the format of the data
  84173. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  84174. */
  84175. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement | OffscreenCanvas, invertY: boolean, premulAlpha?: boolean, format?: number, forceBindTexture?: boolean): void;
  84176. }
  84177. }
  84178. declare module BABYLON {
  84179. /**
  84180. * Helper class used to generate a canvas to manipulate images
  84181. */
  84182. export class CanvasGenerator {
  84183. /**
  84184. * Create a new canvas (or offscreen canvas depending on the context)
  84185. * @param width defines the expected width
  84186. * @param height defines the expected height
  84187. * @return a new canvas or offscreen canvas
  84188. */
  84189. static CreateCanvas(width: number, height: number): HTMLCanvasElement | OffscreenCanvas;
  84190. }
  84191. }
  84192. declare module BABYLON {
  84193. /**
  84194. * A class extending Texture allowing drawing on a texture
  84195. * @see http://doc.babylonjs.com/how_to/dynamictexture
  84196. */
  84197. export class DynamicTexture extends Texture {
  84198. private _generateMipMaps;
  84199. private _canvas;
  84200. private _context;
  84201. private _engine;
  84202. /**
  84203. * Creates a DynamicTexture
  84204. * @param name defines the name of the texture
  84205. * @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
  84206. * @param scene defines the scene where you want the texture
  84207. * @param generateMipMaps defines the use of MinMaps or not (default is false)
  84208. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  84209. * @param format defines the texture format to use (default is Engine.TEXTUREFORMAT_RGBA)
  84210. */
  84211. constructor(name: string, options: any, scene: Scene | null | undefined, generateMipMaps: boolean, samplingMode?: number, format?: number);
  84212. /**
  84213. * Get the current class name of the texture useful for serialization or dynamic coding.
  84214. * @returns "DynamicTexture"
  84215. */
  84216. getClassName(): string;
  84217. /**
  84218. * Gets the current state of canRescale
  84219. */
  84220. readonly canRescale: boolean;
  84221. private _recreate;
  84222. /**
  84223. * Scales the texture
  84224. * @param ratio the scale factor to apply to both width and height
  84225. */
  84226. scale(ratio: number): void;
  84227. /**
  84228. * Resizes the texture
  84229. * @param width the new width
  84230. * @param height the new height
  84231. */
  84232. scaleTo(width: number, height: number): void;
  84233. /**
  84234. * Gets the context of the canvas used by the texture
  84235. * @returns the canvas context of the dynamic texture
  84236. */
  84237. getContext(): CanvasRenderingContext2D;
  84238. /**
  84239. * Clears the texture
  84240. */
  84241. clear(): void;
  84242. /**
  84243. * Updates the texture
  84244. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84245. * @param premulAlpha defines if alpha is stored as premultiplied (default is false)
  84246. */
  84247. update(invertY?: boolean, premulAlpha?: boolean): void;
  84248. /**
  84249. * Draws text onto the texture
  84250. * @param text defines the text to be drawn
  84251. * @param x defines the placement of the text from the left
  84252. * @param y defines the placement of the text from the top when invertY is true and from the bottom when false
  84253. * @param font defines the font to be used with font-style, font-size, font-name
  84254. * @param color defines the color used for the text
  84255. * @param clearColor defines the color for the canvas, use null to not overwrite canvas
  84256. * @param invertY defines the direction for the Y axis (default is true - y increases downwards)
  84257. * @param update defines whether texture is immediately update (default is true)
  84258. */
  84259. drawText(text: string, x: number, y: number, font: string, color: string, clearColor: string, invertY?: boolean, update?: boolean): void;
  84260. /**
  84261. * Clones the texture
  84262. * @returns the clone of the texture.
  84263. */
  84264. clone(): DynamicTexture;
  84265. /**
  84266. * Serializes the dynamic texture. The scene should be ready before the dynamic texture is serialized
  84267. * @returns a serialized dynamic texture object
  84268. */
  84269. serialize(): any;
  84270. /** @hidden */
  84271. _rebuild(): void;
  84272. }
  84273. }
  84274. declare module BABYLON {
  84275. interface AbstractScene {
  84276. /**
  84277. * The list of procedural textures added to the scene
  84278. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84279. */
  84280. proceduralTextures: Array<ProceduralTexture>;
  84281. }
  84282. /**
  84283. * Defines the Procedural Texture scene component responsible to manage any Procedural Texture
  84284. * in a given scene.
  84285. */
  84286. export class ProceduralTextureSceneComponent implements ISceneComponent {
  84287. /**
  84288. * The component name helpfull to identify the component in the list of scene components.
  84289. */
  84290. readonly name: string;
  84291. /**
  84292. * The scene the component belongs to.
  84293. */
  84294. scene: Scene;
  84295. /**
  84296. * Creates a new instance of the component for the given scene
  84297. * @param scene Defines the scene to register the component in
  84298. */
  84299. constructor(scene: Scene);
  84300. /**
  84301. * Registers the component in a given scene
  84302. */
  84303. register(): void;
  84304. /**
  84305. * Rebuilds the elements related to this component in case of
  84306. * context lost for instance.
  84307. */
  84308. rebuild(): void;
  84309. /**
  84310. * Disposes the component and the associated ressources.
  84311. */
  84312. dispose(): void;
  84313. private _beforeClear;
  84314. }
  84315. }
  84316. declare module BABYLON {
  84317. interface ThinEngine {
  84318. /**
  84319. * Creates a new render target cube texture
  84320. * @param size defines the size of the texture
  84321. * @param options defines the options used to create the texture
  84322. * @returns a new render target cube texture stored in an InternalTexture
  84323. */
  84324. createRenderTargetCubeTexture(size: number, options?: Partial<RenderTargetCreationOptions>): InternalTexture;
  84325. }
  84326. }
  84327. declare module BABYLON {
  84328. /** @hidden */
  84329. export var proceduralVertexShader: {
  84330. name: string;
  84331. shader: string;
  84332. };
  84333. }
  84334. declare module BABYLON {
  84335. /**
  84336. * 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.
  84337. * This is the base class of any Procedural texture and contains most of the shareable code.
  84338. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84339. */
  84340. export class ProceduralTexture extends Texture {
  84341. isCube: boolean;
  84342. /**
  84343. * Define if the texture is enabled or not (disabled texture will not render)
  84344. */
  84345. isEnabled: boolean;
  84346. /**
  84347. * Define if the texture must be cleared before rendering (default is true)
  84348. */
  84349. autoClear: boolean;
  84350. /**
  84351. * Callback called when the texture is generated
  84352. */
  84353. onGenerated: () => void;
  84354. /**
  84355. * Event raised when the texture is generated
  84356. */
  84357. onGeneratedObservable: Observable<ProceduralTexture>;
  84358. /** @hidden */
  84359. _generateMipMaps: boolean;
  84360. /** @hidden **/
  84361. _effect: Effect;
  84362. /** @hidden */
  84363. _textures: {
  84364. [key: string]: Texture;
  84365. };
  84366. private _size;
  84367. private _currentRefreshId;
  84368. private _refreshRate;
  84369. private _vertexBuffers;
  84370. private _indexBuffer;
  84371. private _uniforms;
  84372. private _samplers;
  84373. private _fragment;
  84374. private _floats;
  84375. private _ints;
  84376. private _floatsArrays;
  84377. private _colors3;
  84378. private _colors4;
  84379. private _vectors2;
  84380. private _vectors3;
  84381. private _matrices;
  84382. private _fallbackTexture;
  84383. private _fallbackTextureUsed;
  84384. private _engine;
  84385. private _cachedDefines;
  84386. private _contentUpdateId;
  84387. private _contentData;
  84388. /**
  84389. * Instantiates a new procedural texture.
  84390. * 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.
  84391. * This is the base class of any Procedural texture and contains most of the shareable code.
  84392. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures
  84393. * @param name Define the name of the texture
  84394. * @param size Define the size of the texture to create
  84395. * @param fragment Define the fragment shader to use to generate the texture or null if it is defined later
  84396. * @param scene Define the scene the texture belongs to
  84397. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  84398. * @param generateMipMaps Define if the texture should creates mip maps or not
  84399. * @param isCube Define if the texture is a cube texture or not (this will render each faces of the cube)
  84400. */
  84401. constructor(name: string, size: any, fragment: any, scene: Nullable<Scene>, fallbackTexture?: Nullable<Texture>, generateMipMaps?: boolean, isCube?: boolean);
  84402. /**
  84403. * The effect that is created when initializing the post process.
  84404. * @returns The created effect corresponding the the postprocess.
  84405. */
  84406. getEffect(): Effect;
  84407. /**
  84408. * Gets texture content (Use this function wisely as reading from a texture can be slow)
  84409. * @returns an ArrayBufferView (Uint8Array or Float32Array)
  84410. */
  84411. getContent(): Nullable<ArrayBufferView>;
  84412. private _createIndexBuffer;
  84413. /** @hidden */
  84414. _rebuild(): void;
  84415. /**
  84416. * Resets the texture in order to recreate its associated resources.
  84417. * This can be called in case of context loss
  84418. */
  84419. reset(): void;
  84420. protected _getDefines(): string;
  84421. /**
  84422. * Is the texture ready to be used ? (rendered at least once)
  84423. * @returns true if ready, otherwise, false.
  84424. */
  84425. isReady(): boolean;
  84426. /**
  84427. * Resets the refresh counter of the texture and start bak from scratch.
  84428. * Could be useful to regenerate the texture if it is setup to render only once.
  84429. */
  84430. resetRefreshCounter(): void;
  84431. /**
  84432. * Set the fragment shader to use in order to render the texture.
  84433. * @param fragment This can be set to a path (into the shader store) or to a json object containing a fragmentElement property.
  84434. */
  84435. setFragment(fragment: any): void;
  84436. /**
  84437. * Define the refresh rate of the texture or the rendering frequency.
  84438. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  84439. */
  84440. refreshRate: number;
  84441. /** @hidden */
  84442. _shouldRender(): boolean;
  84443. /**
  84444. * Get the size the texture is rendering at.
  84445. * @returns the size (texture is always squared)
  84446. */
  84447. getRenderSize(): number;
  84448. /**
  84449. * Resize the texture to new value.
  84450. * @param size Define the new size the texture should have
  84451. * @param generateMipMaps Define whether the new texture should create mip maps
  84452. */
  84453. resize(size: number, generateMipMaps: boolean): void;
  84454. private _checkUniform;
  84455. /**
  84456. * Set a texture in the shader program used to render.
  84457. * @param name Define the name of the uniform samplers as defined in the shader
  84458. * @param texture Define the texture to bind to this sampler
  84459. * @return the texture itself allowing "fluent" like uniform updates
  84460. */
  84461. setTexture(name: string, texture: Texture): ProceduralTexture;
  84462. /**
  84463. * Set a float in the shader.
  84464. * @param name Define the name of the uniform as defined in the shader
  84465. * @param value Define the value to give to the uniform
  84466. * @return the texture itself allowing "fluent" like uniform updates
  84467. */
  84468. setFloat(name: string, value: number): ProceduralTexture;
  84469. /**
  84470. * Set a int in the shader.
  84471. * @param name Define the name of the uniform as defined in the shader
  84472. * @param value Define the value to give to the uniform
  84473. * @return the texture itself allowing "fluent" like uniform updates
  84474. */
  84475. setInt(name: string, value: number): ProceduralTexture;
  84476. /**
  84477. * Set an array of floats in the shader.
  84478. * @param name Define the name of the uniform as defined in the shader
  84479. * @param value Define the value to give to the uniform
  84480. * @return the texture itself allowing "fluent" like uniform updates
  84481. */
  84482. setFloats(name: string, value: number[]): ProceduralTexture;
  84483. /**
  84484. * Set a vec3 in the shader from a Color3.
  84485. * @param name Define the name of the uniform as defined in the shader
  84486. * @param value Define the value to give to the uniform
  84487. * @return the texture itself allowing "fluent" like uniform updates
  84488. */
  84489. setColor3(name: string, value: Color3): ProceduralTexture;
  84490. /**
  84491. * Set a vec4 in the shader from a Color4.
  84492. * @param name Define the name of the uniform as defined in the shader
  84493. * @param value Define the value to give to the uniform
  84494. * @return the texture itself allowing "fluent" like uniform updates
  84495. */
  84496. setColor4(name: string, value: Color4): ProceduralTexture;
  84497. /**
  84498. * Set a vec2 in the shader from a Vector2.
  84499. * @param name Define the name of the uniform as defined in the shader
  84500. * @param value Define the value to give to the uniform
  84501. * @return the texture itself allowing "fluent" like uniform updates
  84502. */
  84503. setVector2(name: string, value: Vector2): ProceduralTexture;
  84504. /**
  84505. * Set a vec3 in the shader from a Vector3.
  84506. * @param name Define the name of the uniform as defined in the shader
  84507. * @param value Define the value to give to the uniform
  84508. * @return the texture itself allowing "fluent" like uniform updates
  84509. */
  84510. setVector3(name: string, value: Vector3): ProceduralTexture;
  84511. /**
  84512. * Set a mat4 in the shader from a MAtrix.
  84513. * @param name Define the name of the uniform as defined in the shader
  84514. * @param value Define the value to give to the uniform
  84515. * @return the texture itself allowing "fluent" like uniform updates
  84516. */
  84517. setMatrix(name: string, value: Matrix): ProceduralTexture;
  84518. /**
  84519. * Render the texture to its associated render target.
  84520. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  84521. */
  84522. render(useCameraPostProcess?: boolean): void;
  84523. /**
  84524. * Clone the texture.
  84525. * @returns the cloned texture
  84526. */
  84527. clone(): ProceduralTexture;
  84528. /**
  84529. * Dispose the texture and release its asoociated resources.
  84530. */
  84531. dispose(): void;
  84532. }
  84533. }
  84534. declare module BABYLON {
  84535. /**
  84536. * This represents the base class for particle system in Babylon.
  84537. * 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.
  84538. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  84539. * @example https://doc.babylonjs.com/babylon101/particles
  84540. */
  84541. export class BaseParticleSystem {
  84542. /**
  84543. * Source color is added to the destination color without alpha affecting the result
  84544. */
  84545. static BLENDMODE_ONEONE: number;
  84546. /**
  84547. * Blend current color and particle color using particle’s alpha
  84548. */
  84549. static BLENDMODE_STANDARD: number;
  84550. /**
  84551. * Add current color and particle color multiplied by particle’s alpha
  84552. */
  84553. static BLENDMODE_ADD: number;
  84554. /**
  84555. * Multiply current color with particle color
  84556. */
  84557. static BLENDMODE_MULTIPLY: number;
  84558. /**
  84559. * Multiply current color with particle color then add current color and particle color multiplied by particle’s alpha
  84560. */
  84561. static BLENDMODE_MULTIPLYADD: number;
  84562. /**
  84563. * List of animations used by the particle system.
  84564. */
  84565. animations: Animation[];
  84566. /**
  84567. * The id of the Particle system.
  84568. */
  84569. id: string;
  84570. /**
  84571. * The friendly name of the Particle system.
  84572. */
  84573. name: string;
  84574. /**
  84575. * The rendering group used by the Particle system to chose when to render.
  84576. */
  84577. renderingGroupId: number;
  84578. /**
  84579. * The emitter represents the Mesh or position we are attaching the particle system to.
  84580. */
  84581. emitter: Nullable<AbstractMesh | Vector3>;
  84582. /**
  84583. * The maximum number of particles to emit per frame
  84584. */
  84585. emitRate: number;
  84586. /**
  84587. * If you want to launch only a few particles at once, that can be done, as well.
  84588. */
  84589. manualEmitCount: number;
  84590. /**
  84591. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  84592. */
  84593. updateSpeed: number;
  84594. /**
  84595. * The amount of time the particle system is running (depends of the overall update speed).
  84596. */
  84597. targetStopDuration: number;
  84598. /**
  84599. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  84600. */
  84601. disposeOnStop: boolean;
  84602. /**
  84603. * Minimum power of emitting particles.
  84604. */
  84605. minEmitPower: number;
  84606. /**
  84607. * Maximum power of emitting particles.
  84608. */
  84609. maxEmitPower: number;
  84610. /**
  84611. * Minimum life time of emitting particles.
  84612. */
  84613. minLifeTime: number;
  84614. /**
  84615. * Maximum life time of emitting particles.
  84616. */
  84617. maxLifeTime: number;
  84618. /**
  84619. * Minimum Size of emitting particles.
  84620. */
  84621. minSize: number;
  84622. /**
  84623. * Maximum Size of emitting particles.
  84624. */
  84625. maxSize: number;
  84626. /**
  84627. * Minimum scale of emitting particles on X axis.
  84628. */
  84629. minScaleX: number;
  84630. /**
  84631. * Maximum scale of emitting particles on X axis.
  84632. */
  84633. maxScaleX: number;
  84634. /**
  84635. * Minimum scale of emitting particles on Y axis.
  84636. */
  84637. minScaleY: number;
  84638. /**
  84639. * Maximum scale of emitting particles on Y axis.
  84640. */
  84641. maxScaleY: number;
  84642. /**
  84643. * Gets or sets the minimal initial rotation in radians.
  84644. */
  84645. minInitialRotation: number;
  84646. /**
  84647. * Gets or sets the maximal initial rotation in radians.
  84648. */
  84649. maxInitialRotation: number;
  84650. /**
  84651. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  84652. */
  84653. minAngularSpeed: number;
  84654. /**
  84655. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  84656. */
  84657. maxAngularSpeed: number;
  84658. /**
  84659. * The texture used to render each particle. (this can be a spritesheet)
  84660. */
  84661. particleTexture: Nullable<Texture>;
  84662. /**
  84663. * The layer mask we are rendering the particles through.
  84664. */
  84665. layerMask: number;
  84666. /**
  84667. * This can help using your own shader to render the particle system.
  84668. * The according effect will be created
  84669. */
  84670. customShader: any;
  84671. /**
  84672. * By default particle system starts as soon as they are created. This prevents the
  84673. * automatic start to happen and let you decide when to start emitting particles.
  84674. */
  84675. preventAutoStart: boolean;
  84676. private _noiseTexture;
  84677. /**
  84678. * Gets or sets a texture used to add random noise to particle positions
  84679. */
  84680. noiseTexture: Nullable<ProceduralTexture>;
  84681. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  84682. noiseStrength: Vector3;
  84683. /**
  84684. * Callback triggered when the particle animation is ending.
  84685. */
  84686. onAnimationEnd: Nullable<() => void>;
  84687. /**
  84688. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE or ParticleSystem.BLENDMODE_STANDARD.
  84689. */
  84690. blendMode: number;
  84691. /**
  84692. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  84693. * to override the particles.
  84694. */
  84695. forceDepthWrite: boolean;
  84696. /** 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 */
  84697. preWarmCycles: number;
  84698. /** Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1) */
  84699. preWarmStepOffset: number;
  84700. /**
  84701. * 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)
  84702. */
  84703. spriteCellChangeSpeed: number;
  84704. /**
  84705. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  84706. */
  84707. startSpriteCellID: number;
  84708. /**
  84709. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  84710. */
  84711. endSpriteCellID: number;
  84712. /**
  84713. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  84714. */
  84715. spriteCellWidth: number;
  84716. /**
  84717. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  84718. */
  84719. spriteCellHeight: number;
  84720. /**
  84721. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  84722. */
  84723. spriteRandomStartCell: boolean;
  84724. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  84725. translationPivot: Vector2;
  84726. /** @hidden */
  84727. protected _isAnimationSheetEnabled: boolean;
  84728. /**
  84729. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  84730. */
  84731. beginAnimationOnStart: boolean;
  84732. /**
  84733. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  84734. */
  84735. beginAnimationFrom: number;
  84736. /**
  84737. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  84738. */
  84739. beginAnimationTo: number;
  84740. /**
  84741. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  84742. */
  84743. beginAnimationLoop: boolean;
  84744. /**
  84745. * Gets or sets a world offset applied to all particles
  84746. */
  84747. worldOffset: Vector3;
  84748. /**
  84749. * Gets or sets whether an animation sprite sheet is enabled or not on the particle system
  84750. */
  84751. isAnimationSheetEnabled: boolean;
  84752. /**
  84753. * Get hosting scene
  84754. * @returns the scene
  84755. */
  84756. getScene(): Scene;
  84757. /**
  84758. * You can use gravity if you want to give an orientation to your particles.
  84759. */
  84760. gravity: Vector3;
  84761. protected _colorGradients: Nullable<Array<ColorGradient>>;
  84762. protected _sizeGradients: Nullable<Array<FactorGradient>>;
  84763. protected _lifeTimeGradients: Nullable<Array<FactorGradient>>;
  84764. protected _angularSpeedGradients: Nullable<Array<FactorGradient>>;
  84765. protected _velocityGradients: Nullable<Array<FactorGradient>>;
  84766. protected _limitVelocityGradients: Nullable<Array<FactorGradient>>;
  84767. protected _dragGradients: Nullable<Array<FactorGradient>>;
  84768. protected _emitRateGradients: Nullable<Array<FactorGradient>>;
  84769. protected _startSizeGradients: Nullable<Array<FactorGradient>>;
  84770. protected _rampGradients: Nullable<Array<Color3Gradient>>;
  84771. protected _colorRemapGradients: Nullable<Array<FactorGradient>>;
  84772. protected _alphaRemapGradients: Nullable<Array<FactorGradient>>;
  84773. protected _hasTargetStopDurationDependantGradient(): boolean | null;
  84774. /**
  84775. * Defines the delay in milliseconds before starting the system (0 by default)
  84776. */
  84777. startDelay: number;
  84778. /**
  84779. * Gets the current list of drag gradients.
  84780. * You must use addDragGradient and removeDragGradient to udpate this list
  84781. * @returns the list of drag gradients
  84782. */
  84783. getDragGradients(): Nullable<Array<FactorGradient>>;
  84784. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  84785. limitVelocityDamping: number;
  84786. /**
  84787. * Gets the current list of limit velocity gradients.
  84788. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  84789. * @returns the list of limit velocity gradients
  84790. */
  84791. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  84792. /**
  84793. * Gets the current list of color gradients.
  84794. * You must use addColorGradient and removeColorGradient to udpate this list
  84795. * @returns the list of color gradients
  84796. */
  84797. getColorGradients(): Nullable<Array<ColorGradient>>;
  84798. /**
  84799. * Gets the current list of size gradients.
  84800. * You must use addSizeGradient and removeSizeGradient to udpate this list
  84801. * @returns the list of size gradients
  84802. */
  84803. getSizeGradients(): Nullable<Array<FactorGradient>>;
  84804. /**
  84805. * Gets the current list of color remap gradients.
  84806. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  84807. * @returns the list of color remap gradients
  84808. */
  84809. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  84810. /**
  84811. * Gets the current list of alpha remap gradients.
  84812. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  84813. * @returns the list of alpha remap gradients
  84814. */
  84815. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  84816. /**
  84817. * Gets the current list of life time gradients.
  84818. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  84819. * @returns the list of life time gradients
  84820. */
  84821. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  84822. /**
  84823. * Gets the current list of angular speed gradients.
  84824. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  84825. * @returns the list of angular speed gradients
  84826. */
  84827. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  84828. /**
  84829. * Gets the current list of velocity gradients.
  84830. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  84831. * @returns the list of velocity gradients
  84832. */
  84833. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  84834. /**
  84835. * Gets the current list of start size gradients.
  84836. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  84837. * @returns the list of start size gradients
  84838. */
  84839. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  84840. /**
  84841. * Gets the current list of emit rate gradients.
  84842. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  84843. * @returns the list of emit rate gradients
  84844. */
  84845. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  84846. /**
  84847. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84848. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84849. */
  84850. direction1: Vector3;
  84851. /**
  84852. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  84853. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84854. */
  84855. direction2: Vector3;
  84856. /**
  84857. * 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.
  84858. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84859. */
  84860. minEmitBox: Vector3;
  84861. /**
  84862. * 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.
  84863. * This only works when particleEmitterTyps is a BoxParticleEmitter
  84864. */
  84865. maxEmitBox: Vector3;
  84866. /**
  84867. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84868. */
  84869. color1: Color4;
  84870. /**
  84871. * Random color of each particle after it has been emitted, between color1 and color2 vectors
  84872. */
  84873. color2: Color4;
  84874. /**
  84875. * Color the particle will have at the end of its lifetime
  84876. */
  84877. colorDead: Color4;
  84878. /**
  84879. * An optional mask to filter some colors out of the texture, or filter a part of the alpha channel
  84880. */
  84881. textureMask: Color4;
  84882. /**
  84883. * The particle emitter type defines the emitter used by the particle system.
  84884. * It can be for example box, sphere, or cone...
  84885. */
  84886. particleEmitterType: IParticleEmitterType;
  84887. /** @hidden */
  84888. _isSubEmitter: boolean;
  84889. /**
  84890. * Gets or sets the billboard mode to use when isBillboardBased = true.
  84891. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  84892. */
  84893. billboardMode: number;
  84894. protected _isBillboardBased: boolean;
  84895. /**
  84896. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  84897. */
  84898. isBillboardBased: boolean;
  84899. /**
  84900. * The scene the particle system belongs to.
  84901. */
  84902. protected _scene: Scene;
  84903. /**
  84904. * Local cache of defines for image processing.
  84905. */
  84906. protected _imageProcessingConfigurationDefines: ImageProcessingConfigurationDefines;
  84907. /**
  84908. * Default configuration related to image processing available in the standard Material.
  84909. */
  84910. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  84911. /**
  84912. * Gets the image processing configuration used either in this material.
  84913. */
  84914. /**
  84915. * Sets the Default image processing configuration used either in the this material.
  84916. *
  84917. * If sets to null, the scene one is in use.
  84918. */
  84919. imageProcessingConfiguration: ImageProcessingConfiguration;
  84920. /**
  84921. * Attaches a new image processing configuration to the Standard Material.
  84922. * @param configuration
  84923. */
  84924. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  84925. /** @hidden */
  84926. protected _reset(): void;
  84927. /** @hidden */
  84928. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: Nullable<RawTexture>): BaseParticleSystem;
  84929. /**
  84930. * Instantiates a particle system.
  84931. * 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.
  84932. * @param name The name of the particle system
  84933. */
  84934. constructor(name: string);
  84935. /**
  84936. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  84937. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84938. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84939. * @returns the emitter
  84940. */
  84941. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  84942. /**
  84943. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  84944. * @param radius The radius of the hemisphere to emit from
  84945. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84946. * @returns the emitter
  84947. */
  84948. createHemisphericEmitter(radius?: number, radiusRange?: number): HemisphericParticleEmitter;
  84949. /**
  84950. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  84951. * @param radius The radius of the sphere to emit from
  84952. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  84953. * @returns the emitter
  84954. */
  84955. createSphereEmitter(radius?: number, radiusRange?: number): SphereParticleEmitter;
  84956. /**
  84957. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  84958. * @param radius The radius of the sphere to emit from
  84959. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  84960. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  84961. * @returns the emitter
  84962. */
  84963. createDirectedSphereEmitter(radius?: number, direction1?: Vector3, direction2?: Vector3): SphereDirectedParticleEmitter;
  84964. /**
  84965. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  84966. * @param radius The radius of the emission cylinder
  84967. * @param height The height of the emission cylinder
  84968. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  84969. * @param directionRandomizer How much to randomize the particle direction [0-1]
  84970. * @returns the emitter
  84971. */
  84972. createCylinderEmitter(radius?: number, height?: number, radiusRange?: number, directionRandomizer?: number): CylinderParticleEmitter;
  84973. /**
  84974. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  84975. * @param radius The radius of the cylinder to emit from
  84976. * @param height The height of the emission cylinder
  84977. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  84978. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  84979. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  84980. * @returns the emitter
  84981. */
  84982. createDirectedCylinderEmitter(radius?: number, height?: number, radiusRange?: number, direction1?: Vector3, direction2?: Vector3): CylinderDirectedParticleEmitter;
  84983. /**
  84984. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  84985. * @param radius The radius of the cone to emit from
  84986. * @param angle The base angle of the cone
  84987. * @returns the emitter
  84988. */
  84989. createConeEmitter(radius?: number, angle?: number): ConeParticleEmitter;
  84990. /**
  84991. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  84992. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  84993. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  84994. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84995. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  84996. * @returns the emitter
  84997. */
  84998. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  84999. }
  85000. }
  85001. declare module BABYLON {
  85002. /**
  85003. * Type of sub emitter
  85004. */
  85005. export enum SubEmitterType {
  85006. /**
  85007. * Attached to the particle over it's lifetime
  85008. */
  85009. ATTACHED = 0,
  85010. /**
  85011. * Created when the particle dies
  85012. */
  85013. END = 1
  85014. }
  85015. /**
  85016. * Sub emitter class used to emit particles from an existing particle
  85017. */
  85018. export class SubEmitter {
  85019. /**
  85020. * the particle system to be used by the sub emitter
  85021. */
  85022. particleSystem: ParticleSystem;
  85023. /**
  85024. * Type of the submitter (Default: END)
  85025. */
  85026. type: SubEmitterType;
  85027. /**
  85028. * 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)
  85029. * Note: This only is supported when using an emitter of type Mesh
  85030. */
  85031. inheritDirection: boolean;
  85032. /**
  85033. * How much of the attached particles speed should be added to the sub emitted particle (default: 0)
  85034. */
  85035. inheritedVelocityAmount: number;
  85036. /**
  85037. * Creates a sub emitter
  85038. * @param particleSystem the particle system to be used by the sub emitter
  85039. */
  85040. constructor(
  85041. /**
  85042. * the particle system to be used by the sub emitter
  85043. */
  85044. particleSystem: ParticleSystem);
  85045. /**
  85046. * Clones the sub emitter
  85047. * @returns the cloned sub emitter
  85048. */
  85049. clone(): SubEmitter;
  85050. /**
  85051. * Serialize current object to a JSON object
  85052. * @returns the serialized object
  85053. */
  85054. serialize(): any;
  85055. /** @hidden */
  85056. static _ParseParticleSystem(system: any, scene: Scene, rootUrl: string): ParticleSystem;
  85057. /**
  85058. * Creates a new SubEmitter from a serialized JSON version
  85059. * @param serializationObject defines the JSON object to read from
  85060. * @param scene defines the hosting scene
  85061. * @param rootUrl defines the rootUrl for data loading
  85062. * @returns a new SubEmitter
  85063. */
  85064. static Parse(serializationObject: any, scene: Scene, rootUrl: string): SubEmitter;
  85065. /** Release associated resources */
  85066. dispose(): void;
  85067. }
  85068. }
  85069. declare module BABYLON {
  85070. /** @hidden */
  85071. export var clipPlaneFragmentDeclaration: {
  85072. name: string;
  85073. shader: string;
  85074. };
  85075. }
  85076. declare module BABYLON {
  85077. /** @hidden */
  85078. export var imageProcessingDeclaration: {
  85079. name: string;
  85080. shader: string;
  85081. };
  85082. }
  85083. declare module BABYLON {
  85084. /** @hidden */
  85085. export var imageProcessingFunctions: {
  85086. name: string;
  85087. shader: string;
  85088. };
  85089. }
  85090. declare module BABYLON {
  85091. /** @hidden */
  85092. export var clipPlaneFragment: {
  85093. name: string;
  85094. shader: string;
  85095. };
  85096. }
  85097. declare module BABYLON {
  85098. /** @hidden */
  85099. export var particlesPixelShader: {
  85100. name: string;
  85101. shader: string;
  85102. };
  85103. }
  85104. declare module BABYLON {
  85105. /** @hidden */
  85106. export var clipPlaneVertexDeclaration: {
  85107. name: string;
  85108. shader: string;
  85109. };
  85110. }
  85111. declare module BABYLON {
  85112. /** @hidden */
  85113. export var clipPlaneVertex: {
  85114. name: string;
  85115. shader: string;
  85116. };
  85117. }
  85118. declare module BABYLON {
  85119. /** @hidden */
  85120. export var particlesVertexShader: {
  85121. name: string;
  85122. shader: string;
  85123. };
  85124. }
  85125. declare module BABYLON {
  85126. /**
  85127. * This represents a particle system in Babylon.
  85128. * 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.
  85129. * Particles can take different shapes while emitted like box, sphere, cone or you can write your custom function.
  85130. * @example https://doc.babylonjs.com/babylon101/particles
  85131. */
  85132. export class ParticleSystem extends BaseParticleSystem implements IDisposable, IAnimatable, IParticleSystem {
  85133. /**
  85134. * Billboard mode will only apply to Y axis
  85135. */
  85136. static readonly BILLBOARDMODE_Y: number;
  85137. /**
  85138. * Billboard mode will apply to all axes
  85139. */
  85140. static readonly BILLBOARDMODE_ALL: number;
  85141. /**
  85142. * Special billboard mode where the particle will be biilboard to the camera but rotated to align with direction
  85143. */
  85144. static readonly BILLBOARDMODE_STRETCHED: number;
  85145. /**
  85146. * This function can be defined to provide custom update for active particles.
  85147. * This function will be called instead of regular update (age, position, color, etc.).
  85148. * Do not forget that this function will be called on every frame so try to keep it simple and fast :)
  85149. */
  85150. updateFunction: (particles: Particle[]) => void;
  85151. private _emitterWorldMatrix;
  85152. /**
  85153. * This function can be defined to specify initial direction for every new particle.
  85154. * It by default use the emitterType defined function
  85155. */
  85156. startDirectionFunction: (worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle) => void;
  85157. /**
  85158. * This function can be defined to specify initial position for every new particle.
  85159. * It by default use the emitterType defined function
  85160. */
  85161. startPositionFunction: (worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle) => void;
  85162. /**
  85163. * @hidden
  85164. */
  85165. _inheritedVelocityOffset: Vector3;
  85166. /**
  85167. * An event triggered when the system is disposed
  85168. */
  85169. onDisposeObservable: Observable<ParticleSystem>;
  85170. private _onDisposeObserver;
  85171. /**
  85172. * Sets a callback that will be triggered when the system is disposed
  85173. */
  85174. onDispose: () => void;
  85175. private _particles;
  85176. private _epsilon;
  85177. private _capacity;
  85178. private _stockParticles;
  85179. private _newPartsExcess;
  85180. private _vertexData;
  85181. private _vertexBuffer;
  85182. private _vertexBuffers;
  85183. private _spriteBuffer;
  85184. private _indexBuffer;
  85185. private _effect;
  85186. private _customEffect;
  85187. private _cachedDefines;
  85188. private _scaledColorStep;
  85189. private _colorDiff;
  85190. private _scaledDirection;
  85191. private _scaledGravity;
  85192. private _currentRenderId;
  85193. private _alive;
  85194. private _useInstancing;
  85195. private _started;
  85196. private _stopped;
  85197. private _actualFrame;
  85198. private _scaledUpdateSpeed;
  85199. private _vertexBufferSize;
  85200. /** @hidden */
  85201. _currentEmitRateGradient: Nullable<FactorGradient>;
  85202. /** @hidden */
  85203. _currentEmitRate1: number;
  85204. /** @hidden */
  85205. _currentEmitRate2: number;
  85206. /** @hidden */
  85207. _currentStartSizeGradient: Nullable<FactorGradient>;
  85208. /** @hidden */
  85209. _currentStartSize1: number;
  85210. /** @hidden */
  85211. _currentStartSize2: number;
  85212. private readonly _rawTextureWidth;
  85213. private _rampGradientsTexture;
  85214. private _useRampGradients;
  85215. /** Gets or sets a boolean indicating that ramp gradients must be used
  85216. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  85217. */
  85218. useRampGradients: boolean;
  85219. /**
  85220. * 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.
  85221. * 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: [])
  85222. */
  85223. subEmitters: Array<ParticleSystem | SubEmitter | Array<SubEmitter>>;
  85224. private _subEmitters;
  85225. /**
  85226. * @hidden
  85227. * If the particle systems emitter should be disposed when the particle system is disposed
  85228. */
  85229. _disposeEmitterOnDispose: boolean;
  85230. /**
  85231. * The current active Sub-systems, this property is used by the root particle system only.
  85232. */
  85233. activeSubSystems: Array<ParticleSystem>;
  85234. private _rootParticleSystem;
  85235. /**
  85236. * Gets the current list of active particles
  85237. */
  85238. readonly particles: Particle[];
  85239. /**
  85240. * Returns the string "ParticleSystem"
  85241. * @returns a string containing the class name
  85242. */
  85243. getClassName(): string;
  85244. /**
  85245. * Instantiates a particle system.
  85246. * 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.
  85247. * @param name The name of the particle system
  85248. * @param capacity The max number of particles alive at the same time
  85249. * @param scene The scene the particle system belongs to
  85250. * @param customEffect a custom effect used to change the way particles are rendered by default
  85251. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  85252. * @param epsilon Offset used to render the particles
  85253. */
  85254. constructor(name: string, capacity: number, scene: Scene, customEffect?: Nullable<Effect>, isAnimationSheetEnabled?: boolean, epsilon?: number);
  85255. private _addFactorGradient;
  85256. private _removeFactorGradient;
  85257. /**
  85258. * Adds a new life time gradient
  85259. * @param gradient defines the gradient to use (between 0 and 1)
  85260. * @param factor defines the life time factor to affect to the specified gradient
  85261. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85262. * @returns the current particle system
  85263. */
  85264. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85265. /**
  85266. * Remove a specific life time gradient
  85267. * @param gradient defines the gradient to remove
  85268. * @returns the current particle system
  85269. */
  85270. removeLifeTimeGradient(gradient: number): IParticleSystem;
  85271. /**
  85272. * Adds a new size gradient
  85273. * @param gradient defines the gradient to use (between 0 and 1)
  85274. * @param factor defines the size factor to affect to the specified gradient
  85275. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85276. * @returns the current particle system
  85277. */
  85278. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85279. /**
  85280. * Remove a specific size gradient
  85281. * @param gradient defines the gradient to remove
  85282. * @returns the current particle system
  85283. */
  85284. removeSizeGradient(gradient: number): IParticleSystem;
  85285. /**
  85286. * Adds a new color remap gradient
  85287. * @param gradient defines the gradient to use (between 0 and 1)
  85288. * @param min defines the color remap minimal range
  85289. * @param max defines the color remap maximal range
  85290. * @returns the current particle system
  85291. */
  85292. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85293. /**
  85294. * Remove a specific color remap gradient
  85295. * @param gradient defines the gradient to remove
  85296. * @returns the current particle system
  85297. */
  85298. removeColorRemapGradient(gradient: number): IParticleSystem;
  85299. /**
  85300. * Adds a new alpha remap gradient
  85301. * @param gradient defines the gradient to use (between 0 and 1)
  85302. * @param min defines the alpha remap minimal range
  85303. * @param max defines the alpha remap maximal range
  85304. * @returns the current particle system
  85305. */
  85306. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  85307. /**
  85308. * Remove a specific alpha remap gradient
  85309. * @param gradient defines the gradient to remove
  85310. * @returns the current particle system
  85311. */
  85312. removeAlphaRemapGradient(gradient: number): IParticleSystem;
  85313. /**
  85314. * Adds a new angular speed gradient
  85315. * @param gradient defines the gradient to use (between 0 and 1)
  85316. * @param factor defines the angular speed to affect to the specified gradient
  85317. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85318. * @returns the current particle system
  85319. */
  85320. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85321. /**
  85322. * Remove a specific angular speed gradient
  85323. * @param gradient defines the gradient to remove
  85324. * @returns the current particle system
  85325. */
  85326. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  85327. /**
  85328. * Adds a new velocity gradient
  85329. * @param gradient defines the gradient to use (between 0 and 1)
  85330. * @param factor defines the velocity to affect to the specified gradient
  85331. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85332. * @returns the current particle system
  85333. */
  85334. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85335. /**
  85336. * Remove a specific velocity gradient
  85337. * @param gradient defines the gradient to remove
  85338. * @returns the current particle system
  85339. */
  85340. removeVelocityGradient(gradient: number): IParticleSystem;
  85341. /**
  85342. * Adds a new limit velocity gradient
  85343. * @param gradient defines the gradient to use (between 0 and 1)
  85344. * @param factor defines the limit velocity value to affect to the specified gradient
  85345. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85346. * @returns the current particle system
  85347. */
  85348. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85349. /**
  85350. * Remove a specific limit velocity gradient
  85351. * @param gradient defines the gradient to remove
  85352. * @returns the current particle system
  85353. */
  85354. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  85355. /**
  85356. * Adds a new drag gradient
  85357. * @param gradient defines the gradient to use (between 0 and 1)
  85358. * @param factor defines the drag value to affect to the specified gradient
  85359. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85360. * @returns the current particle system
  85361. */
  85362. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85363. /**
  85364. * Remove a specific drag gradient
  85365. * @param gradient defines the gradient to remove
  85366. * @returns the current particle system
  85367. */
  85368. removeDragGradient(gradient: number): IParticleSystem;
  85369. /**
  85370. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  85371. * @param gradient defines the gradient to use (between 0 and 1)
  85372. * @param factor defines the emit rate value to affect to the specified gradient
  85373. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85374. * @returns the current particle system
  85375. */
  85376. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85377. /**
  85378. * Remove a specific emit rate gradient
  85379. * @param gradient defines the gradient to remove
  85380. * @returns the current particle system
  85381. */
  85382. removeEmitRateGradient(gradient: number): IParticleSystem;
  85383. /**
  85384. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  85385. * @param gradient defines the gradient to use (between 0 and 1)
  85386. * @param factor defines the start size value to affect to the specified gradient
  85387. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  85388. * @returns the current particle system
  85389. */
  85390. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  85391. /**
  85392. * Remove a specific start size gradient
  85393. * @param gradient defines the gradient to remove
  85394. * @returns the current particle system
  85395. */
  85396. removeStartSizeGradient(gradient: number): IParticleSystem;
  85397. private _createRampGradientTexture;
  85398. /**
  85399. * Gets the current list of ramp gradients.
  85400. * You must use addRampGradient and removeRampGradient to udpate this list
  85401. * @returns the list of ramp gradients
  85402. */
  85403. getRampGradients(): Nullable<Array<Color3Gradient>>;
  85404. /**
  85405. * Adds a new ramp gradient used to remap particle colors
  85406. * @param gradient defines the gradient to use (between 0 and 1)
  85407. * @param color defines the color to affect to the specified gradient
  85408. * @returns the current particle system
  85409. */
  85410. addRampGradient(gradient: number, color: Color3): ParticleSystem;
  85411. /**
  85412. * Remove a specific ramp gradient
  85413. * @param gradient defines the gradient to remove
  85414. * @returns the current particle system
  85415. */
  85416. removeRampGradient(gradient: number): ParticleSystem;
  85417. /**
  85418. * Adds a new color gradient
  85419. * @param gradient defines the gradient to use (between 0 and 1)
  85420. * @param color1 defines the color to affect to the specified gradient
  85421. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  85422. * @returns this particle system
  85423. */
  85424. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  85425. /**
  85426. * Remove a specific color gradient
  85427. * @param gradient defines the gradient to remove
  85428. * @returns this particle system
  85429. */
  85430. removeColorGradient(gradient: number): IParticleSystem;
  85431. private _fetchR;
  85432. protected _reset(): void;
  85433. private _resetEffect;
  85434. private _createVertexBuffers;
  85435. private _createIndexBuffer;
  85436. /**
  85437. * Gets the maximum number of particles active at the same time.
  85438. * @returns The max number of active particles.
  85439. */
  85440. getCapacity(): number;
  85441. /**
  85442. * Gets whether there are still active particles in the system.
  85443. * @returns True if it is alive, otherwise false.
  85444. */
  85445. isAlive(): boolean;
  85446. /**
  85447. * Gets if the system has been started. (Note: this will still be true after stop is called)
  85448. * @returns True if it has been started, otherwise false.
  85449. */
  85450. isStarted(): boolean;
  85451. private _prepareSubEmitterInternalArray;
  85452. /**
  85453. * Starts the particle system and begins to emit
  85454. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  85455. */
  85456. start(delay?: number): void;
  85457. /**
  85458. * Stops the particle system.
  85459. * @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.
  85460. */
  85461. stop(stopSubEmitters?: boolean): void;
  85462. /**
  85463. * Remove all active particles
  85464. */
  85465. reset(): void;
  85466. /**
  85467. * @hidden (for internal use only)
  85468. */
  85469. _appendParticleVertex(index: number, particle: Particle, offsetX: number, offsetY: number): void;
  85470. /**
  85471. * "Recycles" one of the particle by copying it back to the "stock" of particles and removing it from the active list.
  85472. * Its lifetime will start back at 0.
  85473. */
  85474. recycleParticle: (particle: Particle) => void;
  85475. private _stopSubEmitters;
  85476. private _createParticle;
  85477. private _removeFromRoot;
  85478. private _emitFromParticle;
  85479. private _update;
  85480. /** @hidden */
  85481. static _GetAttributeNamesOrOptions(isAnimationSheetEnabled?: boolean, isBillboardBased?: boolean, useRampGradients?: boolean): string[];
  85482. /** @hidden */
  85483. static _GetEffectCreationOptions(isAnimationSheetEnabled?: boolean): string[];
  85484. /** @hidden */
  85485. private _getEffect;
  85486. /**
  85487. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  85488. * @param preWarmOnly will prevent the system from updating the vertex buffer (default is false)
  85489. */
  85490. animate(preWarmOnly?: boolean): void;
  85491. private _appendParticleVertices;
  85492. /**
  85493. * Rebuilds the particle system.
  85494. */
  85495. rebuild(): void;
  85496. /**
  85497. * Is this system ready to be used/rendered
  85498. * @return true if the system is ready
  85499. */
  85500. isReady(): boolean;
  85501. private _render;
  85502. /**
  85503. * Renders the particle system in its current state.
  85504. * @returns the current number of particles
  85505. */
  85506. render(): number;
  85507. /**
  85508. * Disposes the particle system and free the associated resources
  85509. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  85510. */
  85511. dispose(disposeTexture?: boolean): void;
  85512. /**
  85513. * Clones the particle system.
  85514. * @param name The name of the cloned object
  85515. * @param newEmitter The new emitter to use
  85516. * @returns the cloned particle system
  85517. */
  85518. clone(name: string, newEmitter: any): ParticleSystem;
  85519. /**
  85520. * Serializes the particle system to a JSON object.
  85521. * @returns the JSON object
  85522. */
  85523. serialize(): any;
  85524. /** @hidden */
  85525. static _Serialize(serializationObject: any, particleSystem: IParticleSystem): void;
  85526. /** @hidden */
  85527. static _Parse(parsedParticleSystem: any, particleSystem: IParticleSystem, scene: Scene, rootUrl: string): void;
  85528. /**
  85529. * Parses a JSON object to create a particle system.
  85530. * @param parsedParticleSystem The JSON object to parse
  85531. * @param scene The scene to create the particle system in
  85532. * @param rootUrl The root url to use to load external dependencies like texture
  85533. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  85534. * @returns the Parsed particle system
  85535. */
  85536. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): ParticleSystem;
  85537. }
  85538. }
  85539. declare module BABYLON {
  85540. /**
  85541. * A particle represents one of the element emitted by a particle system.
  85542. * This is mainly define by its coordinates, direction, velocity and age.
  85543. */
  85544. export class Particle {
  85545. /**
  85546. * The particle system the particle belongs to.
  85547. */
  85548. particleSystem: ParticleSystem;
  85549. private static _Count;
  85550. /**
  85551. * Unique ID of the particle
  85552. */
  85553. id: number;
  85554. /**
  85555. * The world position of the particle in the scene.
  85556. */
  85557. position: Vector3;
  85558. /**
  85559. * The world direction of the particle in the scene.
  85560. */
  85561. direction: Vector3;
  85562. /**
  85563. * The color of the particle.
  85564. */
  85565. color: Color4;
  85566. /**
  85567. * The color change of the particle per step.
  85568. */
  85569. colorStep: Color4;
  85570. /**
  85571. * Defines how long will the life of the particle be.
  85572. */
  85573. lifeTime: number;
  85574. /**
  85575. * The current age of the particle.
  85576. */
  85577. age: number;
  85578. /**
  85579. * The current size of the particle.
  85580. */
  85581. size: number;
  85582. /**
  85583. * The current scale of the particle.
  85584. */
  85585. scale: Vector2;
  85586. /**
  85587. * The current angle of the particle.
  85588. */
  85589. angle: number;
  85590. /**
  85591. * Defines how fast is the angle changing.
  85592. */
  85593. angularSpeed: number;
  85594. /**
  85595. * Defines the cell index used by the particle to be rendered from a sprite.
  85596. */
  85597. cellIndex: number;
  85598. /**
  85599. * The information required to support color remapping
  85600. */
  85601. remapData: Vector4;
  85602. /** @hidden */
  85603. _randomCellOffset?: number;
  85604. /** @hidden */
  85605. _initialDirection: Nullable<Vector3>;
  85606. /** @hidden */
  85607. _attachedSubEmitters: Nullable<Array<SubEmitter>>;
  85608. /** @hidden */
  85609. _initialStartSpriteCellID: number;
  85610. /** @hidden */
  85611. _initialEndSpriteCellID: number;
  85612. /** @hidden */
  85613. _currentColorGradient: Nullable<ColorGradient>;
  85614. /** @hidden */
  85615. _currentColor1: Color4;
  85616. /** @hidden */
  85617. _currentColor2: Color4;
  85618. /** @hidden */
  85619. _currentSizeGradient: Nullable<FactorGradient>;
  85620. /** @hidden */
  85621. _currentSize1: number;
  85622. /** @hidden */
  85623. _currentSize2: number;
  85624. /** @hidden */
  85625. _currentAngularSpeedGradient: Nullable<FactorGradient>;
  85626. /** @hidden */
  85627. _currentAngularSpeed1: number;
  85628. /** @hidden */
  85629. _currentAngularSpeed2: number;
  85630. /** @hidden */
  85631. _currentVelocityGradient: Nullable<FactorGradient>;
  85632. /** @hidden */
  85633. _currentVelocity1: number;
  85634. /** @hidden */
  85635. _currentVelocity2: number;
  85636. /** @hidden */
  85637. _currentLimitVelocityGradient: Nullable<FactorGradient>;
  85638. /** @hidden */
  85639. _currentLimitVelocity1: number;
  85640. /** @hidden */
  85641. _currentLimitVelocity2: number;
  85642. /** @hidden */
  85643. _currentDragGradient: Nullable<FactorGradient>;
  85644. /** @hidden */
  85645. _currentDrag1: number;
  85646. /** @hidden */
  85647. _currentDrag2: number;
  85648. /** @hidden */
  85649. _randomNoiseCoordinates1: Vector3;
  85650. /** @hidden */
  85651. _randomNoiseCoordinates2: Vector3;
  85652. /**
  85653. * Creates a new instance Particle
  85654. * @param particleSystem the particle system the particle belongs to
  85655. */
  85656. constructor(
  85657. /**
  85658. * The particle system the particle belongs to.
  85659. */
  85660. particleSystem: ParticleSystem);
  85661. private updateCellInfoFromSystem;
  85662. /**
  85663. * Defines how the sprite cell index is updated for the particle
  85664. */
  85665. updateCellIndex(): void;
  85666. /** @hidden */
  85667. _inheritParticleInfoToSubEmitter(subEmitter: SubEmitter): void;
  85668. /** @hidden */
  85669. _inheritParticleInfoToSubEmitters(): void;
  85670. /** @hidden */
  85671. _reset(): void;
  85672. /**
  85673. * Copy the properties of particle to another one.
  85674. * @param other the particle to copy the information to.
  85675. */
  85676. copyTo(other: Particle): void;
  85677. }
  85678. }
  85679. declare module BABYLON {
  85680. /**
  85681. * Particle emitter represents a volume emitting particles.
  85682. * This is the responsibility of the implementation to define the volume shape like cone/sphere/box.
  85683. */
  85684. export interface IParticleEmitterType {
  85685. /**
  85686. * Called by the particle System when the direction is computed for the created particle.
  85687. * @param worldMatrix is the world matrix of the particle system
  85688. * @param directionToUpdate is the direction vector to update with the result
  85689. * @param particle is the particle we are computed the direction for
  85690. */
  85691. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85692. /**
  85693. * Called by the particle System when the position is computed for the created particle.
  85694. * @param worldMatrix is the world matrix of the particle system
  85695. * @param positionToUpdate is the position vector to update with the result
  85696. * @param particle is the particle we are computed the position for
  85697. */
  85698. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85699. /**
  85700. * Clones the current emitter and returns a copy of it
  85701. * @returns the new emitter
  85702. */
  85703. clone(): IParticleEmitterType;
  85704. /**
  85705. * Called by the GPUParticleSystem to setup the update shader
  85706. * @param effect defines the update shader
  85707. */
  85708. applyToShader(effect: Effect): void;
  85709. /**
  85710. * Returns a string to use to update the GPU particles update shader
  85711. * @returns the effect defines string
  85712. */
  85713. getEffectDefines(): string;
  85714. /**
  85715. * Returns a string representing the class name
  85716. * @returns a string containing the class name
  85717. */
  85718. getClassName(): string;
  85719. /**
  85720. * Serializes the particle system to a JSON object.
  85721. * @returns the JSON object
  85722. */
  85723. serialize(): any;
  85724. /**
  85725. * Parse properties from a JSON object
  85726. * @param serializationObject defines the JSON object
  85727. */
  85728. parse(serializationObject: any): void;
  85729. }
  85730. }
  85731. declare module BABYLON {
  85732. /**
  85733. * Particle emitter emitting particles from the inside of a box.
  85734. * It emits the particles randomly between 2 given directions.
  85735. */
  85736. export class BoxParticleEmitter implements IParticleEmitterType {
  85737. /**
  85738. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85739. */
  85740. direction1: Vector3;
  85741. /**
  85742. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  85743. */
  85744. direction2: Vector3;
  85745. /**
  85746. * 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.
  85747. */
  85748. minEmitBox: Vector3;
  85749. /**
  85750. * 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.
  85751. */
  85752. maxEmitBox: Vector3;
  85753. /**
  85754. * Creates a new instance BoxParticleEmitter
  85755. */
  85756. constructor();
  85757. /**
  85758. * Called by the particle System when the direction is computed for the created particle.
  85759. * @param worldMatrix is the world matrix of the particle system
  85760. * @param directionToUpdate is the direction vector to update with the result
  85761. * @param particle is the particle we are computed the direction for
  85762. */
  85763. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85764. /**
  85765. * Called by the particle System when the position is computed for the created particle.
  85766. * @param worldMatrix is the world matrix of the particle system
  85767. * @param positionToUpdate is the position vector to update with the result
  85768. * @param particle is the particle we are computed the position for
  85769. */
  85770. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85771. /**
  85772. * Clones the current emitter and returns a copy of it
  85773. * @returns the new emitter
  85774. */
  85775. clone(): BoxParticleEmitter;
  85776. /**
  85777. * Called by the GPUParticleSystem to setup the update shader
  85778. * @param effect defines the update shader
  85779. */
  85780. applyToShader(effect: Effect): void;
  85781. /**
  85782. * Returns a string to use to update the GPU particles update shader
  85783. * @returns a string containng the defines string
  85784. */
  85785. getEffectDefines(): string;
  85786. /**
  85787. * Returns the string "BoxParticleEmitter"
  85788. * @returns a string containing the class name
  85789. */
  85790. getClassName(): string;
  85791. /**
  85792. * Serializes the particle system to a JSON object.
  85793. * @returns the JSON object
  85794. */
  85795. serialize(): any;
  85796. /**
  85797. * Parse properties from a JSON object
  85798. * @param serializationObject defines the JSON object
  85799. */
  85800. parse(serializationObject: any): void;
  85801. }
  85802. }
  85803. declare module BABYLON {
  85804. /**
  85805. * Particle emitter emitting particles from the inside of a cone.
  85806. * It emits the particles alongside the cone volume from the base to the particle.
  85807. * The emission direction might be randomized.
  85808. */
  85809. export class ConeParticleEmitter implements IParticleEmitterType {
  85810. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85811. directionRandomizer: number;
  85812. private _radius;
  85813. private _angle;
  85814. private _height;
  85815. /**
  85816. * Gets or sets a value indicating where on the radius the start position should be picked (1 = everywhere, 0 = only surface)
  85817. */
  85818. radiusRange: number;
  85819. /**
  85820. * Gets or sets a value indicating where on the height the start position should be picked (1 = everywhere, 0 = only surface)
  85821. */
  85822. heightRange: number;
  85823. /**
  85824. * Gets or sets a value indicating if all the particles should be emitted from the spawn point only (the base of the cone)
  85825. */
  85826. emitFromSpawnPointOnly: boolean;
  85827. /**
  85828. * Gets or sets the radius of the emission cone
  85829. */
  85830. radius: number;
  85831. /**
  85832. * Gets or sets the angle of the emission cone
  85833. */
  85834. angle: number;
  85835. private _buildHeight;
  85836. /**
  85837. * Creates a new instance ConeParticleEmitter
  85838. * @param radius the radius of the emission cone (1 by default)
  85839. * @param angle the cone base angle (PI by default)
  85840. * @param directionRandomizer defines how much to randomize the particle direction [0-1] (default is 0)
  85841. */
  85842. constructor(radius?: number, angle?: number,
  85843. /** defines how much to randomize the particle direction [0-1] (default is 0) */
  85844. directionRandomizer?: number);
  85845. /**
  85846. * Called by the particle System when the direction is computed for the created particle.
  85847. * @param worldMatrix is the world matrix of the particle system
  85848. * @param directionToUpdate is the direction vector to update with the result
  85849. * @param particle is the particle we are computed the direction for
  85850. */
  85851. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85852. /**
  85853. * Called by the particle System when the position is computed for the created particle.
  85854. * @param worldMatrix is the world matrix of the particle system
  85855. * @param positionToUpdate is the position vector to update with the result
  85856. * @param particle is the particle we are computed the position for
  85857. */
  85858. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85859. /**
  85860. * Clones the current emitter and returns a copy of it
  85861. * @returns the new emitter
  85862. */
  85863. clone(): ConeParticleEmitter;
  85864. /**
  85865. * Called by the GPUParticleSystem to setup the update shader
  85866. * @param effect defines the update shader
  85867. */
  85868. applyToShader(effect: Effect): void;
  85869. /**
  85870. * Returns a string to use to update the GPU particles update shader
  85871. * @returns a string containng the defines string
  85872. */
  85873. getEffectDefines(): string;
  85874. /**
  85875. * Returns the string "ConeParticleEmitter"
  85876. * @returns a string containing the class name
  85877. */
  85878. getClassName(): string;
  85879. /**
  85880. * Serializes the particle system to a JSON object.
  85881. * @returns the JSON object
  85882. */
  85883. serialize(): any;
  85884. /**
  85885. * Parse properties from a JSON object
  85886. * @param serializationObject defines the JSON object
  85887. */
  85888. parse(serializationObject: any): void;
  85889. }
  85890. }
  85891. declare module BABYLON {
  85892. /**
  85893. * Particle emitter emitting particles from the inside of a cylinder.
  85894. * It emits the particles alongside the cylinder radius. The emission direction might be randomized.
  85895. */
  85896. export class CylinderParticleEmitter implements IParticleEmitterType {
  85897. /**
  85898. * The radius of the emission cylinder.
  85899. */
  85900. radius: number;
  85901. /**
  85902. * The height of the emission cylinder.
  85903. */
  85904. height: number;
  85905. /**
  85906. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85907. */
  85908. radiusRange: number;
  85909. /**
  85910. * How much to randomize the particle direction [0-1].
  85911. */
  85912. directionRandomizer: number;
  85913. /**
  85914. * Creates a new instance CylinderParticleEmitter
  85915. * @param radius the radius of the emission cylinder (1 by default)
  85916. * @param height the height of the emission cylinder (1 by default)
  85917. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  85918. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  85919. */
  85920. constructor(
  85921. /**
  85922. * The radius of the emission cylinder.
  85923. */
  85924. radius?: number,
  85925. /**
  85926. * The height of the emission cylinder.
  85927. */
  85928. height?: number,
  85929. /**
  85930. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  85931. */
  85932. radiusRange?: number,
  85933. /**
  85934. * How much to randomize the particle direction [0-1].
  85935. */
  85936. directionRandomizer?: number);
  85937. /**
  85938. * Called by the particle System when the direction is computed for the created particle.
  85939. * @param worldMatrix is the world matrix of the particle system
  85940. * @param directionToUpdate is the direction vector to update with the result
  85941. * @param particle is the particle we are computed the direction for
  85942. */
  85943. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  85944. /**
  85945. * Called by the particle System when the position is computed for the created particle.
  85946. * @param worldMatrix is the world matrix of the particle system
  85947. * @param positionToUpdate is the position vector to update with the result
  85948. * @param particle is the particle we are computed the position for
  85949. */
  85950. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  85951. /**
  85952. * Clones the current emitter and returns a copy of it
  85953. * @returns the new emitter
  85954. */
  85955. clone(): CylinderParticleEmitter;
  85956. /**
  85957. * Called by the GPUParticleSystem to setup the update shader
  85958. * @param effect defines the update shader
  85959. */
  85960. applyToShader(effect: Effect): void;
  85961. /**
  85962. * Returns a string to use to update the GPU particles update shader
  85963. * @returns a string containng the defines string
  85964. */
  85965. getEffectDefines(): string;
  85966. /**
  85967. * Returns the string "CylinderParticleEmitter"
  85968. * @returns a string containing the class name
  85969. */
  85970. getClassName(): string;
  85971. /**
  85972. * Serializes the particle system to a JSON object.
  85973. * @returns the JSON object
  85974. */
  85975. serialize(): any;
  85976. /**
  85977. * Parse properties from a JSON object
  85978. * @param serializationObject defines the JSON object
  85979. */
  85980. parse(serializationObject: any): void;
  85981. }
  85982. /**
  85983. * Particle emitter emitting particles from the inside of a cylinder.
  85984. * It emits the particles randomly between two vectors.
  85985. */
  85986. export class CylinderDirectedParticleEmitter extends CylinderParticleEmitter {
  85987. /**
  85988. * The min limit of the emission direction.
  85989. */
  85990. direction1: Vector3;
  85991. /**
  85992. * The max limit of the emission direction.
  85993. */
  85994. direction2: Vector3;
  85995. /**
  85996. * Creates a new instance CylinderDirectedParticleEmitter
  85997. * @param radius the radius of the emission cylinder (1 by default)
  85998. * @param height the height of the emission cylinder (1 by default)
  85999. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86000. * @param direction1 the min limit of the emission direction (up vector by default)
  86001. * @param direction2 the max limit of the emission direction (up vector by default)
  86002. */
  86003. constructor(radius?: number, height?: number, radiusRange?: number,
  86004. /**
  86005. * The min limit of the emission direction.
  86006. */
  86007. direction1?: Vector3,
  86008. /**
  86009. * The max limit of the emission direction.
  86010. */
  86011. direction2?: Vector3);
  86012. /**
  86013. * Called by the particle System when the direction is computed for the created particle.
  86014. * @param worldMatrix is the world matrix of the particle system
  86015. * @param directionToUpdate is the direction vector to update with the result
  86016. * @param particle is the particle we are computed the direction for
  86017. */
  86018. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86019. /**
  86020. * Clones the current emitter and returns a copy of it
  86021. * @returns the new emitter
  86022. */
  86023. clone(): CylinderDirectedParticleEmitter;
  86024. /**
  86025. * Called by the GPUParticleSystem to setup the update shader
  86026. * @param effect defines the update shader
  86027. */
  86028. applyToShader(effect: Effect): void;
  86029. /**
  86030. * Returns a string to use to update the GPU particles update shader
  86031. * @returns a string containng the defines string
  86032. */
  86033. getEffectDefines(): string;
  86034. /**
  86035. * Returns the string "CylinderDirectedParticleEmitter"
  86036. * @returns a string containing the class name
  86037. */
  86038. getClassName(): string;
  86039. /**
  86040. * Serializes the particle system to a JSON object.
  86041. * @returns the JSON object
  86042. */
  86043. serialize(): any;
  86044. /**
  86045. * Parse properties from a JSON object
  86046. * @param serializationObject defines the JSON object
  86047. */
  86048. parse(serializationObject: any): void;
  86049. }
  86050. }
  86051. declare module BABYLON {
  86052. /**
  86053. * Particle emitter emitting particles from the inside of a hemisphere.
  86054. * It emits the particles alongside the hemisphere radius. The emission direction might be randomized.
  86055. */
  86056. export class HemisphericParticleEmitter implements IParticleEmitterType {
  86057. /**
  86058. * The radius of the emission hemisphere.
  86059. */
  86060. radius: number;
  86061. /**
  86062. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86063. */
  86064. radiusRange: number;
  86065. /**
  86066. * How much to randomize the particle direction [0-1].
  86067. */
  86068. directionRandomizer: number;
  86069. /**
  86070. * Creates a new instance HemisphericParticleEmitter
  86071. * @param radius the radius of the emission hemisphere (1 by default)
  86072. * @param radiusRange the range of the emission hemisphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86073. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86074. */
  86075. constructor(
  86076. /**
  86077. * The radius of the emission hemisphere.
  86078. */
  86079. radius?: number,
  86080. /**
  86081. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86082. */
  86083. radiusRange?: number,
  86084. /**
  86085. * How much to randomize the particle direction [0-1].
  86086. */
  86087. directionRandomizer?: number);
  86088. /**
  86089. * Called by the particle System when the direction is computed for the created particle.
  86090. * @param worldMatrix is the world matrix of the particle system
  86091. * @param directionToUpdate is the direction vector to update with the result
  86092. * @param particle is the particle we are computed the direction for
  86093. */
  86094. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86095. /**
  86096. * Called by the particle System when the position is computed for the created particle.
  86097. * @param worldMatrix is the world matrix of the particle system
  86098. * @param positionToUpdate is the position vector to update with the result
  86099. * @param particle is the particle we are computed the position for
  86100. */
  86101. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86102. /**
  86103. * Clones the current emitter and returns a copy of it
  86104. * @returns the new emitter
  86105. */
  86106. clone(): HemisphericParticleEmitter;
  86107. /**
  86108. * Called by the GPUParticleSystem to setup the update shader
  86109. * @param effect defines the update shader
  86110. */
  86111. applyToShader(effect: Effect): void;
  86112. /**
  86113. * Returns a string to use to update the GPU particles update shader
  86114. * @returns a string containng the defines string
  86115. */
  86116. getEffectDefines(): string;
  86117. /**
  86118. * Returns the string "HemisphericParticleEmitter"
  86119. * @returns a string containing the class name
  86120. */
  86121. getClassName(): string;
  86122. /**
  86123. * Serializes the particle system to a JSON object.
  86124. * @returns the JSON object
  86125. */
  86126. serialize(): any;
  86127. /**
  86128. * Parse properties from a JSON object
  86129. * @param serializationObject defines the JSON object
  86130. */
  86131. parse(serializationObject: any): void;
  86132. }
  86133. }
  86134. declare module BABYLON {
  86135. /**
  86136. * Particle emitter emitting particles from a point.
  86137. * It emits the particles randomly between 2 given directions.
  86138. */
  86139. export class PointParticleEmitter implements IParticleEmitterType {
  86140. /**
  86141. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86142. */
  86143. direction1: Vector3;
  86144. /**
  86145. * Random direction of each particle after it has been emitted, between direction1 and direction2 vectors.
  86146. */
  86147. direction2: Vector3;
  86148. /**
  86149. * Creates a new instance PointParticleEmitter
  86150. */
  86151. constructor();
  86152. /**
  86153. * Called by the particle System when the direction is computed for the created particle.
  86154. * @param worldMatrix is the world matrix of the particle system
  86155. * @param directionToUpdate is the direction vector to update with the result
  86156. * @param particle is the particle we are computed the direction for
  86157. */
  86158. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86159. /**
  86160. * Called by the particle System when the position is computed for the created particle.
  86161. * @param worldMatrix is the world matrix of the particle system
  86162. * @param positionToUpdate is the position vector to update with the result
  86163. * @param particle is the particle we are computed the position for
  86164. */
  86165. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86166. /**
  86167. * Clones the current emitter and returns a copy of it
  86168. * @returns the new emitter
  86169. */
  86170. clone(): PointParticleEmitter;
  86171. /**
  86172. * Called by the GPUParticleSystem to setup the update shader
  86173. * @param effect defines the update shader
  86174. */
  86175. applyToShader(effect: Effect): void;
  86176. /**
  86177. * Returns a string to use to update the GPU particles update shader
  86178. * @returns a string containng the defines string
  86179. */
  86180. getEffectDefines(): string;
  86181. /**
  86182. * Returns the string "PointParticleEmitter"
  86183. * @returns a string containing the class name
  86184. */
  86185. getClassName(): string;
  86186. /**
  86187. * Serializes the particle system to a JSON object.
  86188. * @returns the JSON object
  86189. */
  86190. serialize(): any;
  86191. /**
  86192. * Parse properties from a JSON object
  86193. * @param serializationObject defines the JSON object
  86194. */
  86195. parse(serializationObject: any): void;
  86196. }
  86197. }
  86198. declare module BABYLON {
  86199. /**
  86200. * Particle emitter emitting particles from the inside of a sphere.
  86201. * It emits the particles alongside the sphere radius. The emission direction might be randomized.
  86202. */
  86203. export class SphereParticleEmitter implements IParticleEmitterType {
  86204. /**
  86205. * The radius of the emission sphere.
  86206. */
  86207. radius: number;
  86208. /**
  86209. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86210. */
  86211. radiusRange: number;
  86212. /**
  86213. * How much to randomize the particle direction [0-1].
  86214. */
  86215. directionRandomizer: number;
  86216. /**
  86217. * Creates a new instance SphereParticleEmitter
  86218. * @param radius the radius of the emission sphere (1 by default)
  86219. * @param radiusRange the range of the emission sphere [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86220. * @param directionRandomizer defines how much to randomize the particle direction [0-1]
  86221. */
  86222. constructor(
  86223. /**
  86224. * The radius of the emission sphere.
  86225. */
  86226. radius?: number,
  86227. /**
  86228. * The range of emission [0-1] 0 Surface only, 1 Entire Radius.
  86229. */
  86230. radiusRange?: number,
  86231. /**
  86232. * How much to randomize the particle direction [0-1].
  86233. */
  86234. directionRandomizer?: number);
  86235. /**
  86236. * Called by the particle System when the direction is computed for the created particle.
  86237. * @param worldMatrix is the world matrix of the particle system
  86238. * @param directionToUpdate is the direction vector to update with the result
  86239. * @param particle is the particle we are computed the direction for
  86240. */
  86241. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86242. /**
  86243. * Called by the particle System when the position is computed for the created particle.
  86244. * @param worldMatrix is the world matrix of the particle system
  86245. * @param positionToUpdate is the position vector to update with the result
  86246. * @param particle is the particle we are computed the position for
  86247. */
  86248. startPositionFunction(worldMatrix: Matrix, positionToUpdate: Vector3, particle: Particle): void;
  86249. /**
  86250. * Clones the current emitter and returns a copy of it
  86251. * @returns the new emitter
  86252. */
  86253. clone(): SphereParticleEmitter;
  86254. /**
  86255. * Called by the GPUParticleSystem to setup the update shader
  86256. * @param effect defines the update shader
  86257. */
  86258. applyToShader(effect: Effect): void;
  86259. /**
  86260. * Returns a string to use to update the GPU particles update shader
  86261. * @returns a string containng the defines string
  86262. */
  86263. getEffectDefines(): string;
  86264. /**
  86265. * Returns the string "SphereParticleEmitter"
  86266. * @returns a string containing the class name
  86267. */
  86268. getClassName(): string;
  86269. /**
  86270. * Serializes the particle system to a JSON object.
  86271. * @returns the JSON object
  86272. */
  86273. serialize(): any;
  86274. /**
  86275. * Parse properties from a JSON object
  86276. * @param serializationObject defines the JSON object
  86277. */
  86278. parse(serializationObject: any): void;
  86279. }
  86280. /**
  86281. * Particle emitter emitting particles from the inside of a sphere.
  86282. * It emits the particles randomly between two vectors.
  86283. */
  86284. export class SphereDirectedParticleEmitter extends SphereParticleEmitter {
  86285. /**
  86286. * The min limit of the emission direction.
  86287. */
  86288. direction1: Vector3;
  86289. /**
  86290. * The max limit of the emission direction.
  86291. */
  86292. direction2: Vector3;
  86293. /**
  86294. * Creates a new instance SphereDirectedParticleEmitter
  86295. * @param radius the radius of the emission sphere (1 by default)
  86296. * @param direction1 the min limit of the emission direction (up vector by default)
  86297. * @param direction2 the max limit of the emission direction (up vector by default)
  86298. */
  86299. constructor(radius?: number,
  86300. /**
  86301. * The min limit of the emission direction.
  86302. */
  86303. direction1?: Vector3,
  86304. /**
  86305. * The max limit of the emission direction.
  86306. */
  86307. direction2?: Vector3);
  86308. /**
  86309. * Called by the particle System when the direction is computed for the created particle.
  86310. * @param worldMatrix is the world matrix of the particle system
  86311. * @param directionToUpdate is the direction vector to update with the result
  86312. * @param particle is the particle we are computed the direction for
  86313. */
  86314. startDirectionFunction(worldMatrix: Matrix, directionToUpdate: Vector3, particle: Particle): void;
  86315. /**
  86316. * Clones the current emitter and returns a copy of it
  86317. * @returns the new emitter
  86318. */
  86319. clone(): SphereDirectedParticleEmitter;
  86320. /**
  86321. * Called by the GPUParticleSystem to setup the update shader
  86322. * @param effect defines the update shader
  86323. */
  86324. applyToShader(effect: Effect): void;
  86325. /**
  86326. * Returns a string to use to update the GPU particles update shader
  86327. * @returns a string containng the defines string
  86328. */
  86329. getEffectDefines(): string;
  86330. /**
  86331. * Returns the string "SphereDirectedParticleEmitter"
  86332. * @returns a string containing the class name
  86333. */
  86334. getClassName(): string;
  86335. /**
  86336. * Serializes the particle system to a JSON object.
  86337. * @returns the JSON object
  86338. */
  86339. serialize(): any;
  86340. /**
  86341. * Parse properties from a JSON object
  86342. * @param serializationObject defines the JSON object
  86343. */
  86344. parse(serializationObject: any): void;
  86345. }
  86346. }
  86347. declare module BABYLON {
  86348. /**
  86349. * Interface representing a particle system in Babylon.js.
  86350. * This groups the common functionalities that needs to be implemented in order to create a particle system.
  86351. * A particle system represents a way to manage particles from their emission to their animation and rendering.
  86352. */
  86353. export interface IParticleSystem {
  86354. /**
  86355. * List of animations used by the particle system.
  86356. */
  86357. animations: Animation[];
  86358. /**
  86359. * The id of the Particle system.
  86360. */
  86361. id: string;
  86362. /**
  86363. * The name of the Particle system.
  86364. */
  86365. name: string;
  86366. /**
  86367. * The emitter represents the Mesh or position we are attaching the particle system to.
  86368. */
  86369. emitter: Nullable<AbstractMesh | Vector3>;
  86370. /**
  86371. * Gets or sets a boolean indicating if the particles must be rendered as billboard or aligned with the direction
  86372. */
  86373. isBillboardBased: boolean;
  86374. /**
  86375. * The rendering group used by the Particle system to chose when to render.
  86376. */
  86377. renderingGroupId: number;
  86378. /**
  86379. * The layer mask we are rendering the particles through.
  86380. */
  86381. layerMask: number;
  86382. /**
  86383. * The overall motion speed (0.01 is default update speed, faster updates = faster animation)
  86384. */
  86385. updateSpeed: number;
  86386. /**
  86387. * The amount of time the particle system is running (depends of the overall update speed).
  86388. */
  86389. targetStopDuration: number;
  86390. /**
  86391. * The texture used to render each particle. (this can be a spritesheet)
  86392. */
  86393. particleTexture: Nullable<Texture>;
  86394. /**
  86395. * Blend mode use to render the particle, it can be either ParticleSystem.BLENDMODE_ONEONE, ParticleSystem.BLENDMODE_STANDARD or ParticleSystem.BLENDMODE_ADD.
  86396. */
  86397. blendMode: number;
  86398. /**
  86399. * Minimum life time of emitting particles.
  86400. */
  86401. minLifeTime: number;
  86402. /**
  86403. * Maximum life time of emitting particles.
  86404. */
  86405. maxLifeTime: number;
  86406. /**
  86407. * Minimum Size of emitting particles.
  86408. */
  86409. minSize: number;
  86410. /**
  86411. * Maximum Size of emitting particles.
  86412. */
  86413. maxSize: number;
  86414. /**
  86415. * Minimum scale of emitting particles on X axis.
  86416. */
  86417. minScaleX: number;
  86418. /**
  86419. * Maximum scale of emitting particles on X axis.
  86420. */
  86421. maxScaleX: number;
  86422. /**
  86423. * Minimum scale of emitting particles on Y axis.
  86424. */
  86425. minScaleY: number;
  86426. /**
  86427. * Maximum scale of emitting particles on Y axis.
  86428. */
  86429. maxScaleY: number;
  86430. /**
  86431. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86432. */
  86433. color1: Color4;
  86434. /**
  86435. * Random color of each particle after it has been emitted, between color1 and color2 vectors.
  86436. */
  86437. color2: Color4;
  86438. /**
  86439. * Color the particle will have at the end of its lifetime.
  86440. */
  86441. colorDead: Color4;
  86442. /**
  86443. * The maximum number of particles to emit per frame until we reach the activeParticleCount value
  86444. */
  86445. emitRate: number;
  86446. /**
  86447. * You can use gravity if you want to give an orientation to your particles.
  86448. */
  86449. gravity: Vector3;
  86450. /**
  86451. * Minimum power of emitting particles.
  86452. */
  86453. minEmitPower: number;
  86454. /**
  86455. * Maximum power of emitting particles.
  86456. */
  86457. maxEmitPower: number;
  86458. /**
  86459. * Minimum angular speed of emitting particles (Z-axis rotation for each particle).
  86460. */
  86461. minAngularSpeed: number;
  86462. /**
  86463. * Maximum angular speed of emitting particles (Z-axis rotation for each particle).
  86464. */
  86465. maxAngularSpeed: number;
  86466. /**
  86467. * Gets or sets the minimal initial rotation in radians.
  86468. */
  86469. minInitialRotation: number;
  86470. /**
  86471. * Gets or sets the maximal initial rotation in radians.
  86472. */
  86473. maxInitialRotation: number;
  86474. /**
  86475. * The particle emitter type defines the emitter used by the particle system.
  86476. * It can be for example box, sphere, or cone...
  86477. */
  86478. particleEmitterType: Nullable<IParticleEmitterType>;
  86479. /**
  86480. * Defines the delay in milliseconds before starting the system (0 by default)
  86481. */
  86482. startDelay: number;
  86483. /**
  86484. * 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
  86485. */
  86486. preWarmCycles: number;
  86487. /**
  86488. * Gets or sets a value indicating the time step multiplier to use in pre-warm mode (default is 1)
  86489. */
  86490. preWarmStepOffset: number;
  86491. /**
  86492. * 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)
  86493. */
  86494. spriteCellChangeSpeed: number;
  86495. /**
  86496. * If using a spritesheet (isAnimationSheetEnabled) defines the first sprite cell to display
  86497. */
  86498. startSpriteCellID: number;
  86499. /**
  86500. * If using a spritesheet (isAnimationSheetEnabled) defines the last sprite cell to display
  86501. */
  86502. endSpriteCellID: number;
  86503. /**
  86504. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell width to use
  86505. */
  86506. spriteCellWidth: number;
  86507. /**
  86508. * If using a spritesheet (isAnimationSheetEnabled), defines the sprite cell height to use
  86509. */
  86510. spriteCellHeight: number;
  86511. /**
  86512. * This allows the system to random pick the start cell ID between startSpriteCellID and endSpriteCellID
  86513. */
  86514. spriteRandomStartCell: boolean;
  86515. /**
  86516. * Gets or sets a boolean indicating if a spritesheet is used to animate the particles texture
  86517. */
  86518. isAnimationSheetEnabled: boolean;
  86519. /** Gets or sets a Vector2 used to move the pivot (by default (0,0)) */
  86520. translationPivot: Vector2;
  86521. /**
  86522. * Gets or sets a texture used to add random noise to particle positions
  86523. */
  86524. noiseTexture: Nullable<BaseTexture>;
  86525. /** Gets or sets the strength to apply to the noise value (default is (10, 10, 10)) */
  86526. noiseStrength: Vector3;
  86527. /**
  86528. * Gets or sets the billboard mode to use when isBillboardBased = true.
  86529. * Value can be: ParticleSystem.BILLBOARDMODE_ALL, ParticleSystem.BILLBOARDMODE_Y, ParticleSystem.BILLBOARDMODE_STRETCHED
  86530. */
  86531. billboardMode: number;
  86532. /** Gets or sets a value indicating the damping to apply if the limit velocity factor is reached */
  86533. limitVelocityDamping: number;
  86534. /**
  86535. * Gets or sets a boolean indicating that hosted animations (in the system.animations array) must be started when system.start() is called
  86536. */
  86537. beginAnimationOnStart: boolean;
  86538. /**
  86539. * Gets or sets the frame to start the animation from when beginAnimationOnStart is true
  86540. */
  86541. beginAnimationFrom: number;
  86542. /**
  86543. * Gets or sets the frame to end the animation on when beginAnimationOnStart is true
  86544. */
  86545. beginAnimationTo: number;
  86546. /**
  86547. * Gets or sets a boolean indicating if animations must loop when beginAnimationOnStart is true
  86548. */
  86549. beginAnimationLoop: boolean;
  86550. /**
  86551. * Specifies whether the particle system will be disposed once it reaches the end of the animation.
  86552. */
  86553. disposeOnStop: boolean;
  86554. /**
  86555. * Gets the maximum number of particles active at the same time.
  86556. * @returns The max number of active particles.
  86557. */
  86558. getCapacity(): number;
  86559. /**
  86560. * Gets if the system has been started. (Note: this will still be true after stop is called)
  86561. * @returns True if it has been started, otherwise false.
  86562. */
  86563. isStarted(): boolean;
  86564. /**
  86565. * Animates the particle system for this frame.
  86566. */
  86567. animate(): void;
  86568. /**
  86569. * Renders the particle system in its current state.
  86570. * @returns the current number of particles
  86571. */
  86572. render(): number;
  86573. /**
  86574. * Dispose the particle system and frees its associated resources.
  86575. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  86576. */
  86577. dispose(disposeTexture?: boolean): void;
  86578. /**
  86579. * Clones the particle system.
  86580. * @param name The name of the cloned object
  86581. * @param newEmitter The new emitter to use
  86582. * @returns the cloned particle system
  86583. */
  86584. clone(name: string, newEmitter: any): Nullable<IParticleSystem>;
  86585. /**
  86586. * Serializes the particle system to a JSON object.
  86587. * @returns the JSON object
  86588. */
  86589. serialize(): any;
  86590. /**
  86591. * Rebuild the particle system
  86592. */
  86593. rebuild(): void;
  86594. /**
  86595. * Starts the particle system and begins to emit
  86596. * @param delay defines the delay in milliseconds before starting the system (0 by default)
  86597. */
  86598. start(delay?: number): void;
  86599. /**
  86600. * Stops the particle system.
  86601. */
  86602. stop(): void;
  86603. /**
  86604. * Remove all active particles
  86605. */
  86606. reset(): void;
  86607. /**
  86608. * Is this system ready to be used/rendered
  86609. * @return true if the system is ready
  86610. */
  86611. isReady(): boolean;
  86612. /**
  86613. * Adds a new color gradient
  86614. * @param gradient defines the gradient to use (between 0 and 1)
  86615. * @param color1 defines the color to affect to the specified gradient
  86616. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  86617. * @returns the current particle system
  86618. */
  86619. addColorGradient(gradient: number, color1: Color4, color2?: Color4): IParticleSystem;
  86620. /**
  86621. * Remove a specific color gradient
  86622. * @param gradient defines the gradient to remove
  86623. * @returns the current particle system
  86624. */
  86625. removeColorGradient(gradient: number): IParticleSystem;
  86626. /**
  86627. * Adds a new size gradient
  86628. * @param gradient defines the gradient to use (between 0 and 1)
  86629. * @param factor defines the size factor to affect to the specified gradient
  86630. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86631. * @returns the current particle system
  86632. */
  86633. addSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86634. /**
  86635. * Remove a specific size gradient
  86636. * @param gradient defines the gradient to remove
  86637. * @returns the current particle system
  86638. */
  86639. removeSizeGradient(gradient: number): IParticleSystem;
  86640. /**
  86641. * Gets the current list of color gradients.
  86642. * You must use addColorGradient and removeColorGradient to udpate this list
  86643. * @returns the list of color gradients
  86644. */
  86645. getColorGradients(): Nullable<Array<ColorGradient>>;
  86646. /**
  86647. * Gets the current list of size gradients.
  86648. * You must use addSizeGradient and removeSizeGradient to udpate this list
  86649. * @returns the list of size gradients
  86650. */
  86651. getSizeGradients(): Nullable<Array<FactorGradient>>;
  86652. /**
  86653. * Gets the current list of angular speed gradients.
  86654. * You must use addAngularSpeedGradient and removeAngularSpeedGradient to udpate this list
  86655. * @returns the list of angular speed gradients
  86656. */
  86657. getAngularSpeedGradients(): Nullable<Array<FactorGradient>>;
  86658. /**
  86659. * Adds a new angular speed gradient
  86660. * @param gradient defines the gradient to use (between 0 and 1)
  86661. * @param factor defines the angular speed to affect to the specified gradient
  86662. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86663. * @returns the current particle system
  86664. */
  86665. addAngularSpeedGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86666. /**
  86667. * Remove a specific angular speed gradient
  86668. * @param gradient defines the gradient to remove
  86669. * @returns the current particle system
  86670. */
  86671. removeAngularSpeedGradient(gradient: number): IParticleSystem;
  86672. /**
  86673. * Gets the current list of velocity gradients.
  86674. * You must use addVelocityGradient and removeVelocityGradient to udpate this list
  86675. * @returns the list of velocity gradients
  86676. */
  86677. getVelocityGradients(): Nullable<Array<FactorGradient>>;
  86678. /**
  86679. * Adds a new velocity gradient
  86680. * @param gradient defines the gradient to use (between 0 and 1)
  86681. * @param factor defines the velocity to affect to the specified gradient
  86682. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86683. * @returns the current particle system
  86684. */
  86685. addVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86686. /**
  86687. * Remove a specific velocity gradient
  86688. * @param gradient defines the gradient to remove
  86689. * @returns the current particle system
  86690. */
  86691. removeVelocityGradient(gradient: number): IParticleSystem;
  86692. /**
  86693. * Gets the current list of limit velocity gradients.
  86694. * You must use addLimitVelocityGradient and removeLimitVelocityGradient to udpate this list
  86695. * @returns the list of limit velocity gradients
  86696. */
  86697. getLimitVelocityGradients(): Nullable<Array<FactorGradient>>;
  86698. /**
  86699. * Adds a new limit velocity gradient
  86700. * @param gradient defines the gradient to use (between 0 and 1)
  86701. * @param factor defines the limit velocity to affect to the specified gradient
  86702. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86703. * @returns the current particle system
  86704. */
  86705. addLimitVelocityGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86706. /**
  86707. * Remove a specific limit velocity gradient
  86708. * @param gradient defines the gradient to remove
  86709. * @returns the current particle system
  86710. */
  86711. removeLimitVelocityGradient(gradient: number): IParticleSystem;
  86712. /**
  86713. * Adds a new drag gradient
  86714. * @param gradient defines the gradient to use (between 0 and 1)
  86715. * @param factor defines the drag to affect to the specified gradient
  86716. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86717. * @returns the current particle system
  86718. */
  86719. addDragGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86720. /**
  86721. * Remove a specific drag gradient
  86722. * @param gradient defines the gradient to remove
  86723. * @returns the current particle system
  86724. */
  86725. removeDragGradient(gradient: number): IParticleSystem;
  86726. /**
  86727. * Gets the current list of drag gradients.
  86728. * You must use addDragGradient and removeDragGradient to udpate this list
  86729. * @returns the list of drag gradients
  86730. */
  86731. getDragGradients(): Nullable<Array<FactorGradient>>;
  86732. /**
  86733. * Adds a new emit rate gradient (please note that this will only work if you set the targetStopDuration property)
  86734. * @param gradient defines the gradient to use (between 0 and 1)
  86735. * @param factor defines the emit rate to affect to the specified gradient
  86736. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86737. * @returns the current particle system
  86738. */
  86739. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86740. /**
  86741. * Remove a specific emit rate gradient
  86742. * @param gradient defines the gradient to remove
  86743. * @returns the current particle system
  86744. */
  86745. removeEmitRateGradient(gradient: number): IParticleSystem;
  86746. /**
  86747. * Gets the current list of emit rate gradients.
  86748. * You must use addEmitRateGradient and removeEmitRateGradient to udpate this list
  86749. * @returns the list of emit rate gradients
  86750. */
  86751. getEmitRateGradients(): Nullable<Array<FactorGradient>>;
  86752. /**
  86753. * Adds a new start size gradient (please note that this will only work if you set the targetStopDuration property)
  86754. * @param gradient defines the gradient to use (between 0 and 1)
  86755. * @param factor defines the start size to affect to the specified gradient
  86756. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86757. * @returns the current particle system
  86758. */
  86759. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86760. /**
  86761. * Remove a specific start size gradient
  86762. * @param gradient defines the gradient to remove
  86763. * @returns the current particle system
  86764. */
  86765. removeStartSizeGradient(gradient: number): IParticleSystem;
  86766. /**
  86767. * Gets the current list of start size gradients.
  86768. * You must use addStartSizeGradient and removeStartSizeGradient to udpate this list
  86769. * @returns the list of start size gradients
  86770. */
  86771. getStartSizeGradients(): Nullable<Array<FactorGradient>>;
  86772. /**
  86773. * Adds a new life time gradient
  86774. * @param gradient defines the gradient to use (between 0 and 1)
  86775. * @param factor defines the life time factor to affect to the specified gradient
  86776. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  86777. * @returns the current particle system
  86778. */
  86779. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  86780. /**
  86781. * Remove a specific life time gradient
  86782. * @param gradient defines the gradient to remove
  86783. * @returns the current particle system
  86784. */
  86785. removeLifeTimeGradient(gradient: number): IParticleSystem;
  86786. /**
  86787. * Gets the current list of life time gradients.
  86788. * You must use addLifeTimeGradient and removeLifeTimeGradient to udpate this list
  86789. * @returns the list of life time gradients
  86790. */
  86791. getLifeTimeGradients(): Nullable<Array<FactorGradient>>;
  86792. /**
  86793. * Gets the current list of color gradients.
  86794. * You must use addColorGradient and removeColorGradient to udpate this list
  86795. * @returns the list of color gradients
  86796. */
  86797. getColorGradients(): Nullable<Array<ColorGradient>>;
  86798. /**
  86799. * Adds a new ramp gradient used to remap particle colors
  86800. * @param gradient defines the gradient to use (between 0 and 1)
  86801. * @param color defines the color to affect to the specified gradient
  86802. * @returns the current particle system
  86803. */
  86804. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  86805. /**
  86806. * Gets the current list of ramp gradients.
  86807. * You must use addRampGradient and removeRampGradient to udpate this list
  86808. * @returns the list of ramp gradients
  86809. */
  86810. getRampGradients(): Nullable<Array<Color3Gradient>>;
  86811. /** Gets or sets a boolean indicating that ramp gradients must be used
  86812. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  86813. */
  86814. useRampGradients: boolean;
  86815. /**
  86816. * Adds a new color remap gradient
  86817. * @param gradient defines the gradient to use (between 0 and 1)
  86818. * @param min defines the color remap minimal range
  86819. * @param max defines the color remap maximal range
  86820. * @returns the current particle system
  86821. */
  86822. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86823. /**
  86824. * Gets the current list of color remap gradients.
  86825. * You must use addColorRemapGradient and removeColorRemapGradient to udpate this list
  86826. * @returns the list of color remap gradients
  86827. */
  86828. getColorRemapGradients(): Nullable<Array<FactorGradient>>;
  86829. /**
  86830. * Adds a new alpha remap gradient
  86831. * @param gradient defines the gradient to use (between 0 and 1)
  86832. * @param min defines the alpha remap minimal range
  86833. * @param max defines the alpha remap maximal range
  86834. * @returns the current particle system
  86835. */
  86836. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  86837. /**
  86838. * Gets the current list of alpha remap gradients.
  86839. * You must use addAlphaRemapGradient and removeAlphaRemapGradient to udpate this list
  86840. * @returns the list of alpha remap gradients
  86841. */
  86842. getAlphaRemapGradients(): Nullable<Array<FactorGradient>>;
  86843. /**
  86844. * Creates a Point Emitter for the particle system (emits directly from the emitter position)
  86845. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86846. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86847. * @returns the emitter
  86848. */
  86849. createPointEmitter(direction1: Vector3, direction2: Vector3): PointParticleEmitter;
  86850. /**
  86851. * Creates a Hemisphere Emitter for the particle system (emits along the hemisphere radius)
  86852. * @param radius The radius of the hemisphere to emit from
  86853. * @param radiusRange The range of the hemisphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86854. * @returns the emitter
  86855. */
  86856. createHemisphericEmitter(radius: number, radiusRange: number): HemisphericParticleEmitter;
  86857. /**
  86858. * Creates a Sphere Emitter for the particle system (emits along the sphere radius)
  86859. * @param radius The radius of the sphere to emit from
  86860. * @param radiusRange The range of the sphere to emit from [0-1] 0 Surface Only, 1 Entire Radius
  86861. * @returns the emitter
  86862. */
  86863. createSphereEmitter(radius: number, radiusRange: number): SphereParticleEmitter;
  86864. /**
  86865. * Creates a Directed Sphere Emitter for the particle system (emits between direction1 and direction2)
  86866. * @param radius The radius of the sphere to emit from
  86867. * @param direction1 Particles are emitted between the direction1 and direction2 from within the sphere
  86868. * @param direction2 Particles are emitted between the direction1 and direction2 from within the sphere
  86869. * @returns the emitter
  86870. */
  86871. createDirectedSphereEmitter(radius: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86872. /**
  86873. * Creates a Cylinder Emitter for the particle system (emits from the cylinder to the particle position)
  86874. * @param radius The radius of the emission cylinder
  86875. * @param height The height of the emission cylinder
  86876. * @param radiusRange The range of emission [0-1] 0 Surface only, 1 Entire Radius
  86877. * @param directionRandomizer How much to randomize the particle direction [0-1]
  86878. * @returns the emitter
  86879. */
  86880. createCylinderEmitter(radius: number, height: number, radiusRange: number, directionRandomizer: number): CylinderParticleEmitter;
  86881. /**
  86882. * Creates a Directed Cylinder Emitter for the particle system (emits between direction1 and direction2)
  86883. * @param radius The radius of the cylinder to emit from
  86884. * @param height The height of the emission cylinder
  86885. * @param radiusRange the range of the emission cylinder [0-1] 0 Surface only, 1 Entire Radius (1 by default)
  86886. * @param direction1 Particles are emitted between the direction1 and direction2 from within the cylinder
  86887. * @param direction2 Particles are emitted between the direction1 and direction2 from within the cylinder
  86888. * @returns the emitter
  86889. */
  86890. createDirectedCylinderEmitter(radius: number, height: number, radiusRange: number, direction1: Vector3, direction2: Vector3): SphereDirectedParticleEmitter;
  86891. /**
  86892. * Creates a Cone Emitter for the particle system (emits from the cone to the particle position)
  86893. * @param radius The radius of the cone to emit from
  86894. * @param angle The base angle of the cone
  86895. * @returns the emitter
  86896. */
  86897. createConeEmitter(radius: number, angle: number): ConeParticleEmitter;
  86898. /**
  86899. * Creates a Box Emitter for the particle system. (emits between direction1 and direction2 from withing the box defined by minEmitBox and maxEmitBox)
  86900. * @param direction1 Particles are emitted between the direction1 and direction2 from within the box
  86901. * @param direction2 Particles are emitted between the direction1 and direction2 from within the box
  86902. * @param minEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86903. * @param maxEmitBox Particles are emitted from the box between minEmitBox and maxEmitBox
  86904. * @returns the emitter
  86905. */
  86906. createBoxEmitter(direction1: Vector3, direction2: Vector3, minEmitBox: Vector3, maxEmitBox: Vector3): BoxParticleEmitter;
  86907. /**
  86908. * Get hosting scene
  86909. * @returns the scene
  86910. */
  86911. getScene(): Scene;
  86912. }
  86913. }
  86914. declare module BABYLON {
  86915. /**
  86916. * Creates an instance based on a source mesh.
  86917. */
  86918. export class InstancedMesh extends AbstractMesh {
  86919. private _sourceMesh;
  86920. private _currentLOD;
  86921. /** @hidden */
  86922. _indexInSourceMeshInstanceArray: number;
  86923. constructor(name: string, source: Mesh);
  86924. /**
  86925. * Returns the string "InstancedMesh".
  86926. */
  86927. getClassName(): string;
  86928. /** Gets the list of lights affecting that mesh */
  86929. readonly lightSources: Light[];
  86930. _resyncLightSources(): void;
  86931. _resyncLighSource(light: Light): void;
  86932. _removeLightSource(light: Light, dispose: boolean): void;
  86933. /**
  86934. * If the source mesh receives shadows
  86935. */
  86936. readonly receiveShadows: boolean;
  86937. /**
  86938. * The material of the source mesh
  86939. */
  86940. readonly material: Nullable<Material>;
  86941. /**
  86942. * Visibility of the source mesh
  86943. */
  86944. readonly visibility: number;
  86945. /**
  86946. * Skeleton of the source mesh
  86947. */
  86948. readonly skeleton: Nullable<Skeleton>;
  86949. /**
  86950. * Rendering ground id of the source mesh
  86951. */
  86952. renderingGroupId: number;
  86953. /**
  86954. * Returns the total number of vertices (integer).
  86955. */
  86956. getTotalVertices(): number;
  86957. /**
  86958. * Returns a positive integer : the total number of indices in this mesh geometry.
  86959. * @returns the numner of indices or zero if the mesh has no geometry.
  86960. */
  86961. getTotalIndices(): number;
  86962. /**
  86963. * The source mesh of the instance
  86964. */
  86965. readonly sourceMesh: Mesh;
  86966. /**
  86967. * Is this node ready to be used/rendered
  86968. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  86969. * @return {boolean} is it ready
  86970. */
  86971. isReady(completeCheck?: boolean): boolean;
  86972. /**
  86973. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  86974. * @param kind kind of verticies to retreive (eg. positons, normals, uvs, etc.)
  86975. * @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.
  86976. * @returns a float array or a Float32Array of the requested kind of data : positons, normals, uvs, etc.
  86977. */
  86978. getVerticesData(kind: string, copyWhenShared?: boolean): Nullable<FloatArray>;
  86979. /**
  86980. * Sets the vertex data of the mesh geometry for the requested `kind`.
  86981. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  86982. * The `data` are either a numeric array either a Float32Array.
  86983. * The parameter `updatable` is passed as is to the underlying Geometry object constructor (if initianilly none) or updater.
  86984. * 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).
  86985. * Note that a new underlying VertexBuffer object is created each call.
  86986. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  86987. *
  86988. * Possible `kind` values :
  86989. * - VertexBuffer.PositionKind
  86990. * - VertexBuffer.UVKind
  86991. * - VertexBuffer.UV2Kind
  86992. * - VertexBuffer.UV3Kind
  86993. * - VertexBuffer.UV4Kind
  86994. * - VertexBuffer.UV5Kind
  86995. * - VertexBuffer.UV6Kind
  86996. * - VertexBuffer.ColorKind
  86997. * - VertexBuffer.MatricesIndicesKind
  86998. * - VertexBuffer.MatricesIndicesExtraKind
  86999. * - VertexBuffer.MatricesWeightsKind
  87000. * - VertexBuffer.MatricesWeightsExtraKind
  87001. *
  87002. * Returns the Mesh.
  87003. */
  87004. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  87005. /**
  87006. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  87007. * If the mesh has no geometry, it is simply returned as it is.
  87008. * The `data` are either a numeric array either a Float32Array.
  87009. * No new underlying VertexBuffer object is created.
  87010. * 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.
  87011. * If the parameter `makeItUnique` is true, a new global geometry is created from this positions and is set to the mesh.
  87012. *
  87013. * Possible `kind` values :
  87014. * - VertexBuffer.PositionKind
  87015. * - VertexBuffer.UVKind
  87016. * - VertexBuffer.UV2Kind
  87017. * - VertexBuffer.UV3Kind
  87018. * - VertexBuffer.UV4Kind
  87019. * - VertexBuffer.UV5Kind
  87020. * - VertexBuffer.UV6Kind
  87021. * - VertexBuffer.ColorKind
  87022. * - VertexBuffer.MatricesIndicesKind
  87023. * - VertexBuffer.MatricesIndicesExtraKind
  87024. * - VertexBuffer.MatricesWeightsKind
  87025. * - VertexBuffer.MatricesWeightsExtraKind
  87026. *
  87027. * Returns the Mesh.
  87028. */
  87029. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): Mesh;
  87030. /**
  87031. * Sets the mesh indices.
  87032. * Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array).
  87033. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  87034. * This method creates a new index buffer each call.
  87035. * Returns the Mesh.
  87036. */
  87037. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>): Mesh;
  87038. /**
  87039. * Boolean : True if the mesh owns the requested kind of data.
  87040. */
  87041. isVerticesDataPresent(kind: string): boolean;
  87042. /**
  87043. * Returns an array of indices (IndicesArray).
  87044. */
  87045. getIndices(): Nullable<IndicesArray>;
  87046. readonly _positions: Nullable<Vector3[]>;
  87047. /**
  87048. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  87049. * This means the mesh underlying bounding box and sphere are recomputed.
  87050. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  87051. * @returns the current mesh
  87052. */
  87053. refreshBoundingInfo(applySkeleton?: boolean): InstancedMesh;
  87054. /** @hidden */
  87055. _preActivate(): InstancedMesh;
  87056. /** @hidden */
  87057. _activate(renderId: number, intermediateRendering: boolean): boolean;
  87058. /** @hidden */
  87059. _postActivate(): void;
  87060. getWorldMatrix(): Matrix;
  87061. readonly isAnInstance: boolean;
  87062. /**
  87063. * Returns the current associated LOD AbstractMesh.
  87064. */
  87065. getLOD(camera: Camera): AbstractMesh;
  87066. /** @hidden */
  87067. _syncSubMeshes(): InstancedMesh;
  87068. /** @hidden */
  87069. _generatePointsArray(): boolean;
  87070. /**
  87071. * Creates a new InstancedMesh from the current mesh.
  87072. * - name (string) : the cloned mesh name
  87073. * - newParent (optional Node) : the optional Node to parent the clone to.
  87074. * - doNotCloneChildren (optional boolean, default `false`) : if `true` the model children aren't cloned.
  87075. *
  87076. * Returns the clone.
  87077. */
  87078. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87079. /**
  87080. * Disposes the InstancedMesh.
  87081. * Returns nothing.
  87082. */
  87083. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  87084. }
  87085. interface Mesh {
  87086. /**
  87087. * Register a custom buffer that will be instanced
  87088. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87089. * @param kind defines the buffer kind
  87090. * @param stride defines the stride in floats
  87091. */
  87092. registerInstancedBuffer(kind: string, stride: number): void;
  87093. /** @hidden */
  87094. _userInstancedBuffersStorage: {
  87095. data: {
  87096. [key: string]: Float32Array;
  87097. };
  87098. sizes: {
  87099. [key: string]: number;
  87100. };
  87101. vertexBuffers: {
  87102. [key: string]: Nullable<VertexBuffer>;
  87103. };
  87104. strides: {
  87105. [key: string]: number;
  87106. };
  87107. };
  87108. }
  87109. interface AbstractMesh {
  87110. /**
  87111. * Object used to store instanced buffers defined by user
  87112. * @see https://doc.babylonjs.com/how_to/how_to_use_instances#custom-buffers
  87113. */
  87114. instancedBuffers: {
  87115. [key: string]: any;
  87116. };
  87117. }
  87118. }
  87119. declare module BABYLON {
  87120. /**
  87121. * Defines the options associated with the creation of a shader material.
  87122. */
  87123. export interface IShaderMaterialOptions {
  87124. /**
  87125. * Does the material work in alpha blend mode
  87126. */
  87127. needAlphaBlending: boolean;
  87128. /**
  87129. * Does the material work in alpha test mode
  87130. */
  87131. needAlphaTesting: boolean;
  87132. /**
  87133. * The list of attribute names used in the shader
  87134. */
  87135. attributes: string[];
  87136. /**
  87137. * The list of unifrom names used in the shader
  87138. */
  87139. uniforms: string[];
  87140. /**
  87141. * The list of UBO names used in the shader
  87142. */
  87143. uniformBuffers: string[];
  87144. /**
  87145. * The list of sampler names used in the shader
  87146. */
  87147. samplers: string[];
  87148. /**
  87149. * The list of defines used in the shader
  87150. */
  87151. defines: string[];
  87152. }
  87153. /**
  87154. * 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.
  87155. *
  87156. * This returned material effects how the mesh will look based on the code in the shaders.
  87157. *
  87158. * @see http://doc.babylonjs.com/how_to/shader_material
  87159. */
  87160. export class ShaderMaterial extends Material {
  87161. private _shaderPath;
  87162. private _options;
  87163. private _textures;
  87164. private _textureArrays;
  87165. private _floats;
  87166. private _ints;
  87167. private _floatsArrays;
  87168. private _colors3;
  87169. private _colors3Arrays;
  87170. private _colors4;
  87171. private _colors4Arrays;
  87172. private _vectors2;
  87173. private _vectors3;
  87174. private _vectors4;
  87175. private _matrices;
  87176. private _matrixArrays;
  87177. private _matrices3x3;
  87178. private _matrices2x2;
  87179. private _vectors2Arrays;
  87180. private _vectors3Arrays;
  87181. private _vectors4Arrays;
  87182. private _cachedWorldViewMatrix;
  87183. private _cachedWorldViewProjectionMatrix;
  87184. private _renderId;
  87185. /**
  87186. * Instantiate a new shader material.
  87187. * 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.
  87188. * This returned material effects how the mesh will look based on the code in the shaders.
  87189. * @see http://doc.babylonjs.com/how_to/shader_material
  87190. * @param name Define the name of the material in the scene
  87191. * @param scene Define the scene the material belongs to
  87192. * @param shaderPath Defines the route to the shader code in one of three ways:
  87193. * * object: { vertex: "custom", fragment: "custom" }, used with Effect.ShadersStore["customVertexShader"] and Effect.ShadersStore["customFragmentShader"]
  87194. * * object: { vertexElement: "vertexShaderCode", fragmentElement: "fragmentShaderCode" }, used with shader code in script tags
  87195. * * object: { vertexSource: "vertex shader code string", fragmentSource: "fragment shader code string" } using with strings containing the shaders code
  87196. * * string: "./COMMON_NAME", used with external files COMMON_NAME.vertex.fx and COMMON_NAME.fragment.fx in index.html folder.
  87197. * @param options Define the options used to create the shader
  87198. */
  87199. constructor(name: string, scene: Scene, shaderPath: any, options?: Partial<IShaderMaterialOptions>);
  87200. /**
  87201. * Gets the shader path used to define the shader code
  87202. * It can be modified to trigger a new compilation
  87203. */
  87204. /**
  87205. * Sets the shader path used to define the shader code
  87206. * It can be modified to trigger a new compilation
  87207. */
  87208. shaderPath: any;
  87209. /**
  87210. * Gets the options used to compile the shader.
  87211. * They can be modified to trigger a new compilation
  87212. */
  87213. readonly options: IShaderMaterialOptions;
  87214. /**
  87215. * Gets the current class name of the material e.g. "ShaderMaterial"
  87216. * Mainly use in serialization.
  87217. * @returns the class name
  87218. */
  87219. getClassName(): string;
  87220. /**
  87221. * Specifies if the material will require alpha blending
  87222. * @returns a boolean specifying if alpha blending is needed
  87223. */
  87224. needAlphaBlending(): boolean;
  87225. /**
  87226. * Specifies if this material should be rendered in alpha test mode
  87227. * @returns a boolean specifying if an alpha test is needed.
  87228. */
  87229. needAlphaTesting(): boolean;
  87230. private _checkUniform;
  87231. /**
  87232. * Set a texture in the shader.
  87233. * @param name Define the name of the uniform samplers as defined in the shader
  87234. * @param texture Define the texture to bind to this sampler
  87235. * @return the material itself allowing "fluent" like uniform updates
  87236. */
  87237. setTexture(name: string, texture: Texture): ShaderMaterial;
  87238. /**
  87239. * Set a texture array in the shader.
  87240. * @param name Define the name of the uniform sampler array as defined in the shader
  87241. * @param textures Define the list of textures to bind to this sampler
  87242. * @return the material itself allowing "fluent" like uniform updates
  87243. */
  87244. setTextureArray(name: string, textures: Texture[]): ShaderMaterial;
  87245. /**
  87246. * Set a float in the shader.
  87247. * @param name Define the name of the uniform as defined in the shader
  87248. * @param value Define the value to give to the uniform
  87249. * @return the material itself allowing "fluent" like uniform updates
  87250. */
  87251. setFloat(name: string, value: number): ShaderMaterial;
  87252. /**
  87253. * Set a int in the shader.
  87254. * @param name Define the name of the uniform as defined in the shader
  87255. * @param value Define the value to give to the uniform
  87256. * @return the material itself allowing "fluent" like uniform updates
  87257. */
  87258. setInt(name: string, value: number): ShaderMaterial;
  87259. /**
  87260. * Set an array of floats in the shader.
  87261. * @param name Define the name of the uniform as defined in the shader
  87262. * @param value Define the value to give to the uniform
  87263. * @return the material itself allowing "fluent" like uniform updates
  87264. */
  87265. setFloats(name: string, value: number[]): ShaderMaterial;
  87266. /**
  87267. * Set a vec3 in the shader from a Color3.
  87268. * @param name Define the name of the uniform as defined in the shader
  87269. * @param value Define the value to give to the uniform
  87270. * @return the material itself allowing "fluent" like uniform updates
  87271. */
  87272. setColor3(name: string, value: Color3): ShaderMaterial;
  87273. /**
  87274. * Set a vec3 array in the shader from a Color3 array.
  87275. * @param name Define the name of the uniform as defined in the shader
  87276. * @param value Define the value to give to the uniform
  87277. * @return the material itself allowing "fluent" like uniform updates
  87278. */
  87279. setColor3Array(name: string, value: Color3[]): ShaderMaterial;
  87280. /**
  87281. * Set a vec4 in the shader from a Color4.
  87282. * @param name Define the name of the uniform as defined in the shader
  87283. * @param value Define the value to give to the uniform
  87284. * @return the material itself allowing "fluent" like uniform updates
  87285. */
  87286. setColor4(name: string, value: Color4): ShaderMaterial;
  87287. /**
  87288. * Set a vec4 array in the shader from a Color4 array.
  87289. * @param name Define the name of the uniform as defined in the shader
  87290. * @param value Define the value to give to the uniform
  87291. * @return the material itself allowing "fluent" like uniform updates
  87292. */
  87293. setColor4Array(name: string, value: Color4[]): ShaderMaterial;
  87294. /**
  87295. * Set a vec2 in the shader from a Vector2.
  87296. * @param name Define the name of the uniform as defined in the shader
  87297. * @param value Define the value to give to the uniform
  87298. * @return the material itself allowing "fluent" like uniform updates
  87299. */
  87300. setVector2(name: string, value: Vector2): ShaderMaterial;
  87301. /**
  87302. * Set a vec3 in the shader from a Vector3.
  87303. * @param name Define the name of the uniform as defined in the shader
  87304. * @param value Define the value to give to the uniform
  87305. * @return the material itself allowing "fluent" like uniform updates
  87306. */
  87307. setVector3(name: string, value: Vector3): ShaderMaterial;
  87308. /**
  87309. * Set a vec4 in the shader from a Vector4.
  87310. * @param name Define the name of the uniform as defined in the shader
  87311. * @param value Define the value to give to the uniform
  87312. * @return the material itself allowing "fluent" like uniform updates
  87313. */
  87314. setVector4(name: string, value: Vector4): ShaderMaterial;
  87315. /**
  87316. * Set a mat4 in the shader from a Matrix.
  87317. * @param name Define the name of the uniform as defined in the shader
  87318. * @param value Define the value to give to the uniform
  87319. * @return the material itself allowing "fluent" like uniform updates
  87320. */
  87321. setMatrix(name: string, value: Matrix): ShaderMaterial;
  87322. /**
  87323. * Set a float32Array in the shader from a matrix array.
  87324. * @param name Define the name of the uniform as defined in the shader
  87325. * @param value Define the value to give to the uniform
  87326. * @return the material itself allowing "fluent" like uniform updates
  87327. */
  87328. setMatrices(name: string, value: Matrix[]): ShaderMaterial;
  87329. /**
  87330. * Set a mat3 in the shader from a Float32Array.
  87331. * @param name Define the name of the uniform as defined in the shader
  87332. * @param value Define the value to give to the uniform
  87333. * @return the material itself allowing "fluent" like uniform updates
  87334. */
  87335. setMatrix3x3(name: string, value: Float32Array): ShaderMaterial;
  87336. /**
  87337. * Set a mat2 in the shader from a Float32Array.
  87338. * @param name Define the name of the uniform as defined in the shader
  87339. * @param value Define the value to give to the uniform
  87340. * @return the material itself allowing "fluent" like uniform updates
  87341. */
  87342. setMatrix2x2(name: string, value: Float32Array): ShaderMaterial;
  87343. /**
  87344. * Set a vec2 array in the shader from a number array.
  87345. * @param name Define the name of the uniform as defined in the shader
  87346. * @param value Define the value to give to the uniform
  87347. * @return the material itself allowing "fluent" like uniform updates
  87348. */
  87349. setArray2(name: string, value: number[]): ShaderMaterial;
  87350. /**
  87351. * Set a vec3 array in the shader from a number array.
  87352. * @param name Define the name of the uniform as defined in the shader
  87353. * @param value Define the value to give to the uniform
  87354. * @return the material itself allowing "fluent" like uniform updates
  87355. */
  87356. setArray3(name: string, value: number[]): ShaderMaterial;
  87357. /**
  87358. * Set a vec4 array in the shader from a number array.
  87359. * @param name Define the name of the uniform as defined in the shader
  87360. * @param value Define the value to give to the uniform
  87361. * @return the material itself allowing "fluent" like uniform updates
  87362. */
  87363. setArray4(name: string, value: number[]): ShaderMaterial;
  87364. private _checkCache;
  87365. /**
  87366. * Specifies that the submesh is ready to be used
  87367. * @param mesh defines the mesh to check
  87368. * @param subMesh defines which submesh to check
  87369. * @param useInstances specifies that instances should be used
  87370. * @returns a boolean indicating that the submesh is ready or not
  87371. */
  87372. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  87373. /**
  87374. * Checks if the material is ready to render the requested mesh
  87375. * @param mesh Define the mesh to render
  87376. * @param useInstances Define whether or not the material is used with instances
  87377. * @returns true if ready, otherwise false
  87378. */
  87379. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  87380. /**
  87381. * Binds the world matrix to the material
  87382. * @param world defines the world transformation matrix
  87383. */
  87384. bindOnlyWorldMatrix(world: Matrix): void;
  87385. /**
  87386. * Binds the material to the mesh
  87387. * @param world defines the world transformation matrix
  87388. * @param mesh defines the mesh to bind the material to
  87389. */
  87390. bind(world: Matrix, mesh?: Mesh): void;
  87391. /**
  87392. * Gets the active textures from the material
  87393. * @returns an array of textures
  87394. */
  87395. getActiveTextures(): BaseTexture[];
  87396. /**
  87397. * Specifies if the material uses a texture
  87398. * @param texture defines the texture to check against the material
  87399. * @returns a boolean specifying if the material uses the texture
  87400. */
  87401. hasTexture(texture: BaseTexture): boolean;
  87402. /**
  87403. * Makes a duplicate of the material, and gives it a new name
  87404. * @param name defines the new name for the duplicated material
  87405. * @returns the cloned material
  87406. */
  87407. clone(name: string): ShaderMaterial;
  87408. /**
  87409. * Disposes the material
  87410. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  87411. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  87412. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  87413. */
  87414. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  87415. /**
  87416. * Serializes this material in a JSON representation
  87417. * @returns the serialized material object
  87418. */
  87419. serialize(): any;
  87420. /**
  87421. * Creates a shader material from parsed shader material data
  87422. * @param source defines the JSON represnetation of the material
  87423. * @param scene defines the hosting scene
  87424. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  87425. * @returns a new material
  87426. */
  87427. static Parse(source: any, scene: Scene, rootUrl: string): ShaderMaterial;
  87428. }
  87429. }
  87430. declare module BABYLON {
  87431. /** @hidden */
  87432. export var colorPixelShader: {
  87433. name: string;
  87434. shader: string;
  87435. };
  87436. }
  87437. declare module BABYLON {
  87438. /** @hidden */
  87439. export var colorVertexShader: {
  87440. name: string;
  87441. shader: string;
  87442. };
  87443. }
  87444. declare module BABYLON {
  87445. /**
  87446. * Line mesh
  87447. * @see https://doc.babylonjs.com/babylon101/parametric_shapes
  87448. */
  87449. export class LinesMesh extends Mesh {
  87450. /**
  87451. * If vertex color should be applied to the mesh
  87452. */
  87453. readonly useVertexColor?: boolean | undefined;
  87454. /**
  87455. * If vertex alpha should be applied to the mesh
  87456. */
  87457. readonly useVertexAlpha?: boolean | undefined;
  87458. /**
  87459. * Color of the line (Default: White)
  87460. */
  87461. color: Color3;
  87462. /**
  87463. * Alpha of the line (Default: 1)
  87464. */
  87465. alpha: number;
  87466. /**
  87467. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87468. * This margin is expressed in world space coordinates, so its value may vary.
  87469. * Default value is 0.1
  87470. */
  87471. intersectionThreshold: number;
  87472. private _colorShader;
  87473. private color4;
  87474. /**
  87475. * Creates a new LinesMesh
  87476. * @param name defines the name
  87477. * @param scene defines the hosting scene
  87478. * @param parent defines the parent mesh if any
  87479. * @param source defines the optional source LinesMesh used to clone data from
  87480. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  87481. * When false, achieved by calling a clone(), also passing False.
  87482. * This will make creation of children, recursive.
  87483. * @param useVertexColor defines if this LinesMesh supports vertex color
  87484. * @param useVertexAlpha defines if this LinesMesh supports vertex alpha
  87485. */
  87486. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<LinesMesh>, doNotCloneChildren?: boolean,
  87487. /**
  87488. * If vertex color should be applied to the mesh
  87489. */
  87490. useVertexColor?: boolean | undefined,
  87491. /**
  87492. * If vertex alpha should be applied to the mesh
  87493. */
  87494. useVertexAlpha?: boolean | undefined);
  87495. private _addClipPlaneDefine;
  87496. private _removeClipPlaneDefine;
  87497. isReady(): boolean;
  87498. /**
  87499. * Returns the string "LineMesh"
  87500. */
  87501. getClassName(): string;
  87502. /**
  87503. * @hidden
  87504. */
  87505. /**
  87506. * @hidden
  87507. */
  87508. material: Material;
  87509. /**
  87510. * @hidden
  87511. */
  87512. readonly checkCollisions: boolean;
  87513. /** @hidden */
  87514. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  87515. /** @hidden */
  87516. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  87517. /**
  87518. * Disposes of the line mesh
  87519. * @param doNotRecurse If children should be disposed
  87520. */
  87521. dispose(doNotRecurse?: boolean): void;
  87522. /**
  87523. * Returns a new LineMesh object cloned from the current one.
  87524. */
  87525. clone(name: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  87526. /**
  87527. * Creates a new InstancedLinesMesh object from the mesh model.
  87528. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  87529. * @param name defines the name of the new instance
  87530. * @returns a new InstancedLinesMesh
  87531. */
  87532. createInstance(name: string): InstancedLinesMesh;
  87533. }
  87534. /**
  87535. * Creates an instance based on a source LinesMesh
  87536. */
  87537. export class InstancedLinesMesh extends InstancedMesh {
  87538. /**
  87539. * The intersection Threshold is the margin applied when intersection a segment of the LinesMesh with a Ray.
  87540. * This margin is expressed in world space coordinates, so its value may vary.
  87541. * Initilized with the intersectionThreshold value of the source LinesMesh
  87542. */
  87543. intersectionThreshold: number;
  87544. constructor(name: string, source: LinesMesh);
  87545. /**
  87546. * Returns the string "InstancedLinesMesh".
  87547. */
  87548. getClassName(): string;
  87549. }
  87550. }
  87551. declare module BABYLON {
  87552. /** @hidden */
  87553. export var linePixelShader: {
  87554. name: string;
  87555. shader: string;
  87556. };
  87557. }
  87558. declare module BABYLON {
  87559. /** @hidden */
  87560. export var lineVertexShader: {
  87561. name: string;
  87562. shader: string;
  87563. };
  87564. }
  87565. declare module BABYLON {
  87566. interface AbstractMesh {
  87567. /**
  87568. * Gets the edgesRenderer associated with the mesh
  87569. */
  87570. edgesRenderer: Nullable<EdgesRenderer>;
  87571. }
  87572. interface LinesMesh {
  87573. /**
  87574. * Enables the edge rendering mode on the mesh.
  87575. * This mode makes the mesh edges visible
  87576. * @param epsilon defines the maximal distance between two angles to detect a face
  87577. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87578. * @returns the currentAbstractMesh
  87579. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87580. */
  87581. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  87582. }
  87583. interface InstancedLinesMesh {
  87584. /**
  87585. * Enables the edge rendering mode on the mesh.
  87586. * This mode makes the mesh edges visible
  87587. * @param epsilon defines the maximal distance between two angles to detect a face
  87588. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  87589. * @returns the current InstancedLinesMesh
  87590. * @see https://www.babylonjs-playground.com/#19O9TU#0
  87591. */
  87592. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): InstancedLinesMesh;
  87593. }
  87594. /**
  87595. * Defines the minimum contract an Edges renderer should follow.
  87596. */
  87597. export interface IEdgesRenderer extends IDisposable {
  87598. /**
  87599. * Gets or sets a boolean indicating if the edgesRenderer is active
  87600. */
  87601. isEnabled: boolean;
  87602. /**
  87603. * Renders the edges of the attached mesh,
  87604. */
  87605. render(): void;
  87606. /**
  87607. * Checks wether or not the edges renderer is ready to render.
  87608. * @return true if ready, otherwise false.
  87609. */
  87610. isReady(): boolean;
  87611. }
  87612. /**
  87613. * This class is used to generate edges of the mesh that could then easily be rendered in a scene.
  87614. */
  87615. export class EdgesRenderer implements IEdgesRenderer {
  87616. /**
  87617. * Define the size of the edges with an orthographic camera
  87618. */
  87619. edgesWidthScalerForOrthographic: number;
  87620. /**
  87621. * Define the size of the edges with a perspective camera
  87622. */
  87623. edgesWidthScalerForPerspective: number;
  87624. protected _source: AbstractMesh;
  87625. protected _linesPositions: number[];
  87626. protected _linesNormals: number[];
  87627. protected _linesIndices: number[];
  87628. protected _epsilon: number;
  87629. protected _indicesCount: number;
  87630. protected _lineShader: ShaderMaterial;
  87631. protected _ib: DataBuffer;
  87632. protected _buffers: {
  87633. [key: string]: Nullable<VertexBuffer>;
  87634. };
  87635. protected _checkVerticesInsteadOfIndices: boolean;
  87636. private _meshRebuildObserver;
  87637. private _meshDisposeObserver;
  87638. /** Gets or sets a boolean indicating if the edgesRenderer is active */
  87639. isEnabled: boolean;
  87640. /**
  87641. * Creates an instance of the EdgesRenderer. It is primarily use to display edges of a mesh.
  87642. * Beware when you use this class with complex objects as the adjacencies computation can be really long
  87643. * @param source Mesh used to create edges
  87644. * @param epsilon sum of angles in adjacency to check for edge
  87645. * @param checkVerticesInsteadOfIndices bases the edges detection on vertices vs indices
  87646. * @param generateEdgesLines - should generate Lines or only prepare resources.
  87647. */
  87648. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean, generateEdgesLines?: boolean);
  87649. protected _prepareRessources(): void;
  87650. /** @hidden */
  87651. _rebuild(): void;
  87652. /**
  87653. * Releases the required resources for the edges renderer
  87654. */
  87655. dispose(): void;
  87656. protected _processEdgeForAdjacencies(pa: number, pb: number, p0: number, p1: number, p2: number): number;
  87657. protected _processEdgeForAdjacenciesWithVertices(pa: Vector3, pb: Vector3, p0: Vector3, p1: Vector3, p2: Vector3): number;
  87658. /**
  87659. * Checks if the pair of p0 and p1 is en edge
  87660. * @param faceIndex
  87661. * @param edge
  87662. * @param faceNormals
  87663. * @param p0
  87664. * @param p1
  87665. * @private
  87666. */
  87667. protected _checkEdge(faceIndex: number, edge: number, faceNormals: Array<Vector3>, p0: Vector3, p1: Vector3): void;
  87668. /**
  87669. * push line into the position, normal and index buffer
  87670. * @protected
  87671. */
  87672. protected createLine(p0: Vector3, p1: Vector3, offset: number): void;
  87673. /**
  87674. * Generates lines edges from adjacencjes
  87675. * @private
  87676. */
  87677. _generateEdgesLines(): void;
  87678. /**
  87679. * Checks wether or not the edges renderer is ready to render.
  87680. * @return true if ready, otherwise false.
  87681. */
  87682. isReady(): boolean;
  87683. /**
  87684. * Renders the edges of the attached mesh,
  87685. */
  87686. render(): void;
  87687. }
  87688. /**
  87689. * LineEdgesRenderer for LineMeshes to remove unnecessary triangulation
  87690. */
  87691. export class LineEdgesRenderer extends EdgesRenderer {
  87692. /**
  87693. * This constructor turns off auto generating edges line in Edges Renderer to make it here.
  87694. * @param source LineMesh used to generate edges
  87695. * @param epsilon not important (specified angle for edge detection)
  87696. * @param checkVerticesInsteadOfIndices not important for LineMesh
  87697. */
  87698. constructor(source: AbstractMesh, epsilon?: number, checkVerticesInsteadOfIndices?: boolean);
  87699. /**
  87700. * Generate edges for each line in LinesMesh. Every Line should be rendered as edge.
  87701. */
  87702. _generateEdgesLines(): void;
  87703. }
  87704. }
  87705. declare module BABYLON {
  87706. /**
  87707. * This represents the object necessary to create a rendering group.
  87708. * This is exclusively used and created by the rendering manager.
  87709. * To modify the behavior, you use the available helpers in your scene or meshes.
  87710. * @hidden
  87711. */
  87712. export class RenderingGroup {
  87713. index: number;
  87714. private static _zeroVector;
  87715. private _scene;
  87716. private _opaqueSubMeshes;
  87717. private _transparentSubMeshes;
  87718. private _alphaTestSubMeshes;
  87719. private _depthOnlySubMeshes;
  87720. private _particleSystems;
  87721. private _spriteManagers;
  87722. private _opaqueSortCompareFn;
  87723. private _alphaTestSortCompareFn;
  87724. private _transparentSortCompareFn;
  87725. private _renderOpaque;
  87726. private _renderAlphaTest;
  87727. private _renderTransparent;
  87728. /** @hidden */
  87729. _edgesRenderers: SmartArray<IEdgesRenderer>;
  87730. onBeforeTransparentRendering: () => void;
  87731. /**
  87732. * Set the opaque sort comparison function.
  87733. * If null the sub meshes will be render in the order they were created
  87734. */
  87735. opaqueSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87736. /**
  87737. * Set the alpha test sort comparison function.
  87738. * If null the sub meshes will be render in the order they were created
  87739. */
  87740. alphaTestSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87741. /**
  87742. * Set the transparent sort comparison function.
  87743. * If null the sub meshes will be render in the order they were created
  87744. */
  87745. transparentSortCompareFn: Nullable<(a: SubMesh, b: SubMesh) => number>;
  87746. /**
  87747. * Creates a new rendering group.
  87748. * @param index The rendering group index
  87749. * @param opaqueSortCompareFn The opaque sort comparison function. If null no order is applied
  87750. * @param alphaTestSortCompareFn The alpha test sort comparison function. If null no order is applied
  87751. * @param transparentSortCompareFn The transparent sort comparison function. If null back to front + alpha index sort is applied
  87752. */
  87753. 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>);
  87754. /**
  87755. * Render all the sub meshes contained in the group.
  87756. * @param customRenderFunction Used to override the default render behaviour of the group.
  87757. * @returns true if rendered some submeshes.
  87758. */
  87759. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, renderSprites: boolean, renderParticles: boolean, activeMeshes: Nullable<AbstractMesh[]>): void;
  87760. /**
  87761. * Renders the opaque submeshes in the order from the opaqueSortCompareFn.
  87762. * @param subMeshes The submeshes to render
  87763. */
  87764. private renderOpaqueSorted;
  87765. /**
  87766. * Renders the opaque submeshes in the order from the alphatestSortCompareFn.
  87767. * @param subMeshes The submeshes to render
  87768. */
  87769. private renderAlphaTestSorted;
  87770. /**
  87771. * Renders the opaque submeshes in the order from the transparentSortCompareFn.
  87772. * @param subMeshes The submeshes to render
  87773. */
  87774. private renderTransparentSorted;
  87775. /**
  87776. * Renders the submeshes in a specified order.
  87777. * @param subMeshes The submeshes to sort before render
  87778. * @param sortCompareFn The comparison function use to sort
  87779. * @param cameraPosition The camera position use to preprocess the submeshes to help sorting
  87780. * @param transparent Specifies to activate blending if true
  87781. */
  87782. private static renderSorted;
  87783. /**
  87784. * Renders the submeshes in the order they were dispatched (no sort applied).
  87785. * @param subMeshes The submeshes to render
  87786. */
  87787. private static renderUnsorted;
  87788. /**
  87789. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87790. * are rendered back to front if in the same alpha index.
  87791. *
  87792. * @param a The first submesh
  87793. * @param b The second submesh
  87794. * @returns The result of the comparison
  87795. */
  87796. static defaultTransparentSortCompare(a: SubMesh, b: SubMesh): number;
  87797. /**
  87798. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87799. * are rendered back to front.
  87800. *
  87801. * @param a The first submesh
  87802. * @param b The second submesh
  87803. * @returns The result of the comparison
  87804. */
  87805. static backToFrontSortCompare(a: SubMesh, b: SubMesh): number;
  87806. /**
  87807. * Build in function which can be applied to ensure meshes of a special queue (opaque, alpha test, transparent)
  87808. * are rendered front to back (prevent overdraw).
  87809. *
  87810. * @param a The first submesh
  87811. * @param b The second submesh
  87812. * @returns The result of the comparison
  87813. */
  87814. static frontToBackSortCompare(a: SubMesh, b: SubMesh): number;
  87815. /**
  87816. * Resets the different lists of submeshes to prepare a new frame.
  87817. */
  87818. prepare(): void;
  87819. dispose(): void;
  87820. /**
  87821. * Inserts the submesh in its correct queue depending on its material.
  87822. * @param subMesh The submesh to dispatch
  87823. * @param [mesh] Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87824. * @param [material] Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87825. */
  87826. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87827. dispatchSprites(spriteManager: ISpriteManager): void;
  87828. dispatchParticles(particleSystem: IParticleSystem): void;
  87829. private _renderParticles;
  87830. private _renderSprites;
  87831. }
  87832. }
  87833. declare module BABYLON {
  87834. /**
  87835. * Interface describing the different options available in the rendering manager
  87836. * regarding Auto Clear between groups.
  87837. */
  87838. export interface IRenderingManagerAutoClearSetup {
  87839. /**
  87840. * Defines whether or not autoclear is enable.
  87841. */
  87842. autoClear: boolean;
  87843. /**
  87844. * Defines whether or not to autoclear the depth buffer.
  87845. */
  87846. depth: boolean;
  87847. /**
  87848. * Defines whether or not to autoclear the stencil buffer.
  87849. */
  87850. stencil: boolean;
  87851. }
  87852. /**
  87853. * This class is used by the onRenderingGroupObservable
  87854. */
  87855. export class RenderingGroupInfo {
  87856. /**
  87857. * The Scene that being rendered
  87858. */
  87859. scene: Scene;
  87860. /**
  87861. * The camera currently used for the rendering pass
  87862. */
  87863. camera: Nullable<Camera>;
  87864. /**
  87865. * The ID of the renderingGroup being processed
  87866. */
  87867. renderingGroupId: number;
  87868. }
  87869. /**
  87870. * This is the manager responsible of all the rendering for meshes sprites and particles.
  87871. * It is enable to manage the different groups as well as the different necessary sort functions.
  87872. * This should not be used directly aside of the few static configurations
  87873. */
  87874. export class RenderingManager {
  87875. /**
  87876. * The max id used for rendering groups (not included)
  87877. */
  87878. static MAX_RENDERINGGROUPS: number;
  87879. /**
  87880. * The min id used for rendering groups (included)
  87881. */
  87882. static MIN_RENDERINGGROUPS: number;
  87883. /**
  87884. * Used to globally prevent autoclearing scenes.
  87885. */
  87886. static AUTOCLEAR: boolean;
  87887. /**
  87888. * @hidden
  87889. */
  87890. _useSceneAutoClearSetup: boolean;
  87891. private _scene;
  87892. private _renderingGroups;
  87893. private _depthStencilBufferAlreadyCleaned;
  87894. private _autoClearDepthStencil;
  87895. private _customOpaqueSortCompareFn;
  87896. private _customAlphaTestSortCompareFn;
  87897. private _customTransparentSortCompareFn;
  87898. private _renderingGroupInfo;
  87899. /**
  87900. * Instantiates a new rendering group for a particular scene
  87901. * @param scene Defines the scene the groups belongs to
  87902. */
  87903. constructor(scene: Scene);
  87904. private _clearDepthStencilBuffer;
  87905. /**
  87906. * Renders the entire managed groups. This is used by the scene or the different rennder targets.
  87907. * @hidden
  87908. */
  87909. render(customRenderFunction: Nullable<(opaqueSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>) => void>, activeMeshes: Nullable<AbstractMesh[]>, renderParticles: boolean, renderSprites: boolean): void;
  87910. /**
  87911. * Resets the different information of the group to prepare a new frame
  87912. * @hidden
  87913. */
  87914. reset(): void;
  87915. /**
  87916. * Dispose and release the group and its associated resources.
  87917. * @hidden
  87918. */
  87919. dispose(): void;
  87920. /**
  87921. * Clear the info related to rendering groups preventing retention points during dispose.
  87922. */
  87923. freeRenderingGroups(): void;
  87924. private _prepareRenderingGroup;
  87925. /**
  87926. * Add a sprite manager to the rendering manager in order to render it this frame.
  87927. * @param spriteManager Define the sprite manager to render
  87928. */
  87929. dispatchSprites(spriteManager: ISpriteManager): void;
  87930. /**
  87931. * Add a particle system to the rendering manager in order to render it this frame.
  87932. * @param particleSystem Define the particle system to render
  87933. */
  87934. dispatchParticles(particleSystem: IParticleSystem): void;
  87935. /**
  87936. * Add a submesh to the manager in order to render it this frame
  87937. * @param subMesh The submesh to dispatch
  87938. * @param mesh Optional reference to the submeshes's mesh. Provide if you have an exiting reference to improve performance.
  87939. * @param material Optional reference to the submeshes's material. Provide if you have an exiting reference to improve performance.
  87940. */
  87941. dispatch(subMesh: SubMesh, mesh?: AbstractMesh, material?: Nullable<Material>): void;
  87942. /**
  87943. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  87944. * This allowed control for front to back rendering or reversly depending of the special needs.
  87945. *
  87946. * @param renderingGroupId The rendering group id corresponding to its index
  87947. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  87948. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  87949. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  87950. */
  87951. 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;
  87952. /**
  87953. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  87954. *
  87955. * @param renderingGroupId The rendering group id corresponding to its index
  87956. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  87957. * @param depth Automatically clears depth between groups if true and autoClear is true.
  87958. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  87959. */
  87960. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  87961. /**
  87962. * Gets the current auto clear configuration for one rendering group of the rendering
  87963. * manager.
  87964. * @param index the rendering group index to get the information for
  87965. * @returns The auto clear setup for the requested rendering group
  87966. */
  87967. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  87968. }
  87969. }
  87970. declare module BABYLON {
  87971. /**
  87972. * This Helps creating a texture that will be created from a camera in your scene.
  87973. * It is basically a dynamic texture that could be used to create special effects for instance.
  87974. * Actually, It is the base of lot of effects in the framework like post process, shadows, effect layers and rendering pipelines...
  87975. */
  87976. export class RenderTargetTexture extends Texture {
  87977. isCube: boolean;
  87978. /**
  87979. * The texture will only be rendered once which can be useful to improve performance if everything in your render is static for instance.
  87980. */
  87981. static readonly REFRESHRATE_RENDER_ONCE: number;
  87982. /**
  87983. * The texture will only be rendered rendered every frame and is recomended for dynamic contents.
  87984. */
  87985. static readonly REFRESHRATE_RENDER_ONEVERYFRAME: number;
  87986. /**
  87987. * The texture will be rendered every 2 frames which could be enough if your dynamic objects are not
  87988. * the central point of your effect and can save a lot of performances.
  87989. */
  87990. static readonly REFRESHRATE_RENDER_ONEVERYTWOFRAMES: number;
  87991. /**
  87992. * Use this predicate to dynamically define the list of mesh you want to render.
  87993. * If set, the renderList property will be overwritten.
  87994. */
  87995. renderListPredicate: (AbstractMesh: AbstractMesh) => boolean;
  87996. private _renderList;
  87997. /**
  87998. * Use this list to define the list of mesh you want to render.
  87999. */
  88000. renderList: Nullable<Array<AbstractMesh>>;
  88001. private _hookArray;
  88002. /**
  88003. * Define if particles should be rendered in your texture.
  88004. */
  88005. renderParticles: boolean;
  88006. /**
  88007. * Define if sprites should be rendered in your texture.
  88008. */
  88009. renderSprites: boolean;
  88010. /**
  88011. * Override the default coordinates mode to projection for RTT as it is the most common case for rendered textures.
  88012. */
  88013. coordinatesMode: number;
  88014. /**
  88015. * Define the camera used to render the texture.
  88016. */
  88017. activeCamera: Nullable<Camera>;
  88018. /**
  88019. * Override the render function of the texture with your own one.
  88020. */
  88021. customRenderFunction: (opaqueSubMeshes: SmartArray<SubMesh>, alphaTestSubMeshes: SmartArray<SubMesh>, transparentSubMeshes: SmartArray<SubMesh>, depthOnlySubMeshes: SmartArray<SubMesh>, beforeTransparents?: () => void) => void;
  88022. /**
  88023. * Define if camera post processes should be use while rendering the texture.
  88024. */
  88025. useCameraPostProcesses: boolean;
  88026. /**
  88027. * Define if the camera viewport should be respected while rendering the texture or if the render should be done to the entire texture.
  88028. */
  88029. ignoreCameraViewport: boolean;
  88030. private _postProcessManager;
  88031. private _postProcesses;
  88032. private _resizeObserver;
  88033. /**
  88034. * An event triggered when the texture is unbind.
  88035. */
  88036. onBeforeBindObservable: Observable<RenderTargetTexture>;
  88037. /**
  88038. * An event triggered when the texture is unbind.
  88039. */
  88040. onAfterUnbindObservable: Observable<RenderTargetTexture>;
  88041. private _onAfterUnbindObserver;
  88042. /**
  88043. * Set a after unbind callback in the texture.
  88044. * This has been kept for backward compatibility and use of onAfterUnbindObservable is recommended.
  88045. */
  88046. onAfterUnbind: () => void;
  88047. /**
  88048. * An event triggered before rendering the texture
  88049. */
  88050. onBeforeRenderObservable: Observable<number>;
  88051. private _onBeforeRenderObserver;
  88052. /**
  88053. * Set a before render callback in the texture.
  88054. * This has been kept for backward compatibility and use of onBeforeRenderObservable is recommended.
  88055. */
  88056. onBeforeRender: (faceIndex: number) => void;
  88057. /**
  88058. * An event triggered after rendering the texture
  88059. */
  88060. onAfterRenderObservable: Observable<number>;
  88061. private _onAfterRenderObserver;
  88062. /**
  88063. * Set a after render callback in the texture.
  88064. * This has been kept for backward compatibility and use of onAfterRenderObservable is recommended.
  88065. */
  88066. onAfterRender: (faceIndex: number) => void;
  88067. /**
  88068. * An event triggered after the texture clear
  88069. */
  88070. onClearObservable: Observable<Engine>;
  88071. private _onClearObserver;
  88072. /**
  88073. * Set a clear callback in the texture.
  88074. * This has been kept for backward compatibility and use of onClearObservable is recommended.
  88075. */
  88076. onClear: (Engine: Engine) => void;
  88077. /**
  88078. * An event triggered when the texture is resized.
  88079. */
  88080. onResizeObservable: Observable<RenderTargetTexture>;
  88081. /**
  88082. * Define the clear color of the Render Target if it should be different from the scene.
  88083. */
  88084. clearColor: Color4;
  88085. protected _size: number | {
  88086. width: number;
  88087. height: number;
  88088. };
  88089. protected _initialSizeParameter: number | {
  88090. width: number;
  88091. height: number;
  88092. } | {
  88093. ratio: number;
  88094. };
  88095. protected _sizeRatio: Nullable<number>;
  88096. /** @hidden */
  88097. _generateMipMaps: boolean;
  88098. protected _renderingManager: RenderingManager;
  88099. /** @hidden */
  88100. _waitingRenderList: string[];
  88101. protected _doNotChangeAspectRatio: boolean;
  88102. protected _currentRefreshId: number;
  88103. protected _refreshRate: number;
  88104. protected _textureMatrix: Matrix;
  88105. protected _samples: number;
  88106. protected _renderTargetOptions: RenderTargetCreationOptions;
  88107. /**
  88108. * Gets render target creation options that were used.
  88109. */
  88110. readonly renderTargetOptions: RenderTargetCreationOptions;
  88111. protected _engine: Engine;
  88112. protected _onRatioRescale(): void;
  88113. /**
  88114. * Gets or sets the center of the bounding box associated with the texture (when in cube mode)
  88115. * It must define where the camera used to render the texture is set
  88116. */
  88117. boundingBoxPosition: Vector3;
  88118. private _boundingBoxSize;
  88119. /**
  88120. * Gets or sets the size of the bounding box associated with the texture (when in cube mode)
  88121. * When defined, the cubemap will switch to local mode
  88122. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  88123. * @example https://www.babylonjs-playground.com/#RNASML
  88124. */
  88125. boundingBoxSize: Vector3;
  88126. /**
  88127. * In case the RTT has been created with a depth texture, get the associated
  88128. * depth texture.
  88129. * Otherwise, return null.
  88130. */
  88131. depthStencilTexture: Nullable<InternalTexture>;
  88132. /**
  88133. * Instantiate a render target texture. This is mainly used to render of screen the scene to for instance apply post processse
  88134. * or used a shadow, depth texture...
  88135. * @param name The friendly name of the texture
  88136. * @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)
  88137. * @param scene The scene the RTT belongs to. The latest created scene will be used if not precised.
  88138. * @param generateMipMaps True if mip maps need to be generated after render.
  88139. * @param doNotChangeAspectRatio True to not change the aspect ratio of the scene in the RTT
  88140. * @param type The type of the buffer in the RTT (int, half float, float...)
  88141. * @param isCube True if a cube texture needs to be created
  88142. * @param samplingMode The sampling mode to be usedwith the render target (Linear, Nearest...)
  88143. * @param generateDepthBuffer True to generate a depth buffer
  88144. * @param generateStencilBuffer True to generate a stencil buffer
  88145. * @param isMulti True if multiple textures need to be created (Draw Buffers)
  88146. * @param format The internal format of the buffer in the RTT (RED, RG, RGB, RGBA, ALPHA...)
  88147. * @param delayAllocation if the texture allocation should be delayed (default: false)
  88148. */
  88149. constructor(name: string, size: number | {
  88150. width: number;
  88151. height: number;
  88152. } | {
  88153. ratio: number;
  88154. }, scene: Nullable<Scene>, generateMipMaps?: boolean, doNotChangeAspectRatio?: boolean, type?: number, isCube?: boolean, samplingMode?: number, generateDepthBuffer?: boolean, generateStencilBuffer?: boolean, isMulti?: boolean, format?: number, delayAllocation?: boolean);
  88155. /**
  88156. * Creates a depth stencil texture.
  88157. * This is only available in WebGL 2 or with the depth texture extension available.
  88158. * @param comparisonFunction Specifies the comparison function to set on the texture. If 0 or undefined, the texture is not in comparison mode
  88159. * @param bilinearFiltering Specifies whether or not bilinear filtering is enable on the texture
  88160. * @param generateStencil Specifies whether or not a stencil should be allocated in the texture
  88161. */
  88162. createDepthStencilTexture(comparisonFunction?: number, bilinearFiltering?: boolean, generateStencil?: boolean): void;
  88163. private _processSizeParameter;
  88164. /**
  88165. * Define the number of samples to use in case of MSAA.
  88166. * It defaults to one meaning no MSAA has been enabled.
  88167. */
  88168. samples: number;
  88169. /**
  88170. * Resets the refresh counter of the texture and start bak from scratch.
  88171. * Could be useful to regenerate the texture if it is setup to render only once.
  88172. */
  88173. resetRefreshCounter(): void;
  88174. /**
  88175. * Define the refresh rate of the texture or the rendering frequency.
  88176. * Use 0 to render just once, 1 to render on every frame, 2 to render every two frames and so on...
  88177. */
  88178. refreshRate: number;
  88179. /**
  88180. * Adds a post process to the render target rendering passes.
  88181. * @param postProcess define the post process to add
  88182. */
  88183. addPostProcess(postProcess: PostProcess): void;
  88184. /**
  88185. * Clear all the post processes attached to the render target
  88186. * @param dispose define if the cleared post processesshould also be disposed (false by default)
  88187. */
  88188. clearPostProcesses(dispose?: boolean): void;
  88189. /**
  88190. * Remove one of the post process from the list of attached post processes to the texture
  88191. * @param postProcess define the post process to remove from the list
  88192. */
  88193. removePostProcess(postProcess: PostProcess): void;
  88194. /** @hidden */
  88195. _shouldRender(): boolean;
  88196. /**
  88197. * Gets the actual render size of the texture.
  88198. * @returns the width of the render size
  88199. */
  88200. getRenderSize(): number;
  88201. /**
  88202. * Gets the actual render width of the texture.
  88203. * @returns the width of the render size
  88204. */
  88205. getRenderWidth(): number;
  88206. /**
  88207. * Gets the actual render height of the texture.
  88208. * @returns the height of the render size
  88209. */
  88210. getRenderHeight(): number;
  88211. /**
  88212. * Get if the texture can be rescaled or not.
  88213. */
  88214. readonly canRescale: boolean;
  88215. /**
  88216. * Resize the texture using a ratio.
  88217. * @param ratio the ratio to apply to the texture size in order to compute the new target size
  88218. */
  88219. scale(ratio: number): void;
  88220. /**
  88221. * Get the texture reflection matrix used to rotate/transform the reflection.
  88222. * @returns the reflection matrix
  88223. */
  88224. getReflectionTextureMatrix(): Matrix;
  88225. /**
  88226. * Resize the texture to a new desired size.
  88227. * Be carrefull as it will recreate all the data in the new texture.
  88228. * @param size Define the new size. It can be:
  88229. * - a number for squared texture,
  88230. * - an object containing { width: number, height: number }
  88231. * - or an object containing a ratio { ratio: number }
  88232. */
  88233. resize(size: number | {
  88234. width: number;
  88235. height: number;
  88236. } | {
  88237. ratio: number;
  88238. }): void;
  88239. /**
  88240. * Renders all the objects from the render list into the texture.
  88241. * @param useCameraPostProcess Define if camera post processes should be used during the rendering
  88242. * @param dumpForDebug Define if the rendering result should be dumped (copied) for debugging purpose
  88243. */
  88244. render(useCameraPostProcess?: boolean, dumpForDebug?: boolean): void;
  88245. private _bestReflectionRenderTargetDimension;
  88246. /**
  88247. * @hidden
  88248. * @param faceIndex face index to bind to if this is a cubetexture
  88249. */
  88250. _bindFrameBuffer(faceIndex?: number): void;
  88251. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  88252. private renderToTarget;
  88253. /**
  88254. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  88255. * This allowed control for front to back rendering or reversly depending of the special needs.
  88256. *
  88257. * @param renderingGroupId The rendering group id corresponding to its index
  88258. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  88259. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  88260. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  88261. */
  88262. 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;
  88263. /**
  88264. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  88265. *
  88266. * @param renderingGroupId The rendering group id corresponding to its index
  88267. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  88268. */
  88269. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  88270. /**
  88271. * Clones the texture.
  88272. * @returns the cloned texture
  88273. */
  88274. clone(): RenderTargetTexture;
  88275. /**
  88276. * Serialize the texture to a JSON representation we can easily use in the resepective Parse function.
  88277. * @returns The JSON representation of the texture
  88278. */
  88279. serialize(): any;
  88280. /**
  88281. * This will remove the attached framebuffer objects. The texture will not be able to be used as render target anymore
  88282. */
  88283. disposeFramebufferObjects(): void;
  88284. /**
  88285. * Dispose the texture and release its associated resources.
  88286. */
  88287. dispose(): void;
  88288. /** @hidden */
  88289. _rebuild(): void;
  88290. /**
  88291. * Clear the info related to rendering groups preventing retention point in material dispose.
  88292. */
  88293. freeRenderingGroups(): void;
  88294. /**
  88295. * Gets the number of views the corresponding to the texture (eg. a MultiviewRenderTarget will have > 1)
  88296. * @returns the view count
  88297. */
  88298. getViewCount(): number;
  88299. }
  88300. }
  88301. declare module BABYLON {
  88302. /**
  88303. * Options for compiling materials.
  88304. */
  88305. export interface IMaterialCompilationOptions {
  88306. /**
  88307. * Defines whether clip planes are enabled.
  88308. */
  88309. clipPlane: boolean;
  88310. /**
  88311. * Defines whether instances are enabled.
  88312. */
  88313. useInstances: boolean;
  88314. }
  88315. /**
  88316. * Base class for the main features of a material in Babylon.js
  88317. */
  88318. export class Material implements IAnimatable {
  88319. /**
  88320. * Returns the triangle fill mode
  88321. */
  88322. static readonly TriangleFillMode: number;
  88323. /**
  88324. * Returns the wireframe mode
  88325. */
  88326. static readonly WireFrameFillMode: number;
  88327. /**
  88328. * Returns the point fill mode
  88329. */
  88330. static readonly PointFillMode: number;
  88331. /**
  88332. * Returns the point list draw mode
  88333. */
  88334. static readonly PointListDrawMode: number;
  88335. /**
  88336. * Returns the line list draw mode
  88337. */
  88338. static readonly LineListDrawMode: number;
  88339. /**
  88340. * Returns the line loop draw mode
  88341. */
  88342. static readonly LineLoopDrawMode: number;
  88343. /**
  88344. * Returns the line strip draw mode
  88345. */
  88346. static readonly LineStripDrawMode: number;
  88347. /**
  88348. * Returns the triangle strip draw mode
  88349. */
  88350. static readonly TriangleStripDrawMode: number;
  88351. /**
  88352. * Returns the triangle fan draw mode
  88353. */
  88354. static readonly TriangleFanDrawMode: number;
  88355. /**
  88356. * Stores the clock-wise side orientation
  88357. */
  88358. static readonly ClockWiseSideOrientation: number;
  88359. /**
  88360. * Stores the counter clock-wise side orientation
  88361. */
  88362. static readonly CounterClockWiseSideOrientation: number;
  88363. /**
  88364. * The dirty texture flag value
  88365. */
  88366. static readonly TextureDirtyFlag: number;
  88367. /**
  88368. * The dirty light flag value
  88369. */
  88370. static readonly LightDirtyFlag: number;
  88371. /**
  88372. * The dirty fresnel flag value
  88373. */
  88374. static readonly FresnelDirtyFlag: number;
  88375. /**
  88376. * The dirty attribute flag value
  88377. */
  88378. static readonly AttributesDirtyFlag: number;
  88379. /**
  88380. * The dirty misc flag value
  88381. */
  88382. static readonly MiscDirtyFlag: number;
  88383. /**
  88384. * The all dirty flag value
  88385. */
  88386. static readonly AllDirtyFlag: number;
  88387. /**
  88388. * The ID of the material
  88389. */
  88390. id: string;
  88391. /**
  88392. * Gets or sets the unique id of the material
  88393. */
  88394. uniqueId: number;
  88395. /**
  88396. * The name of the material
  88397. */
  88398. name: string;
  88399. /**
  88400. * Gets or sets user defined metadata
  88401. */
  88402. metadata: any;
  88403. /**
  88404. * For internal use only. Please do not use.
  88405. */
  88406. reservedDataStore: any;
  88407. /**
  88408. * Specifies if the ready state should be checked on each call
  88409. */
  88410. checkReadyOnEveryCall: boolean;
  88411. /**
  88412. * Specifies if the ready state should be checked once
  88413. */
  88414. checkReadyOnlyOnce: boolean;
  88415. /**
  88416. * The state of the material
  88417. */
  88418. state: string;
  88419. /**
  88420. * The alpha value of the material
  88421. */
  88422. protected _alpha: number;
  88423. /**
  88424. * List of inspectable custom properties (used by the Inspector)
  88425. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  88426. */
  88427. inspectableCustomProperties: IInspectable[];
  88428. /**
  88429. * Sets the alpha value of the material
  88430. */
  88431. /**
  88432. * Gets the alpha value of the material
  88433. */
  88434. alpha: number;
  88435. /**
  88436. * Specifies if back face culling is enabled
  88437. */
  88438. protected _backFaceCulling: boolean;
  88439. /**
  88440. * Sets the back-face culling state
  88441. */
  88442. /**
  88443. * Gets the back-face culling state
  88444. */
  88445. backFaceCulling: boolean;
  88446. /**
  88447. * Stores the value for side orientation
  88448. */
  88449. sideOrientation: number;
  88450. /**
  88451. * Callback triggered when the material is compiled
  88452. */
  88453. onCompiled: Nullable<(effect: Effect) => void>;
  88454. /**
  88455. * Callback triggered when an error occurs
  88456. */
  88457. onError: Nullable<(effect: Effect, errors: string) => void>;
  88458. /**
  88459. * Callback triggered to get the render target textures
  88460. */
  88461. getRenderTargetTextures: Nullable<() => SmartArray<RenderTargetTexture>>;
  88462. /**
  88463. * Gets a boolean indicating that current material needs to register RTT
  88464. */
  88465. readonly hasRenderTargetTextures: boolean;
  88466. /**
  88467. * Specifies if the material should be serialized
  88468. */
  88469. doNotSerialize: boolean;
  88470. /**
  88471. * @hidden
  88472. */
  88473. _storeEffectOnSubMeshes: boolean;
  88474. /**
  88475. * Stores the animations for the material
  88476. */
  88477. animations: Nullable<Array<Animation>>;
  88478. /**
  88479. * An event triggered when the material is disposed
  88480. */
  88481. onDisposeObservable: Observable<Material>;
  88482. /**
  88483. * An observer which watches for dispose events
  88484. */
  88485. private _onDisposeObserver;
  88486. private _onUnBindObservable;
  88487. /**
  88488. * Called during a dispose event
  88489. */
  88490. onDispose: () => void;
  88491. private _onBindObservable;
  88492. /**
  88493. * An event triggered when the material is bound
  88494. */
  88495. readonly onBindObservable: Observable<AbstractMesh>;
  88496. /**
  88497. * An observer which watches for bind events
  88498. */
  88499. private _onBindObserver;
  88500. /**
  88501. * Called during a bind event
  88502. */
  88503. onBind: (Mesh: AbstractMesh) => void;
  88504. /**
  88505. * An event triggered when the material is unbound
  88506. */
  88507. readonly onUnBindObservable: Observable<Material>;
  88508. /**
  88509. * Stores the value of the alpha mode
  88510. */
  88511. private _alphaMode;
  88512. /**
  88513. * Sets the value of the alpha mode.
  88514. *
  88515. * | Value | Type | Description |
  88516. * | --- | --- | --- |
  88517. * | 0 | ALPHA_DISABLE | |
  88518. * | 1 | ALPHA_ADD | |
  88519. * | 2 | ALPHA_COMBINE | |
  88520. * | 3 | ALPHA_SUBTRACT | |
  88521. * | 4 | ALPHA_MULTIPLY | |
  88522. * | 5 | ALPHA_MAXIMIZED | |
  88523. * | 6 | ALPHA_ONEONE | |
  88524. * | 7 | ALPHA_PREMULTIPLIED | |
  88525. * | 8 | ALPHA_PREMULTIPLIED_PORTERDUFF | |
  88526. * | 9 | ALPHA_INTERPOLATE | |
  88527. * | 10 | ALPHA_SCREENMODE | |
  88528. *
  88529. */
  88530. /**
  88531. * Gets the value of the alpha mode
  88532. */
  88533. alphaMode: number;
  88534. /**
  88535. * Stores the state of the need depth pre-pass value
  88536. */
  88537. private _needDepthPrePass;
  88538. /**
  88539. * Sets the need depth pre-pass value
  88540. */
  88541. /**
  88542. * Gets the depth pre-pass value
  88543. */
  88544. needDepthPrePass: boolean;
  88545. /**
  88546. * Specifies if depth writing should be disabled
  88547. */
  88548. disableDepthWrite: boolean;
  88549. /**
  88550. * Specifies if depth writing should be forced
  88551. */
  88552. forceDepthWrite: boolean;
  88553. /**
  88554. * Specifies if there should be a separate pass for culling
  88555. */
  88556. separateCullingPass: boolean;
  88557. /**
  88558. * Stores the state specifing if fog should be enabled
  88559. */
  88560. private _fogEnabled;
  88561. /**
  88562. * Sets the state for enabling fog
  88563. */
  88564. /**
  88565. * Gets the value of the fog enabled state
  88566. */
  88567. fogEnabled: boolean;
  88568. /**
  88569. * Stores the size of points
  88570. */
  88571. pointSize: number;
  88572. /**
  88573. * Stores the z offset value
  88574. */
  88575. zOffset: number;
  88576. /**
  88577. * Gets a value specifying if wireframe mode is enabled
  88578. */
  88579. /**
  88580. * Sets the state of wireframe mode
  88581. */
  88582. wireframe: boolean;
  88583. /**
  88584. * Gets the value specifying if point clouds are enabled
  88585. */
  88586. /**
  88587. * Sets the state of point cloud mode
  88588. */
  88589. pointsCloud: boolean;
  88590. /**
  88591. * Gets the material fill mode
  88592. */
  88593. /**
  88594. * Sets the material fill mode
  88595. */
  88596. fillMode: number;
  88597. /**
  88598. * @hidden
  88599. * Stores the effects for the material
  88600. */
  88601. _effect: Nullable<Effect>;
  88602. /**
  88603. * @hidden
  88604. * Specifies if the material was previously ready
  88605. */
  88606. _wasPreviouslyReady: boolean;
  88607. /**
  88608. * Specifies if uniform buffers should be used
  88609. */
  88610. private _useUBO;
  88611. /**
  88612. * Stores a reference to the scene
  88613. */
  88614. private _scene;
  88615. /**
  88616. * Stores the fill mode state
  88617. */
  88618. private _fillMode;
  88619. /**
  88620. * Specifies if the depth write state should be cached
  88621. */
  88622. private _cachedDepthWriteState;
  88623. /**
  88624. * Stores the uniform buffer
  88625. */
  88626. protected _uniformBuffer: UniformBuffer;
  88627. /** @hidden */
  88628. _indexInSceneMaterialArray: number;
  88629. /** @hidden */
  88630. meshMap: Nullable<{
  88631. [id: string]: AbstractMesh | undefined;
  88632. }>;
  88633. /**
  88634. * Creates a material instance
  88635. * @param name defines the name of the material
  88636. * @param scene defines the scene to reference
  88637. * @param doNotAdd specifies if the material should be added to the scene
  88638. */
  88639. constructor(name: string, scene: Scene, doNotAdd?: boolean);
  88640. /**
  88641. * Returns a string representation of the current material
  88642. * @param fullDetails defines a boolean indicating which levels of logging is desired
  88643. * @returns a string with material information
  88644. */
  88645. toString(fullDetails?: boolean): string;
  88646. /**
  88647. * Gets the class name of the material
  88648. * @returns a string with the class name of the material
  88649. */
  88650. getClassName(): string;
  88651. /**
  88652. * Specifies if updates for the material been locked
  88653. */
  88654. readonly isFrozen: boolean;
  88655. /**
  88656. * Locks updates for the material
  88657. */
  88658. freeze(): void;
  88659. /**
  88660. * Unlocks updates for the material
  88661. */
  88662. unfreeze(): void;
  88663. /**
  88664. * Specifies if the material is ready to be used
  88665. * @param mesh defines the mesh to check
  88666. * @param useInstances specifies if instances should be used
  88667. * @returns a boolean indicating if the material is ready to be used
  88668. */
  88669. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  88670. /**
  88671. * Specifies that the submesh is ready to be used
  88672. * @param mesh defines the mesh to check
  88673. * @param subMesh defines which submesh to check
  88674. * @param useInstances specifies that instances should be used
  88675. * @returns a boolean indicating that the submesh is ready or not
  88676. */
  88677. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88678. /**
  88679. * Returns the material effect
  88680. * @returns the effect associated with the material
  88681. */
  88682. getEffect(): Nullable<Effect>;
  88683. /**
  88684. * Returns the current scene
  88685. * @returns a Scene
  88686. */
  88687. getScene(): Scene;
  88688. /**
  88689. * Specifies if the material will require alpha blending
  88690. * @returns a boolean specifying if alpha blending is needed
  88691. */
  88692. needAlphaBlending(): boolean;
  88693. /**
  88694. * Specifies if the mesh will require alpha blending
  88695. * @param mesh defines the mesh to check
  88696. * @returns a boolean specifying if alpha blending is needed for the mesh
  88697. */
  88698. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  88699. /**
  88700. * Specifies if this material should be rendered in alpha test mode
  88701. * @returns a boolean specifying if an alpha test is needed.
  88702. */
  88703. needAlphaTesting(): boolean;
  88704. /**
  88705. * Gets the texture used for the alpha test
  88706. * @returns the texture to use for alpha testing
  88707. */
  88708. getAlphaTestTexture(): Nullable<BaseTexture>;
  88709. /**
  88710. * Marks the material to indicate that it needs to be re-calculated
  88711. */
  88712. markDirty(): void;
  88713. /** @hidden */
  88714. _preBind(effect?: Effect, overrideOrientation?: Nullable<number>): boolean;
  88715. /**
  88716. * Binds the material to the mesh
  88717. * @param world defines the world transformation matrix
  88718. * @param mesh defines the mesh to bind the material to
  88719. */
  88720. bind(world: Matrix, mesh?: Mesh): void;
  88721. /**
  88722. * Binds the submesh to the material
  88723. * @param world defines the world transformation matrix
  88724. * @param mesh defines the mesh containing the submesh
  88725. * @param subMesh defines the submesh to bind the material to
  88726. */
  88727. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  88728. /**
  88729. * Binds the world matrix to the material
  88730. * @param world defines the world transformation matrix
  88731. */
  88732. bindOnlyWorldMatrix(world: Matrix): void;
  88733. /**
  88734. * Binds the scene's uniform buffer to the effect.
  88735. * @param effect defines the effect to bind to the scene uniform buffer
  88736. * @param sceneUbo defines the uniform buffer storing scene data
  88737. */
  88738. bindSceneUniformBuffer(effect: Effect, sceneUbo: UniformBuffer): void;
  88739. /**
  88740. * Binds the view matrix to the effect
  88741. * @param effect defines the effect to bind the view matrix to
  88742. */
  88743. bindView(effect: Effect): void;
  88744. /**
  88745. * Binds the view projection matrix to the effect
  88746. * @param effect defines the effect to bind the view projection matrix to
  88747. */
  88748. bindViewProjection(effect: Effect): void;
  88749. /**
  88750. * Specifies if material alpha testing should be turned on for the mesh
  88751. * @param mesh defines the mesh to check
  88752. */
  88753. protected _shouldTurnAlphaTestOn(mesh: AbstractMesh): boolean;
  88754. /**
  88755. * Processes to execute after binding the material to a mesh
  88756. * @param mesh defines the rendered mesh
  88757. */
  88758. protected _afterBind(mesh?: Mesh): void;
  88759. /**
  88760. * Unbinds the material from the mesh
  88761. */
  88762. unbind(): void;
  88763. /**
  88764. * Gets the active textures from the material
  88765. * @returns an array of textures
  88766. */
  88767. getActiveTextures(): BaseTexture[];
  88768. /**
  88769. * Specifies if the material uses a texture
  88770. * @param texture defines the texture to check against the material
  88771. * @returns a boolean specifying if the material uses the texture
  88772. */
  88773. hasTexture(texture: BaseTexture): boolean;
  88774. /**
  88775. * Makes a duplicate of the material, and gives it a new name
  88776. * @param name defines the new name for the duplicated material
  88777. * @returns the cloned material
  88778. */
  88779. clone(name: string): Nullable<Material>;
  88780. /**
  88781. * Gets the meshes bound to the material
  88782. * @returns an array of meshes bound to the material
  88783. */
  88784. getBindedMeshes(): AbstractMesh[];
  88785. /**
  88786. * Force shader compilation
  88787. * @param mesh defines the mesh associated with this material
  88788. * @param onCompiled defines a function to execute once the material is compiled
  88789. * @param options defines the options to configure the compilation
  88790. * @param onError defines a function to execute if the material fails compiling
  88791. */
  88792. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>, onError?: (reason: string) => void): void;
  88793. /**
  88794. * Force shader compilation
  88795. * @param mesh defines the mesh that will use this material
  88796. * @param options defines additional options for compiling the shaders
  88797. * @returns a promise that resolves when the compilation completes
  88798. */
  88799. forceCompilationAsync(mesh: AbstractMesh, options?: Partial<IMaterialCompilationOptions>): Promise<void>;
  88800. private static readonly _AllDirtyCallBack;
  88801. private static readonly _ImageProcessingDirtyCallBack;
  88802. private static readonly _TextureDirtyCallBack;
  88803. private static readonly _FresnelDirtyCallBack;
  88804. private static readonly _MiscDirtyCallBack;
  88805. private static readonly _LightsDirtyCallBack;
  88806. private static readonly _AttributeDirtyCallBack;
  88807. private static _FresnelAndMiscDirtyCallBack;
  88808. private static _TextureAndMiscDirtyCallBack;
  88809. private static readonly _DirtyCallbackArray;
  88810. private static readonly _RunDirtyCallBacks;
  88811. /**
  88812. * Marks a define in the material to indicate that it needs to be re-computed
  88813. * @param flag defines a flag used to determine which parts of the material have to be marked as dirty
  88814. */
  88815. markAsDirty(flag: number): void;
  88816. /**
  88817. * Marks all submeshes of a material to indicate that their material defines need to be re-calculated
  88818. * @param func defines a function which checks material defines against the submeshes
  88819. */
  88820. protected _markAllSubMeshesAsDirty(func: (defines: MaterialDefines) => void): void;
  88821. /**
  88822. * Indicates that we need to re-calculated for all submeshes
  88823. */
  88824. protected _markAllSubMeshesAsAllDirty(): void;
  88825. /**
  88826. * Indicates that image processing needs to be re-calculated for all submeshes
  88827. */
  88828. protected _markAllSubMeshesAsImageProcessingDirty(): void;
  88829. /**
  88830. * Indicates that textures need to be re-calculated for all submeshes
  88831. */
  88832. protected _markAllSubMeshesAsTexturesDirty(): void;
  88833. /**
  88834. * Indicates that fresnel needs to be re-calculated for all submeshes
  88835. */
  88836. protected _markAllSubMeshesAsFresnelDirty(): void;
  88837. /**
  88838. * Indicates that fresnel and misc need to be re-calculated for all submeshes
  88839. */
  88840. protected _markAllSubMeshesAsFresnelAndMiscDirty(): void;
  88841. /**
  88842. * Indicates that lights need to be re-calculated for all submeshes
  88843. */
  88844. protected _markAllSubMeshesAsLightsDirty(): void;
  88845. /**
  88846. * Indicates that attributes need to be re-calculated for all submeshes
  88847. */
  88848. protected _markAllSubMeshesAsAttributesDirty(): void;
  88849. /**
  88850. * Indicates that misc needs to be re-calculated for all submeshes
  88851. */
  88852. protected _markAllSubMeshesAsMiscDirty(): void;
  88853. /**
  88854. * Indicates that textures and misc need to be re-calculated for all submeshes
  88855. */
  88856. protected _markAllSubMeshesAsTexturesAndMiscDirty(): void;
  88857. /**
  88858. * Disposes the material
  88859. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  88860. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  88861. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  88862. */
  88863. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  88864. /** @hidden */
  88865. private releaseVertexArrayObject;
  88866. /**
  88867. * Serializes this material
  88868. * @returns the serialized material object
  88869. */
  88870. serialize(): any;
  88871. /**
  88872. * Creates a material from parsed material data
  88873. * @param parsedMaterial defines parsed material data
  88874. * @param scene defines the hosting scene
  88875. * @param rootUrl defines the root URL to use to load textures
  88876. * @returns a new material
  88877. */
  88878. static Parse(parsedMaterial: any, scene: Scene, rootUrl: string): Nullable<Material>;
  88879. }
  88880. }
  88881. declare module BABYLON {
  88882. /**
  88883. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88884. * separate meshes. This can be use to improve performances.
  88885. * @see http://doc.babylonjs.com/how_to/multi_materials
  88886. */
  88887. export class MultiMaterial extends Material {
  88888. private _subMaterials;
  88889. /**
  88890. * Gets or Sets the list of Materials used within the multi material.
  88891. * They need to be ordered according to the submeshes order in the associated mesh
  88892. */
  88893. subMaterials: Nullable<Material>[];
  88894. /**
  88895. * Function used to align with Node.getChildren()
  88896. * @returns the list of Materials used within the multi material
  88897. */
  88898. getChildren(): Nullable<Material>[];
  88899. /**
  88900. * Instantiates a new Multi Material
  88901. * A multi-material is used to apply different materials to different parts of the same object without the need of
  88902. * separate meshes. This can be use to improve performances.
  88903. * @see http://doc.babylonjs.com/how_to/multi_materials
  88904. * @param name Define the name in the scene
  88905. * @param scene Define the scene the material belongs to
  88906. */
  88907. constructor(name: string, scene: Scene);
  88908. private _hookArray;
  88909. /**
  88910. * Get one of the submaterial by its index in the submaterials array
  88911. * @param index The index to look the sub material at
  88912. * @returns The Material if the index has been defined
  88913. */
  88914. getSubMaterial(index: number): Nullable<Material>;
  88915. /**
  88916. * Get the list of active textures for the whole sub materials list.
  88917. * @returns All the textures that will be used during the rendering
  88918. */
  88919. getActiveTextures(): BaseTexture[];
  88920. /**
  88921. * Gets the current class name of the material e.g. "MultiMaterial"
  88922. * Mainly use in serialization.
  88923. * @returns the class name
  88924. */
  88925. getClassName(): string;
  88926. /**
  88927. * Checks if the material is ready to render the requested sub mesh
  88928. * @param mesh Define the mesh the submesh belongs to
  88929. * @param subMesh Define the sub mesh to look readyness for
  88930. * @param useInstances Define whether or not the material is used with instances
  88931. * @returns true if ready, otherwise false
  88932. */
  88933. isReadyForSubMesh(mesh: AbstractMesh, subMesh: BaseSubMesh, useInstances?: boolean): boolean;
  88934. /**
  88935. * Clones the current material and its related sub materials
  88936. * @param name Define the name of the newly cloned material
  88937. * @param cloneChildren Define if submaterial will be cloned or shared with the parent instance
  88938. * @returns the cloned material
  88939. */
  88940. clone(name: string, cloneChildren?: boolean): MultiMaterial;
  88941. /**
  88942. * Serializes the materials into a JSON representation.
  88943. * @returns the JSON representation
  88944. */
  88945. serialize(): any;
  88946. /**
  88947. * Dispose the material and release its associated resources
  88948. * @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)
  88949. * @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)
  88950. * @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)
  88951. */
  88952. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, forceDisposeChildren?: boolean): void;
  88953. /**
  88954. * Creates a MultiMaterial from parsed MultiMaterial data.
  88955. * @param parsedMultiMaterial defines parsed MultiMaterial data.
  88956. * @param scene defines the hosting scene
  88957. * @returns a new MultiMaterial
  88958. */
  88959. static ParseMultiMaterial(parsedMultiMaterial: any, scene: Scene): MultiMaterial;
  88960. }
  88961. }
  88962. declare module BABYLON {
  88963. /**
  88964. * Base class for submeshes
  88965. */
  88966. export class BaseSubMesh {
  88967. /** @hidden */
  88968. _materialDefines: Nullable<MaterialDefines>;
  88969. /** @hidden */
  88970. _materialEffect: Nullable<Effect>;
  88971. /**
  88972. * Gets associated effect
  88973. */
  88974. readonly effect: Nullable<Effect>;
  88975. /**
  88976. * Sets associated effect (effect used to render this submesh)
  88977. * @param effect defines the effect to associate with
  88978. * @param defines defines the set of defines used to compile this effect
  88979. */
  88980. setEffect(effect: Nullable<Effect>, defines?: Nullable<MaterialDefines>): void;
  88981. }
  88982. /**
  88983. * Defines a subdivision inside a mesh
  88984. */
  88985. export class SubMesh extends BaseSubMesh implements ICullable {
  88986. /** the material index to use */
  88987. materialIndex: number;
  88988. /** vertex index start */
  88989. verticesStart: number;
  88990. /** vertices count */
  88991. verticesCount: number;
  88992. /** index start */
  88993. indexStart: number;
  88994. /** indices count */
  88995. indexCount: number;
  88996. /** @hidden */
  88997. _linesIndexCount: number;
  88998. private _mesh;
  88999. private _renderingMesh;
  89000. private _boundingInfo;
  89001. private _linesIndexBuffer;
  89002. /** @hidden */
  89003. _lastColliderWorldVertices: Nullable<Vector3[]>;
  89004. /** @hidden */
  89005. _trianglePlanes: Plane[];
  89006. /** @hidden */
  89007. _lastColliderTransformMatrix: Nullable<Matrix>;
  89008. /** @hidden */
  89009. _renderId: number;
  89010. /** @hidden */
  89011. _alphaIndex: number;
  89012. /** @hidden */
  89013. _distanceToCamera: number;
  89014. /** @hidden */
  89015. _id: number;
  89016. private _currentMaterial;
  89017. /**
  89018. * Add a new submesh to a mesh
  89019. * @param materialIndex defines the material index to use
  89020. * @param verticesStart defines vertex index start
  89021. * @param verticesCount defines vertices count
  89022. * @param indexStart defines index start
  89023. * @param indexCount defines indices count
  89024. * @param mesh defines the parent mesh
  89025. * @param renderingMesh defines an optional rendering mesh
  89026. * @param createBoundingBox defines if bounding box should be created for this submesh
  89027. * @returns the new submesh
  89028. */
  89029. static AddToMesh(materialIndex: number, verticesStart: number, verticesCount: number, indexStart: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean): SubMesh;
  89030. /**
  89031. * Creates a new submesh
  89032. * @param materialIndex defines the material index to use
  89033. * @param verticesStart defines vertex index start
  89034. * @param verticesCount defines vertices count
  89035. * @param indexStart defines index start
  89036. * @param indexCount defines indices count
  89037. * @param mesh defines the parent mesh
  89038. * @param renderingMesh defines an optional rendering mesh
  89039. * @param createBoundingBox defines if bounding box should be created for this submesh
  89040. */
  89041. constructor(
  89042. /** the material index to use */
  89043. materialIndex: number,
  89044. /** vertex index start */
  89045. verticesStart: number,
  89046. /** vertices count */
  89047. verticesCount: number,
  89048. /** index start */
  89049. indexStart: number,
  89050. /** indices count */
  89051. indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh, createBoundingBox?: boolean);
  89052. /**
  89053. * Returns true if this submesh covers the entire parent mesh
  89054. * @ignorenaming
  89055. */
  89056. readonly IsGlobal: boolean;
  89057. /**
  89058. * Returns the submesh BoudingInfo object
  89059. * @returns current bounding info (or mesh's one if the submesh is global)
  89060. */
  89061. getBoundingInfo(): BoundingInfo;
  89062. /**
  89063. * Sets the submesh BoundingInfo
  89064. * @param boundingInfo defines the new bounding info to use
  89065. * @returns the SubMesh
  89066. */
  89067. setBoundingInfo(boundingInfo: BoundingInfo): SubMesh;
  89068. /**
  89069. * Returns the mesh of the current submesh
  89070. * @return the parent mesh
  89071. */
  89072. getMesh(): AbstractMesh;
  89073. /**
  89074. * Returns the rendering mesh of the submesh
  89075. * @returns the rendering mesh (could be different from parent mesh)
  89076. */
  89077. getRenderingMesh(): Mesh;
  89078. /**
  89079. * Returns the submesh material
  89080. * @returns null or the current material
  89081. */
  89082. getMaterial(): Nullable<Material>;
  89083. /**
  89084. * Sets a new updated BoundingInfo object to the submesh
  89085. * @param data defines an optional position array to use to determine the bounding info
  89086. * @returns the SubMesh
  89087. */
  89088. refreshBoundingInfo(data?: Nullable<FloatArray>): SubMesh;
  89089. /** @hidden */
  89090. _checkCollision(collider: Collider): boolean;
  89091. /**
  89092. * Updates the submesh BoundingInfo
  89093. * @param world defines the world matrix to use to update the bounding info
  89094. * @returns the submesh
  89095. */
  89096. updateBoundingInfo(world: DeepImmutable<Matrix>): SubMesh;
  89097. /**
  89098. * True is the submesh bounding box intersects the frustum defined by the passed array of planes.
  89099. * @param frustumPlanes defines the frustum planes
  89100. * @returns true if the submesh is intersecting with the frustum
  89101. */
  89102. isInFrustum(frustumPlanes: Plane[]): boolean;
  89103. /**
  89104. * True is the submesh bounding box is completely inside the frustum defined by the passed array of planes
  89105. * @param frustumPlanes defines the frustum planes
  89106. * @returns true if the submesh is inside the frustum
  89107. */
  89108. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  89109. /**
  89110. * Renders the submesh
  89111. * @param enableAlphaMode defines if alpha needs to be used
  89112. * @returns the submesh
  89113. */
  89114. render(enableAlphaMode: boolean): SubMesh;
  89115. /**
  89116. * @hidden
  89117. */
  89118. _getLinesIndexBuffer(indices: IndicesArray, engine: Engine): DataBuffer;
  89119. /**
  89120. * Checks if the submesh intersects with a ray
  89121. * @param ray defines the ray to test
  89122. * @returns true is the passed ray intersects the submesh bounding box
  89123. */
  89124. canIntersects(ray: Ray): boolean;
  89125. /**
  89126. * Intersects current submesh with a ray
  89127. * @param ray defines the ray to test
  89128. * @param positions defines mesh's positions array
  89129. * @param indices defines mesh's indices array
  89130. * @param fastCheck defines if only bounding info should be used
  89131. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  89132. * @returns intersection info or null if no intersection
  89133. */
  89134. intersects(ray: Ray, positions: Vector3[], indices: IndicesArray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<IntersectionInfo>;
  89135. /** @hidden */
  89136. private _intersectLines;
  89137. /** @hidden */
  89138. private _intersectUnIndexedLines;
  89139. /** @hidden */
  89140. private _intersectTriangles;
  89141. /** @hidden */
  89142. private _intersectUnIndexedTriangles;
  89143. /** @hidden */
  89144. _rebuild(): void;
  89145. /**
  89146. * Creates a new submesh from the passed mesh
  89147. * @param newMesh defines the new hosting mesh
  89148. * @param newRenderingMesh defines an optional rendering mesh
  89149. * @returns the new submesh
  89150. */
  89151. clone(newMesh: AbstractMesh, newRenderingMesh?: Mesh): SubMesh;
  89152. /**
  89153. * Release associated resources
  89154. */
  89155. dispose(): void;
  89156. /**
  89157. * Gets the class name
  89158. * @returns the string "SubMesh".
  89159. */
  89160. getClassName(): string;
  89161. /**
  89162. * Creates a new submesh from indices data
  89163. * @param materialIndex the index of the main mesh material
  89164. * @param startIndex the index where to start the copy in the mesh indices array
  89165. * @param indexCount the number of indices to copy then from the startIndex
  89166. * @param mesh the main mesh to create the submesh from
  89167. * @param renderingMesh the optional rendering mesh
  89168. * @returns a new submesh
  89169. */
  89170. static CreateFromIndices(materialIndex: number, startIndex: number, indexCount: number, mesh: AbstractMesh, renderingMesh?: Mesh): SubMesh;
  89171. }
  89172. }
  89173. declare module BABYLON {
  89174. /**
  89175. * Class used to represent data loading progression
  89176. */
  89177. export class SceneLoaderFlags {
  89178. private static _ForceFullSceneLoadingForIncremental;
  89179. private static _ShowLoadingScreen;
  89180. private static _CleanBoneMatrixWeights;
  89181. private static _loggingLevel;
  89182. /**
  89183. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  89184. */
  89185. static ForceFullSceneLoadingForIncremental: boolean;
  89186. /**
  89187. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  89188. */
  89189. static ShowLoadingScreen: boolean;
  89190. /**
  89191. * Defines the current logging level (while loading the scene)
  89192. * @ignorenaming
  89193. */
  89194. static loggingLevel: number;
  89195. /**
  89196. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  89197. */
  89198. static CleanBoneMatrixWeights: boolean;
  89199. }
  89200. }
  89201. declare module BABYLON {
  89202. /**
  89203. * Class used to store geometry data (vertex buffers + index buffer)
  89204. */
  89205. export class Geometry implements IGetSetVerticesData {
  89206. /**
  89207. * Gets or sets the ID of the geometry
  89208. */
  89209. id: string;
  89210. /**
  89211. * Gets or sets the unique ID of the geometry
  89212. */
  89213. uniqueId: number;
  89214. /**
  89215. * Gets the delay loading state of the geometry (none by default which means not delayed)
  89216. */
  89217. delayLoadState: number;
  89218. /**
  89219. * Gets the file containing the data to load when running in delay load state
  89220. */
  89221. delayLoadingFile: Nullable<string>;
  89222. /**
  89223. * Callback called when the geometry is updated
  89224. */
  89225. onGeometryUpdated: (geometry: Geometry, kind?: string) => void;
  89226. private _scene;
  89227. private _engine;
  89228. private _meshes;
  89229. private _totalVertices;
  89230. /** @hidden */
  89231. _indices: IndicesArray;
  89232. /** @hidden */
  89233. _vertexBuffers: {
  89234. [key: string]: VertexBuffer;
  89235. };
  89236. private _isDisposed;
  89237. private _extend;
  89238. private _boundingBias;
  89239. /** @hidden */
  89240. _delayInfo: Array<string>;
  89241. private _indexBuffer;
  89242. private _indexBufferIsUpdatable;
  89243. /** @hidden */
  89244. _boundingInfo: Nullable<BoundingInfo>;
  89245. /** @hidden */
  89246. _delayLoadingFunction: Nullable<(any: any, geometry: Geometry) => void>;
  89247. /** @hidden */
  89248. _softwareSkinningFrameId: number;
  89249. private _vertexArrayObjects;
  89250. private _updatable;
  89251. /** @hidden */
  89252. _positions: Nullable<Vector3[]>;
  89253. /**
  89254. * 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
  89255. */
  89256. /**
  89257. * 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
  89258. */
  89259. boundingBias: Vector2;
  89260. /**
  89261. * Static function used to attach a new empty geometry to a mesh
  89262. * @param mesh defines the mesh to attach the geometry to
  89263. * @returns the new Geometry
  89264. */
  89265. static CreateGeometryForMesh(mesh: Mesh): Geometry;
  89266. /**
  89267. * Creates a new geometry
  89268. * @param id defines the unique ID
  89269. * @param scene defines the hosting scene
  89270. * @param vertexData defines the VertexData used to get geometry data
  89271. * @param updatable defines if geometry must be updatable (false by default)
  89272. * @param mesh defines the mesh that will be associated with the geometry
  89273. */
  89274. constructor(id: string, scene: Scene, vertexData?: VertexData, updatable?: boolean, mesh?: Nullable<Mesh>);
  89275. /**
  89276. * Gets the current extend of the geometry
  89277. */
  89278. readonly extend: {
  89279. minimum: Vector3;
  89280. maximum: Vector3;
  89281. };
  89282. /**
  89283. * Gets the hosting scene
  89284. * @returns the hosting Scene
  89285. */
  89286. getScene(): Scene;
  89287. /**
  89288. * Gets the hosting engine
  89289. * @returns the hosting Engine
  89290. */
  89291. getEngine(): Engine;
  89292. /**
  89293. * Defines if the geometry is ready to use
  89294. * @returns true if the geometry is ready to be used
  89295. */
  89296. isReady(): boolean;
  89297. /**
  89298. * Gets a value indicating that the geometry should not be serialized
  89299. */
  89300. readonly doNotSerialize: boolean;
  89301. /** @hidden */
  89302. _rebuild(): void;
  89303. /**
  89304. * Affects all geometry data in one call
  89305. * @param vertexData defines the geometry data
  89306. * @param updatable defines if the geometry must be flagged as updatable (false as default)
  89307. */
  89308. setAllVerticesData(vertexData: VertexData, updatable?: boolean): void;
  89309. /**
  89310. * Set specific vertex data
  89311. * @param kind defines the data kind (Position, normal, etc...)
  89312. * @param data defines the vertex data to use
  89313. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89314. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89315. */
  89316. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): void;
  89317. /**
  89318. * Removes a specific vertex data
  89319. * @param kind defines the data kind (Position, normal, etc...)
  89320. */
  89321. removeVerticesData(kind: string): void;
  89322. /**
  89323. * Affect a vertex buffer to the geometry. the vertexBuffer.getKind() function is used to determine where to store the data
  89324. * @param buffer defines the vertex buffer to use
  89325. * @param totalVertices defines the total number of vertices for position kind (could be null)
  89326. */
  89327. setVerticesBuffer(buffer: VertexBuffer, totalVertices?: Nullable<number>): void;
  89328. /**
  89329. * Update a specific vertex buffer
  89330. * This function will directly update the underlying DataBuffer according to the passed numeric array or Float32Array
  89331. * It will do nothing if the buffer is not updatable
  89332. * @param kind defines the data kind (Position, normal, etc...)
  89333. * @param data defines the data to use
  89334. * @param offset defines the offset in the target buffer where to store the data
  89335. * @param useBytes set to true if the offset is in bytes
  89336. */
  89337. updateVerticesDataDirectly(kind: string, data: DataArray, offset: number, useBytes?: boolean): void;
  89338. /**
  89339. * Update a specific vertex buffer
  89340. * This function will create a new buffer if the current one is not updatable
  89341. * @param kind defines the data kind (Position, normal, etc...)
  89342. * @param data defines the data to use
  89343. * @param updateExtends defines if the geometry extends must be recomputed (false by default)
  89344. */
  89345. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean): void;
  89346. private _updateBoundingInfo;
  89347. /** @hidden */
  89348. _bind(effect: Nullable<Effect>, indexToBind?: Nullable<DataBuffer>): void;
  89349. /**
  89350. * Gets total number of vertices
  89351. * @returns the total number of vertices
  89352. */
  89353. getTotalVertices(): number;
  89354. /**
  89355. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89356. * @param kind defines the data kind (Position, normal, etc...)
  89357. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89358. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89359. * @returns a float array containing vertex data
  89360. */
  89361. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89362. /**
  89363. * Returns a boolean defining if the vertex data for the requested `kind` is updatable
  89364. * @param kind defines the data kind (Position, normal, etc...)
  89365. * @returns true if the vertex buffer with the specified kind is updatable
  89366. */
  89367. isVertexBufferUpdatable(kind: string): boolean;
  89368. /**
  89369. * Gets a specific vertex buffer
  89370. * @param kind defines the data kind (Position, normal, etc...)
  89371. * @returns a VertexBuffer
  89372. */
  89373. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  89374. /**
  89375. * Returns all vertex buffers
  89376. * @return an object holding all vertex buffers indexed by kind
  89377. */
  89378. getVertexBuffers(): Nullable<{
  89379. [key: string]: VertexBuffer;
  89380. }>;
  89381. /**
  89382. * Gets a boolean indicating if specific vertex buffer is present
  89383. * @param kind defines the data kind (Position, normal, etc...)
  89384. * @returns true if data is present
  89385. */
  89386. isVerticesDataPresent(kind: string): boolean;
  89387. /**
  89388. * Gets a list of all attached data kinds (Position, normal, etc...)
  89389. * @returns a list of string containing all kinds
  89390. */
  89391. getVerticesDataKinds(): string[];
  89392. /**
  89393. * Update index buffer
  89394. * @param indices defines the indices to store in the index buffer
  89395. * @param offset defines the offset in the target buffer where to store the data
  89396. * @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)
  89397. */
  89398. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): void;
  89399. /**
  89400. * Creates a new index buffer
  89401. * @param indices defines the indices to store in the index buffer
  89402. * @param totalVertices defines the total number of vertices (could be null)
  89403. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89404. */
  89405. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): void;
  89406. /**
  89407. * Return the total number of indices
  89408. * @returns the total number of indices
  89409. */
  89410. getTotalIndices(): number;
  89411. /**
  89412. * Gets the index buffer array
  89413. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89414. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89415. * @returns the index buffer array
  89416. */
  89417. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89418. /**
  89419. * Gets the index buffer
  89420. * @return the index buffer
  89421. */
  89422. getIndexBuffer(): Nullable<DataBuffer>;
  89423. /** @hidden */
  89424. _releaseVertexArrayObject(effect?: Nullable<Effect>): void;
  89425. /**
  89426. * Release the associated resources for a specific mesh
  89427. * @param mesh defines the source mesh
  89428. * @param shouldDispose defines if the geometry must be disposed if there is no more mesh pointing to it
  89429. */
  89430. releaseForMesh(mesh: Mesh, shouldDispose?: boolean): void;
  89431. /**
  89432. * Apply current geometry to a given mesh
  89433. * @param mesh defines the mesh to apply geometry to
  89434. */
  89435. applyToMesh(mesh: Mesh): void;
  89436. private _updateExtend;
  89437. private _applyToMesh;
  89438. private notifyUpdate;
  89439. /**
  89440. * Load the geometry if it was flagged as delay loaded
  89441. * @param scene defines the hosting scene
  89442. * @param onLoaded defines a callback called when the geometry is loaded
  89443. */
  89444. load(scene: Scene, onLoaded?: () => void): void;
  89445. private _queueLoad;
  89446. /**
  89447. * Invert the geometry to move from a right handed system to a left handed one.
  89448. */
  89449. toLeftHanded(): void;
  89450. /** @hidden */
  89451. _resetPointsArrayCache(): void;
  89452. /** @hidden */
  89453. _generatePointsArray(): boolean;
  89454. /**
  89455. * Gets a value indicating if the geometry is disposed
  89456. * @returns true if the geometry was disposed
  89457. */
  89458. isDisposed(): boolean;
  89459. private _disposeVertexArrayObjects;
  89460. /**
  89461. * Free all associated resources
  89462. */
  89463. dispose(): void;
  89464. /**
  89465. * Clone the current geometry into a new geometry
  89466. * @param id defines the unique ID of the new geometry
  89467. * @returns a new geometry object
  89468. */
  89469. copy(id: string): Geometry;
  89470. /**
  89471. * Serialize the current geometry info (and not the vertices data) into a JSON object
  89472. * @return a JSON representation of the current geometry data (without the vertices data)
  89473. */
  89474. serialize(): any;
  89475. private toNumberArray;
  89476. /**
  89477. * Serialize all vertices data into a JSON oject
  89478. * @returns a JSON representation of the current geometry data
  89479. */
  89480. serializeVerticeData(): any;
  89481. /**
  89482. * Extracts a clone of a mesh geometry
  89483. * @param mesh defines the source mesh
  89484. * @param id defines the unique ID of the new geometry object
  89485. * @returns the new geometry object
  89486. */
  89487. static ExtractFromMesh(mesh: Mesh, id: string): Nullable<Geometry>;
  89488. /**
  89489. * You should now use Tools.RandomId(), this method is still here for legacy reasons.
  89490. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  89491. * Be aware Math.random() could cause collisions, but:
  89492. * "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"
  89493. * @returns a string containing a new GUID
  89494. */
  89495. static RandomId(): string;
  89496. /** @hidden */
  89497. static _ImportGeometry(parsedGeometry: any, mesh: Mesh): void;
  89498. private static _CleanMatricesWeights;
  89499. /**
  89500. * Create a new geometry from persisted data (Using .babylon file format)
  89501. * @param parsedVertexData defines the persisted data
  89502. * @param scene defines the hosting scene
  89503. * @param rootUrl defines the root url to use to load assets (like delayed data)
  89504. * @returns the new geometry object
  89505. */
  89506. static Parse(parsedVertexData: any, scene: Scene, rootUrl: string): Nullable<Geometry>;
  89507. }
  89508. }
  89509. declare module BABYLON {
  89510. /**
  89511. * Define an interface for all classes that will get and set the data on vertices
  89512. */
  89513. export interface IGetSetVerticesData {
  89514. /**
  89515. * Gets a boolean indicating if specific vertex data is present
  89516. * @param kind defines the vertex data kind to use
  89517. * @returns true is data kind is present
  89518. */
  89519. isVerticesDataPresent(kind: string): boolean;
  89520. /**
  89521. * Gets a specific vertex data attached to this geometry. Float data is constructed if the vertex buffer data cannot be returned directly.
  89522. * @param kind defines the data kind (Position, normal, etc...)
  89523. * @param copyWhenShared defines if the returned array must be cloned upon returning it if the current geometry is shared between multiple meshes
  89524. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89525. * @returns a float array containing vertex data
  89526. */
  89527. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  89528. /**
  89529. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  89530. * @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.
  89531. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  89532. * @returns the indices array or an empty array if the mesh has no geometry
  89533. */
  89534. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  89535. /**
  89536. * Set specific vertex data
  89537. * @param kind defines the data kind (Position, normal, etc...)
  89538. * @param data defines the vertex data to use
  89539. * @param updatable defines if the vertex must be flagged as updatable (false as default)
  89540. * @param stride defines the stride to use (0 by default). This value is deduced from the kind value if not specified
  89541. */
  89542. setVerticesData(kind: string, data: FloatArray, updatable: boolean): void;
  89543. /**
  89544. * Update a specific associated vertex buffer
  89545. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  89546. * - VertexBuffer.PositionKind
  89547. * - VertexBuffer.UVKind
  89548. * - VertexBuffer.UV2Kind
  89549. * - VertexBuffer.UV3Kind
  89550. * - VertexBuffer.UV4Kind
  89551. * - VertexBuffer.UV5Kind
  89552. * - VertexBuffer.UV6Kind
  89553. * - VertexBuffer.ColorKind
  89554. * - VertexBuffer.MatricesIndicesKind
  89555. * - VertexBuffer.MatricesIndicesExtraKind
  89556. * - VertexBuffer.MatricesWeightsKind
  89557. * - VertexBuffer.MatricesWeightsExtraKind
  89558. * @param data defines the data source
  89559. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  89560. * @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)
  89561. */
  89562. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): void;
  89563. /**
  89564. * Creates a new index buffer
  89565. * @param indices defines the indices to store in the index buffer
  89566. * @param totalVertices defines the total number of vertices (could be null)
  89567. * @param updatable defines if the index buffer must be flagged as updatable (false by default)
  89568. */
  89569. setIndices(indices: IndicesArray, totalVertices: Nullable<number>, updatable?: boolean): void;
  89570. }
  89571. /**
  89572. * This class contains the various kinds of data on every vertex of a mesh used in determining its shape and appearance
  89573. */
  89574. export class VertexData {
  89575. /**
  89576. * Mesh side orientation : usually the external or front surface
  89577. */
  89578. static readonly FRONTSIDE: number;
  89579. /**
  89580. * Mesh side orientation : usually the internal or back surface
  89581. */
  89582. static readonly BACKSIDE: number;
  89583. /**
  89584. * Mesh side orientation : both internal and external or front and back surfaces
  89585. */
  89586. static readonly DOUBLESIDE: number;
  89587. /**
  89588. * Mesh side orientation : by default, `FRONTSIDE`
  89589. */
  89590. static readonly DEFAULTSIDE: number;
  89591. /**
  89592. * An array of the x, y, z position of each vertex [...., x, y, z, .....]
  89593. */
  89594. positions: Nullable<FloatArray>;
  89595. /**
  89596. * An array of the x, y, z normal vector of each vertex [...., x, y, z, .....]
  89597. */
  89598. normals: Nullable<FloatArray>;
  89599. /**
  89600. * An array of the x, y, z tangent vector of each vertex [...., x, y, z, .....]
  89601. */
  89602. tangents: Nullable<FloatArray>;
  89603. /**
  89604. * An array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89605. */
  89606. uvs: Nullable<FloatArray>;
  89607. /**
  89608. * A second array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89609. */
  89610. uvs2: Nullable<FloatArray>;
  89611. /**
  89612. * A third array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89613. */
  89614. uvs3: Nullable<FloatArray>;
  89615. /**
  89616. * A fourth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89617. */
  89618. uvs4: Nullable<FloatArray>;
  89619. /**
  89620. * A fifth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89621. */
  89622. uvs5: Nullable<FloatArray>;
  89623. /**
  89624. * A sixth array of u,v which maps a texture image onto each vertex [...., u, v, .....]
  89625. */
  89626. uvs6: Nullable<FloatArray>;
  89627. /**
  89628. * An array of the r, g, b, a, color of each vertex [...., r, g, b, a, .....]
  89629. */
  89630. colors: Nullable<FloatArray>;
  89631. /**
  89632. * 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).
  89633. */
  89634. matricesIndices: Nullable<FloatArray>;
  89635. /**
  89636. * An array containing the list of weights defining the weight of each indexed matrix in the final computation
  89637. */
  89638. matricesWeights: Nullable<FloatArray>;
  89639. /**
  89640. * An array extending the number of possible indices
  89641. */
  89642. matricesIndicesExtra: Nullable<FloatArray>;
  89643. /**
  89644. * An array extending the number of possible weights when the number of indices is extended
  89645. */
  89646. matricesWeightsExtra: Nullable<FloatArray>;
  89647. /**
  89648. * An array of i, j, k the three vertex indices required for each triangular facet [...., i, j, k .....]
  89649. */
  89650. indices: Nullable<IndicesArray>;
  89651. /**
  89652. * Uses the passed data array to set the set the values for the specified kind of data
  89653. * @param data a linear array of floating numbers
  89654. * @param kind the type of data that is being set, eg positions, colors etc
  89655. */
  89656. set(data: FloatArray, kind: string): void;
  89657. /**
  89658. * Associates the vertexData to the passed Mesh.
  89659. * Sets it as updatable or not (default `false`)
  89660. * @param mesh the mesh the vertexData is applied to
  89661. * @param updatable when used and having the value true allows new data to update the vertexData
  89662. * @returns the VertexData
  89663. */
  89664. applyToMesh(mesh: Mesh, updatable?: boolean): VertexData;
  89665. /**
  89666. * Associates the vertexData to the passed Geometry.
  89667. * Sets it as updatable or not (default `false`)
  89668. * @param geometry the geometry the vertexData is applied to
  89669. * @param updatable when used and having the value true allows new data to update the vertexData
  89670. * @returns VertexData
  89671. */
  89672. applyToGeometry(geometry: Geometry, updatable?: boolean): VertexData;
  89673. /**
  89674. * Updates the associated mesh
  89675. * @param mesh the mesh to be updated
  89676. * @param updateExtends when true the mesh BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89677. * @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
  89678. * @returns VertexData
  89679. */
  89680. updateMesh(mesh: Mesh): VertexData;
  89681. /**
  89682. * Updates the associated geometry
  89683. * @param geometry the geometry to be updated
  89684. * @param updateExtends when true BoundingInfo will be renewed when and if position kind is updated, optional with default false
  89685. * @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
  89686. * @returns VertexData.
  89687. */
  89688. updateGeometry(geometry: Geometry): VertexData;
  89689. private _applyTo;
  89690. private _update;
  89691. /**
  89692. * Transforms each position and each normal of the vertexData according to the passed Matrix
  89693. * @param matrix the transforming matrix
  89694. * @returns the VertexData
  89695. */
  89696. transform(matrix: Matrix): VertexData;
  89697. /**
  89698. * Merges the passed VertexData into the current one
  89699. * @param other the VertexData to be merged into the current one
  89700. * @param use32BitsIndices defines a boolean indicating if indices must be store in a 32 bits array
  89701. * @returns the modified VertexData
  89702. */
  89703. merge(other: VertexData, use32BitsIndices?: boolean): VertexData;
  89704. private _mergeElement;
  89705. private _validate;
  89706. /**
  89707. * Serializes the VertexData
  89708. * @returns a serialized object
  89709. */
  89710. serialize(): any;
  89711. /**
  89712. * Extracts the vertexData from a mesh
  89713. * @param mesh the mesh from which to extract the VertexData
  89714. * @param copyWhenShared defines if the VertexData must be cloned when shared between multiple meshes, optional, default false
  89715. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89716. * @returns the object VertexData associated to the passed mesh
  89717. */
  89718. static ExtractFromMesh(mesh: Mesh, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89719. /**
  89720. * Extracts the vertexData from the geometry
  89721. * @param geometry the geometry from which to extract the VertexData
  89722. * @param copyWhenShared defines if the VertexData must be cloned when the geometrty is shared between multiple meshes, optional, default false
  89723. * @param forceCopy indicating that the VertexData must be cloned, optional, default false
  89724. * @returns the object VertexData associated to the passed mesh
  89725. */
  89726. static ExtractFromGeometry(geometry: Geometry, copyWhenShared?: boolean, forceCopy?: boolean): VertexData;
  89727. private static _ExtractFrom;
  89728. /**
  89729. * Creates the VertexData for a Ribbon
  89730. * @param options an object used to set the following optional parameters for the ribbon, required but can be empty
  89731. * * pathArray array of paths, each of which an array of successive Vector3
  89732. * * closeArray creates a seam between the first and the last paths of the pathArray, optional, default false
  89733. * * closePath creates a seam between the first and the last points of each path of the path array, optional, default false
  89734. * * 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
  89735. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89736. * * 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)
  89737. * * 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)
  89738. * * invertUV swaps in the U and V coordinates when applying a texture, optional, default false
  89739. * * uvs a linear array, of length 2 * number of vertices, of custom UV values, optional
  89740. * * colors a linear array, of length 4 * number of vertices, of custom color values, optional
  89741. * @returns the VertexData of the ribbon
  89742. */
  89743. static CreateRibbon(options: {
  89744. pathArray: Vector3[][];
  89745. closeArray?: boolean;
  89746. closePath?: boolean;
  89747. offset?: number;
  89748. sideOrientation?: number;
  89749. frontUVs?: Vector4;
  89750. backUVs?: Vector4;
  89751. invertUV?: boolean;
  89752. uvs?: Vector2[];
  89753. colors?: Color4[];
  89754. }): VertexData;
  89755. /**
  89756. * Creates the VertexData for a box
  89757. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89758. * * size sets the width, height and depth of the box to the value of size, optional default 1
  89759. * * width sets the width (x direction) of the box, overwrites the width set by size, optional, default size
  89760. * * height sets the height (y direction) of the box, overwrites the height set by size, optional, default size
  89761. * * depth sets the depth (z direction) of the box, overwrites the depth set by size, optional, default size
  89762. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89763. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89764. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89765. * * 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)
  89766. * * 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)
  89767. * @returns the VertexData of the box
  89768. */
  89769. static CreateBox(options: {
  89770. size?: number;
  89771. width?: number;
  89772. height?: number;
  89773. depth?: number;
  89774. faceUV?: Vector4[];
  89775. faceColors?: Color4[];
  89776. sideOrientation?: number;
  89777. frontUVs?: Vector4;
  89778. backUVs?: Vector4;
  89779. }): VertexData;
  89780. /**
  89781. * Creates the VertexData for a tiled box
  89782. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89783. * * faceTiles sets the pattern, tile size and number of tiles for a face
  89784. * * faceUV an array of 6 Vector4 elements used to set different images to each box side
  89785. * * faceColors an array of 6 Color3 elements used to set different colors to each box side
  89786. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89787. * @returns the VertexData of the box
  89788. */
  89789. static CreateTiledBox(options: {
  89790. pattern?: number;
  89791. width?: number;
  89792. height?: number;
  89793. depth?: number;
  89794. tileSize?: number;
  89795. tileWidth?: number;
  89796. tileHeight?: number;
  89797. alignHorizontal?: number;
  89798. alignVertical?: number;
  89799. faceUV?: Vector4[];
  89800. faceColors?: Color4[];
  89801. sideOrientation?: number;
  89802. }): VertexData;
  89803. /**
  89804. * Creates the VertexData for a tiled plane
  89805. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89806. * * pattern a limited pattern arrangement depending on the number
  89807. * * tileSize sets the width, height and depth of the tile to the value of size, optional default 1
  89808. * * tileWidth sets the width (x direction) of the tile, overwrites the width set by size, optional, default size
  89809. * * tileHeight sets the height (y direction) of the tile, overwrites the height set by size, optional, default size
  89810. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89811. * * 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)
  89812. * * 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)
  89813. * @returns the VertexData of the tiled plane
  89814. */
  89815. static CreateTiledPlane(options: {
  89816. pattern?: number;
  89817. tileSize?: number;
  89818. tileWidth?: number;
  89819. tileHeight?: number;
  89820. size?: number;
  89821. width?: number;
  89822. height?: number;
  89823. alignHorizontal?: number;
  89824. alignVertical?: number;
  89825. sideOrientation?: number;
  89826. frontUVs?: Vector4;
  89827. backUVs?: Vector4;
  89828. }): VertexData;
  89829. /**
  89830. * Creates the VertexData for an ellipsoid, defaults to a sphere
  89831. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89832. * * segments sets the number of horizontal strips optional, default 32
  89833. * * diameter sets the axes dimensions, diameterX, diameterY and diameterZ to the value of diameter, optional default 1
  89834. * * diameterX sets the diameterX (x direction) of the ellipsoid, overwrites the diameterX set by diameter, optional, default diameter
  89835. * * diameterY sets the diameterY (y direction) of the ellipsoid, overwrites the diameterY set by diameter, optional, default diameter
  89836. * * diameterZ sets the diameterZ (z direction) of the ellipsoid, overwrites the diameterZ set by diameter, optional, default diameter
  89837. * * 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
  89838. * * 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
  89839. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89840. * * 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)
  89841. * * 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)
  89842. * @returns the VertexData of the ellipsoid
  89843. */
  89844. static CreateSphere(options: {
  89845. segments?: number;
  89846. diameter?: number;
  89847. diameterX?: number;
  89848. diameterY?: number;
  89849. diameterZ?: number;
  89850. arc?: number;
  89851. slice?: number;
  89852. sideOrientation?: number;
  89853. frontUVs?: Vector4;
  89854. backUVs?: Vector4;
  89855. }): VertexData;
  89856. /**
  89857. * Creates the VertexData for a cylinder, cone or prism
  89858. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89859. * * height sets the height (y direction) of the cylinder, optional, default 2
  89860. * * diameterTop sets the diameter of the top of the cone, overwrites diameter, optional, default diameter
  89861. * * diameterBottom sets the diameter of the bottom of the cone, overwrites diameter, optional, default diameter
  89862. * * diameter sets the diameter of the top and bottom of the cone, optional default 1
  89863. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89864. * * subdivisions` the number of rings along the cylinder height, optional, default 1
  89865. * * 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
  89866. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  89867. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  89868. * * hasRings when true makes each subdivision independantly treated as a face for faceUV and faceColors, optional, default false
  89869. * * enclose when true closes an open cylinder by adding extra flat faces between the height axis and vertical edges, think cut cake
  89870. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89871. * * 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)
  89872. * * 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)
  89873. * @returns the VertexData of the cylinder, cone or prism
  89874. */
  89875. static CreateCylinder(options: {
  89876. height?: number;
  89877. diameterTop?: number;
  89878. diameterBottom?: number;
  89879. diameter?: number;
  89880. tessellation?: number;
  89881. subdivisions?: number;
  89882. arc?: number;
  89883. faceColors?: Color4[];
  89884. faceUV?: Vector4[];
  89885. hasRings?: boolean;
  89886. enclose?: boolean;
  89887. sideOrientation?: number;
  89888. frontUVs?: Vector4;
  89889. backUVs?: Vector4;
  89890. }): VertexData;
  89891. /**
  89892. * Creates the VertexData for a torus
  89893. * @param options an object used to set the following optional parameters for the box, required but can be empty
  89894. * * diameter the diameter of the torus, optional default 1
  89895. * * thickness the diameter of the tube forming the torus, optional default 0.5
  89896. * * tessellation the number of prism sides, 3 for a triangular prism, optional, default 24
  89897. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  89898. * * 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)
  89899. * * 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)
  89900. * @returns the VertexData of the torus
  89901. */
  89902. static CreateTorus(options: {
  89903. diameter?: number;
  89904. thickness?: number;
  89905. tessellation?: number;
  89906. sideOrientation?: number;
  89907. frontUVs?: Vector4;
  89908. backUVs?: Vector4;
  89909. }): VertexData;
  89910. /**
  89911. * Creates the VertexData of the LineSystem
  89912. * @param options an object used to set the following optional parameters for the LineSystem, required but can be empty
  89913. * - lines an array of lines, each line being an array of successive Vector3
  89914. * - colors an array of line colors, each of the line colors being an array of successive Color4, one per line point
  89915. * @returns the VertexData of the LineSystem
  89916. */
  89917. static CreateLineSystem(options: {
  89918. lines: Vector3[][];
  89919. colors?: Nullable<Color4[][]>;
  89920. }): VertexData;
  89921. /**
  89922. * Create the VertexData for a DashedLines
  89923. * @param options an object used to set the following optional parameters for the DashedLines, required but can be empty
  89924. * - points an array successive Vector3
  89925. * - dashSize the size of the dashes relative to the dash number, optional, default 3
  89926. * - gapSize the size of the gap between two successive dashes relative to the dash number, optional, default 1
  89927. * - dashNb the intended total number of dashes, optional, default 200
  89928. * @returns the VertexData for the DashedLines
  89929. */
  89930. static CreateDashedLines(options: {
  89931. points: Vector3[];
  89932. dashSize?: number;
  89933. gapSize?: number;
  89934. dashNb?: number;
  89935. }): VertexData;
  89936. /**
  89937. * Creates the VertexData for a Ground
  89938. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89939. * - width the width (x direction) of the ground, optional, default 1
  89940. * - height the height (z direction) of the ground, optional, default 1
  89941. * - subdivisions the number of subdivisions per side, optional, default 1
  89942. * @returns the VertexData of the Ground
  89943. */
  89944. static CreateGround(options: {
  89945. width?: number;
  89946. height?: number;
  89947. subdivisions?: number;
  89948. subdivisionsX?: number;
  89949. subdivisionsY?: number;
  89950. }): VertexData;
  89951. /**
  89952. * Creates the VertexData for a TiledGround by subdividing the ground into tiles
  89953. * @param options an object used to set the following optional parameters for the Ground, required but can be empty
  89954. * * xmin the ground minimum X coordinate, optional, default -1
  89955. * * zmin the ground minimum Z coordinate, optional, default -1
  89956. * * xmax the ground maximum X coordinate, optional, default 1
  89957. * * zmax the ground maximum Z coordinate, optional, default 1
  89958. * * 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}
  89959. * * 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}
  89960. * @returns the VertexData of the TiledGround
  89961. */
  89962. static CreateTiledGround(options: {
  89963. xmin: number;
  89964. zmin: number;
  89965. xmax: number;
  89966. zmax: number;
  89967. subdivisions?: {
  89968. w: number;
  89969. h: number;
  89970. };
  89971. precision?: {
  89972. w: number;
  89973. h: number;
  89974. };
  89975. }): VertexData;
  89976. /**
  89977. * Creates the VertexData of the Ground designed from a heightmap
  89978. * @param options an object used to set the following parameters for the Ground, required and provided by MeshBuilder.CreateGroundFromHeightMap
  89979. * * width the width (x direction) of the ground
  89980. * * height the height (z direction) of the ground
  89981. * * subdivisions the number of subdivisions per side
  89982. * * minHeight the minimum altitude on the ground, optional, default 0
  89983. * * maxHeight the maximum altitude on the ground, optional default 1
  89984. * * colorFilter the filter to apply to the image pixel colors to compute the height, optional Color3, default (0.3, 0.59, 0.11)
  89985. * * buffer the array holding the image color data
  89986. * * bufferWidth the width of image
  89987. * * bufferHeight the height of image
  89988. * * alphaFilter Remove any data where the alpha channel is below this value, defaults 0 (all data visible)
  89989. * @returns the VertexData of the Ground designed from a heightmap
  89990. */
  89991. static CreateGroundFromHeightMap(options: {
  89992. width: number;
  89993. height: number;
  89994. subdivisions: number;
  89995. minHeight: number;
  89996. maxHeight: number;
  89997. colorFilter: Color3;
  89998. buffer: Uint8Array;
  89999. bufferWidth: number;
  90000. bufferHeight: number;
  90001. alphaFilter: number;
  90002. }): VertexData;
  90003. /**
  90004. * Creates the VertexData for a Plane
  90005. * @param options an object used to set the following optional parameters for the plane, required but can be empty
  90006. * * size sets the width and height of the plane to the value of size, optional default 1
  90007. * * width sets the width (x direction) of the plane, overwrites the width set by size, optional, default size
  90008. * * height sets the height (y direction) of the plane, overwrites the height set by size, optional, default size
  90009. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90010. * * 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)
  90011. * * 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)
  90012. * @returns the VertexData of the box
  90013. */
  90014. static CreatePlane(options: {
  90015. size?: number;
  90016. width?: number;
  90017. height?: number;
  90018. sideOrientation?: number;
  90019. frontUVs?: Vector4;
  90020. backUVs?: Vector4;
  90021. }): VertexData;
  90022. /**
  90023. * Creates the VertexData of the Disc or regular Polygon
  90024. * @param options an object used to set the following optional parameters for the disc, required but can be empty
  90025. * * radius the radius of the disc, optional default 0.5
  90026. * * tessellation the number of polygon sides, optional, default 64
  90027. * * 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
  90028. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90029. * * 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)
  90030. * * 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)
  90031. * @returns the VertexData of the box
  90032. */
  90033. static CreateDisc(options: {
  90034. radius?: number;
  90035. tessellation?: number;
  90036. arc?: number;
  90037. sideOrientation?: number;
  90038. frontUVs?: Vector4;
  90039. backUVs?: Vector4;
  90040. }): VertexData;
  90041. /**
  90042. * Creates the VertexData for an irregular Polygon in the XoZ plane using a mesh built by polygonTriangulation.build()
  90043. * All parameters are provided by MeshBuilder.CreatePolygon as needed
  90044. * @param polygon a mesh built from polygonTriangulation.build()
  90045. * @param sideOrientation takes the values Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90046. * @param fUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90047. * @param fColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90048. * @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)
  90049. * @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)
  90050. * @returns the VertexData of the Polygon
  90051. */
  90052. static CreatePolygon(polygon: Mesh, sideOrientation: number, fUV?: Vector4[], fColors?: Color4[], frontUVs?: Vector4, backUVs?: Vector4): VertexData;
  90053. /**
  90054. * Creates the VertexData of the IcoSphere
  90055. * @param options an object used to set the following optional parameters for the IcoSphere, required but can be empty
  90056. * * radius the radius of the IcoSphere, optional default 1
  90057. * * radiusX allows stretching in the x direction, optional, default radius
  90058. * * radiusY allows stretching in the y direction, optional, default radius
  90059. * * radiusZ allows stretching in the z direction, optional, default radius
  90060. * * flat when true creates a flat shaded mesh, optional, default true
  90061. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90062. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90063. * * 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)
  90064. * * 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)
  90065. * @returns the VertexData of the IcoSphere
  90066. */
  90067. static CreateIcoSphere(options: {
  90068. radius?: number;
  90069. radiusX?: number;
  90070. radiusY?: number;
  90071. radiusZ?: number;
  90072. flat?: boolean;
  90073. subdivisions?: number;
  90074. sideOrientation?: number;
  90075. frontUVs?: Vector4;
  90076. backUVs?: Vector4;
  90077. }): VertexData;
  90078. /**
  90079. * Creates the VertexData for a Polyhedron
  90080. * @param options an object used to set the following optional parameters for the polyhedron, required but can be empty
  90081. * * type provided types are:
  90082. * * 0 : Tetrahedron, 1 : Octahedron, 2 : Dodecahedron, 3 : Icosahedron, 4 : Rhombicuboctahedron, 5 : Triangular Prism, 6 : Pentagonal Prism, 7 : Hexagonal Prism, 8 : Square Pyramid (J1)
  90083. * * 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)
  90084. * * size the size of the IcoSphere, optional default 1
  90085. * * sizeX allows stretching in the x direction, optional, default size
  90086. * * sizeY allows stretching in the y direction, optional, default size
  90087. * * sizeZ allows stretching in the z direction, optional, default size
  90088. * * 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
  90089. * * faceUV an array of Vector4 elements used to set different images to the top, rings and bottom respectively
  90090. * * faceColors an array of Color3 elements used to set different colors to the top, rings and bottom respectively
  90091. * * flat when true creates a flat shaded mesh, optional, default true
  90092. * * subdivisions increasing the subdivisions increases the number of faces, optional, default 4
  90093. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90094. * * 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)
  90095. * * 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)
  90096. * @returns the VertexData of the Polyhedron
  90097. */
  90098. static CreatePolyhedron(options: {
  90099. type?: number;
  90100. size?: number;
  90101. sizeX?: number;
  90102. sizeY?: number;
  90103. sizeZ?: number;
  90104. custom?: any;
  90105. faceUV?: Vector4[];
  90106. faceColors?: Color4[];
  90107. flat?: boolean;
  90108. sideOrientation?: number;
  90109. frontUVs?: Vector4;
  90110. backUVs?: Vector4;
  90111. }): VertexData;
  90112. /**
  90113. * Creates the VertexData for a TorusKnot
  90114. * @param options an object used to set the following optional parameters for the TorusKnot, required but can be empty
  90115. * * radius the radius of the torus knot, optional, default 2
  90116. * * tube the thickness of the tube, optional, default 0.5
  90117. * * radialSegments the number of sides on each tube segments, optional, default 32
  90118. * * tubularSegments the number of tubes to decompose the knot into, optional, default 32
  90119. * * p the number of windings around the z axis, optional, default 2
  90120. * * q the number of windings around the x axis, optional, default 3
  90121. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  90122. * * 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)
  90123. * * 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)
  90124. * @returns the VertexData of the Torus Knot
  90125. */
  90126. static CreateTorusKnot(options: {
  90127. radius?: number;
  90128. tube?: number;
  90129. radialSegments?: number;
  90130. tubularSegments?: number;
  90131. p?: number;
  90132. q?: number;
  90133. sideOrientation?: number;
  90134. frontUVs?: Vector4;
  90135. backUVs?: Vector4;
  90136. }): VertexData;
  90137. /**
  90138. * Compute normals for given positions and indices
  90139. * @param positions an array of vertex positions, [...., x, y, z, ......]
  90140. * @param indices an array of indices in groups of three for each triangular facet, [...., i, j, k, ......]
  90141. * @param normals an array of vertex normals, [...., x, y, z, ......]
  90142. * @param options an object used to set the following optional parameters for the TorusKnot, optional
  90143. * * facetNormals : optional array of facet normals (vector3)
  90144. * * facetPositions : optional array of facet positions (vector3)
  90145. * * facetPartitioning : optional partitioning array. facetPositions is required for facetPartitioning computation
  90146. * * ratio : optional partitioning ratio / bounding box, required for facetPartitioning computation
  90147. * * bInfo : optional bounding info, required for facetPartitioning computation
  90148. * * bbSize : optional bounding box size data, required for facetPartitioning computation
  90149. * * subDiv : optional partitioning data about subdivsions on each axis (int), required for facetPartitioning computation
  90150. * * useRightHandedSystem: optional boolean to for right handed system computation
  90151. * * depthSort : optional boolean to enable the facet depth sort computation
  90152. * * distanceTo : optional Vector3 to compute the facet depth from this location
  90153. * * depthSortedFacets : optional array of depthSortedFacets to store the facet distances from the reference location
  90154. */
  90155. static ComputeNormals(positions: any, indices: any, normals: any, options?: {
  90156. facetNormals?: any;
  90157. facetPositions?: any;
  90158. facetPartitioning?: any;
  90159. ratio?: number;
  90160. bInfo?: any;
  90161. bbSize?: Vector3;
  90162. subDiv?: any;
  90163. useRightHandedSystem?: boolean;
  90164. depthSort?: boolean;
  90165. distanceTo?: Vector3;
  90166. depthSortedFacets?: any;
  90167. }): void;
  90168. /** @hidden */
  90169. static _ComputeSides(sideOrientation: number, positions: FloatArray, indices: FloatArray, normals: FloatArray, uvs: FloatArray, frontUVs?: Vector4, backUVs?: Vector4): void;
  90170. /**
  90171. * Applies VertexData created from the imported parameters to the geometry
  90172. * @param parsedVertexData the parsed data from an imported file
  90173. * @param geometry the geometry to apply the VertexData to
  90174. */
  90175. static ImportVertexData(parsedVertexData: any, geometry: Geometry): void;
  90176. }
  90177. }
  90178. declare module BABYLON {
  90179. /**
  90180. * Defines a target to use with MorphTargetManager
  90181. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90182. */
  90183. export class MorphTarget implements IAnimatable {
  90184. /** defines the name of the target */
  90185. name: string;
  90186. /**
  90187. * Gets or sets the list of animations
  90188. */
  90189. animations: Animation[];
  90190. private _scene;
  90191. private _positions;
  90192. private _normals;
  90193. private _tangents;
  90194. private _uvs;
  90195. private _influence;
  90196. private _uniqueId;
  90197. /**
  90198. * Observable raised when the influence changes
  90199. */
  90200. onInfluenceChanged: Observable<boolean>;
  90201. /** @hidden */
  90202. _onDataLayoutChanged: Observable<void>;
  90203. /**
  90204. * Gets or sets the influence of this target (ie. its weight in the overall morphing)
  90205. */
  90206. influence: number;
  90207. /**
  90208. * Gets or sets the id of the morph Target
  90209. */
  90210. id: string;
  90211. private _animationPropertiesOverride;
  90212. /**
  90213. * Gets or sets the animation properties override
  90214. */
  90215. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  90216. /**
  90217. * Creates a new MorphTarget
  90218. * @param name defines the name of the target
  90219. * @param influence defines the influence to use
  90220. * @param scene defines the scene the morphtarget belongs to
  90221. */
  90222. constructor(
  90223. /** defines the name of the target */
  90224. name: string, influence?: number, scene?: Nullable<Scene>);
  90225. /**
  90226. * Gets the unique ID of this manager
  90227. */
  90228. readonly uniqueId: number;
  90229. /**
  90230. * Gets a boolean defining if the target contains position data
  90231. */
  90232. readonly hasPositions: boolean;
  90233. /**
  90234. * Gets a boolean defining if the target contains normal data
  90235. */
  90236. readonly hasNormals: boolean;
  90237. /**
  90238. * Gets a boolean defining if the target contains tangent data
  90239. */
  90240. readonly hasTangents: boolean;
  90241. /**
  90242. * Gets a boolean defining if the target contains texture coordinates data
  90243. */
  90244. readonly hasUVs: boolean;
  90245. /**
  90246. * Affects position data to this target
  90247. * @param data defines the position data to use
  90248. */
  90249. setPositions(data: Nullable<FloatArray>): void;
  90250. /**
  90251. * Gets the position data stored in this target
  90252. * @returns a FloatArray containing the position data (or null if not present)
  90253. */
  90254. getPositions(): Nullable<FloatArray>;
  90255. /**
  90256. * Affects normal data to this target
  90257. * @param data defines the normal data to use
  90258. */
  90259. setNormals(data: Nullable<FloatArray>): void;
  90260. /**
  90261. * Gets the normal data stored in this target
  90262. * @returns a FloatArray containing the normal data (or null if not present)
  90263. */
  90264. getNormals(): Nullable<FloatArray>;
  90265. /**
  90266. * Affects tangent data to this target
  90267. * @param data defines the tangent data to use
  90268. */
  90269. setTangents(data: Nullable<FloatArray>): void;
  90270. /**
  90271. * Gets the tangent data stored in this target
  90272. * @returns a FloatArray containing the tangent data (or null if not present)
  90273. */
  90274. getTangents(): Nullable<FloatArray>;
  90275. /**
  90276. * Affects texture coordinates data to this target
  90277. * @param data defines the texture coordinates data to use
  90278. */
  90279. setUVs(data: Nullable<FloatArray>): void;
  90280. /**
  90281. * Gets the texture coordinates data stored in this target
  90282. * @returns a FloatArray containing the texture coordinates data (or null if not present)
  90283. */
  90284. getUVs(): Nullable<FloatArray>;
  90285. /**
  90286. * Clone the current target
  90287. * @returns a new MorphTarget
  90288. */
  90289. clone(): MorphTarget;
  90290. /**
  90291. * Serializes the current target into a Serialization object
  90292. * @returns the serialized object
  90293. */
  90294. serialize(): any;
  90295. /**
  90296. * Returns the string "MorphTarget"
  90297. * @returns "MorphTarget"
  90298. */
  90299. getClassName(): string;
  90300. /**
  90301. * Creates a new target from serialized data
  90302. * @param serializationObject defines the serialized data to use
  90303. * @returns a new MorphTarget
  90304. */
  90305. static Parse(serializationObject: any): MorphTarget;
  90306. /**
  90307. * Creates a MorphTarget from mesh data
  90308. * @param mesh defines the source mesh
  90309. * @param name defines the name to use for the new target
  90310. * @param influence defines the influence to attach to the target
  90311. * @returns a new MorphTarget
  90312. */
  90313. static FromMesh(mesh: AbstractMesh, name?: string, influence?: number): MorphTarget;
  90314. }
  90315. }
  90316. declare module BABYLON {
  90317. /**
  90318. * This class is used to deform meshes using morphing between different targets
  90319. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  90320. */
  90321. export class MorphTargetManager {
  90322. private _targets;
  90323. private _targetInfluenceChangedObservers;
  90324. private _targetDataLayoutChangedObservers;
  90325. private _activeTargets;
  90326. private _scene;
  90327. private _influences;
  90328. private _supportsNormals;
  90329. private _supportsTangents;
  90330. private _supportsUVs;
  90331. private _vertexCount;
  90332. private _uniqueId;
  90333. private _tempInfluences;
  90334. /**
  90335. * Gets or sets a boolean indicating if normals must be morphed
  90336. */
  90337. enableNormalMorphing: boolean;
  90338. /**
  90339. * Gets or sets a boolean indicating if tangents must be morphed
  90340. */
  90341. enableTangentMorphing: boolean;
  90342. /**
  90343. * Gets or sets a boolean indicating if UV must be morphed
  90344. */
  90345. enableUVMorphing: boolean;
  90346. /**
  90347. * Creates a new MorphTargetManager
  90348. * @param scene defines the current scene
  90349. */
  90350. constructor(scene?: Nullable<Scene>);
  90351. /**
  90352. * Gets the unique ID of this manager
  90353. */
  90354. readonly uniqueId: number;
  90355. /**
  90356. * Gets the number of vertices handled by this manager
  90357. */
  90358. readonly vertexCount: number;
  90359. /**
  90360. * Gets a boolean indicating if this manager supports morphing of normals
  90361. */
  90362. readonly supportsNormals: boolean;
  90363. /**
  90364. * Gets a boolean indicating if this manager supports morphing of tangents
  90365. */
  90366. readonly supportsTangents: boolean;
  90367. /**
  90368. * Gets a boolean indicating if this manager supports morphing of texture coordinates
  90369. */
  90370. readonly supportsUVs: boolean;
  90371. /**
  90372. * Gets the number of targets stored in this manager
  90373. */
  90374. readonly numTargets: number;
  90375. /**
  90376. * Gets the number of influencers (ie. the number of targets with influences > 0)
  90377. */
  90378. readonly numInfluencers: number;
  90379. /**
  90380. * Gets the list of influences (one per target)
  90381. */
  90382. readonly influences: Float32Array;
  90383. /**
  90384. * Gets the active target at specified index. An active target is a target with an influence > 0
  90385. * @param index defines the index to check
  90386. * @returns the requested target
  90387. */
  90388. getActiveTarget(index: number): MorphTarget;
  90389. /**
  90390. * Gets the target at specified index
  90391. * @param index defines the index to check
  90392. * @returns the requested target
  90393. */
  90394. getTarget(index: number): MorphTarget;
  90395. /**
  90396. * Add a new target to this manager
  90397. * @param target defines the target to add
  90398. */
  90399. addTarget(target: MorphTarget): void;
  90400. /**
  90401. * Removes a target from the manager
  90402. * @param target defines the target to remove
  90403. */
  90404. removeTarget(target: MorphTarget): void;
  90405. /**
  90406. * Clone the current manager
  90407. * @returns a new MorphTargetManager
  90408. */
  90409. clone(): MorphTargetManager;
  90410. /**
  90411. * Serializes the current manager into a Serialization object
  90412. * @returns the serialized object
  90413. */
  90414. serialize(): any;
  90415. private _syncActiveTargets;
  90416. /**
  90417. * Syncrhonize the targets with all the meshes using this morph target manager
  90418. */
  90419. synchronize(): void;
  90420. /**
  90421. * Creates a new MorphTargetManager from serialized data
  90422. * @param serializationObject defines the serialized data
  90423. * @param scene defines the hosting scene
  90424. * @returns the new MorphTargetManager
  90425. */
  90426. static Parse(serializationObject: any, scene: Scene): MorphTargetManager;
  90427. }
  90428. }
  90429. declare module BABYLON {
  90430. /**
  90431. * Class used to represent a specific level of detail of a mesh
  90432. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  90433. */
  90434. export class MeshLODLevel {
  90435. /** Defines the distance where this level should start being displayed */
  90436. distance: number;
  90437. /** Defines the mesh to use to render this level */
  90438. mesh: Nullable<Mesh>;
  90439. /**
  90440. * Creates a new LOD level
  90441. * @param distance defines the distance where this level should star being displayed
  90442. * @param mesh defines the mesh to use to render this level
  90443. */
  90444. constructor(
  90445. /** Defines the distance where this level should start being displayed */
  90446. distance: number,
  90447. /** Defines the mesh to use to render this level */
  90448. mesh: Nullable<Mesh>);
  90449. }
  90450. }
  90451. declare module BABYLON {
  90452. /**
  90453. * Mesh representing the gorund
  90454. */
  90455. export class GroundMesh extends Mesh {
  90456. /** If octree should be generated */
  90457. generateOctree: boolean;
  90458. private _heightQuads;
  90459. /** @hidden */
  90460. _subdivisionsX: number;
  90461. /** @hidden */
  90462. _subdivisionsY: number;
  90463. /** @hidden */
  90464. _width: number;
  90465. /** @hidden */
  90466. _height: number;
  90467. /** @hidden */
  90468. _minX: number;
  90469. /** @hidden */
  90470. _maxX: number;
  90471. /** @hidden */
  90472. _minZ: number;
  90473. /** @hidden */
  90474. _maxZ: number;
  90475. constructor(name: string, scene: Scene);
  90476. /**
  90477. * "GroundMesh"
  90478. * @returns "GroundMesh"
  90479. */
  90480. getClassName(): string;
  90481. /**
  90482. * The minimum of x and y subdivisions
  90483. */
  90484. readonly subdivisions: number;
  90485. /**
  90486. * X subdivisions
  90487. */
  90488. readonly subdivisionsX: number;
  90489. /**
  90490. * Y subdivisions
  90491. */
  90492. readonly subdivisionsY: number;
  90493. /**
  90494. * This function will update an octree to help to select the right submeshes for rendering, picking and collision computations.
  90495. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  90496. * @param chunksCount the number of subdivisions for x and y
  90497. * @param octreeBlocksSize (Default: 32)
  90498. */
  90499. optimize(chunksCount: number, octreeBlocksSize?: number): void;
  90500. /**
  90501. * Returns a height (y) value in the Worl system :
  90502. * the ground altitude at the coordinates (x, z) expressed in the World system.
  90503. * @param x x coordinate
  90504. * @param z z coordinate
  90505. * @returns the ground y position if (x, z) are outside the ground surface.
  90506. */
  90507. getHeightAtCoordinates(x: number, z: number): number;
  90508. /**
  90509. * Returns a normalized vector (Vector3) orthogonal to the ground
  90510. * at the ground coordinates (x, z) expressed in the World system.
  90511. * @param x x coordinate
  90512. * @param z z coordinate
  90513. * @returns Vector3(0.0, 1.0, 0.0) if (x, z) are outside the ground surface.
  90514. */
  90515. getNormalAtCoordinates(x: number, z: number): Vector3;
  90516. /**
  90517. * Updates the Vector3 passed a reference with a normalized vector orthogonal to the ground
  90518. * at the ground coordinates (x, z) expressed in the World system.
  90519. * Doesn't uptade the reference Vector3 if (x, z) are outside the ground surface.
  90520. * @param x x coordinate
  90521. * @param z z coordinate
  90522. * @param ref vector to store the result
  90523. * @returns the GroundMesh.
  90524. */
  90525. getNormalAtCoordinatesToRef(x: number, z: number, ref: Vector3): GroundMesh;
  90526. /**
  90527. * Force the heights to be recomputed for getHeightAtCoordinates() or getNormalAtCoordinates()
  90528. * if the ground has been updated.
  90529. * This can be used in the render loop.
  90530. * @returns the GroundMesh.
  90531. */
  90532. updateCoordinateHeights(): GroundMesh;
  90533. private _getFacetAt;
  90534. private _initHeightQuads;
  90535. private _computeHeightQuads;
  90536. /**
  90537. * Serializes this ground mesh
  90538. * @param serializationObject object to write serialization to
  90539. */
  90540. serialize(serializationObject: any): void;
  90541. /**
  90542. * Parses a serialized ground mesh
  90543. * @param parsedMesh the serialized mesh
  90544. * @param scene the scene to create the ground mesh in
  90545. * @returns the created ground mesh
  90546. */
  90547. static Parse(parsedMesh: any, scene: Scene): GroundMesh;
  90548. }
  90549. }
  90550. declare module BABYLON {
  90551. /**
  90552. * Interface for Physics-Joint data
  90553. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90554. */
  90555. export interface PhysicsJointData {
  90556. /**
  90557. * The main pivot of the joint
  90558. */
  90559. mainPivot?: Vector3;
  90560. /**
  90561. * The connected pivot of the joint
  90562. */
  90563. connectedPivot?: Vector3;
  90564. /**
  90565. * The main axis of the joint
  90566. */
  90567. mainAxis?: Vector3;
  90568. /**
  90569. * The connected axis of the joint
  90570. */
  90571. connectedAxis?: Vector3;
  90572. /**
  90573. * The collision of the joint
  90574. */
  90575. collision?: boolean;
  90576. /**
  90577. * Native Oimo/Cannon/Energy data
  90578. */
  90579. nativeParams?: any;
  90580. }
  90581. /**
  90582. * This is a holder class for the physics joint created by the physics plugin
  90583. * It holds a set of functions to control the underlying joint
  90584. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90585. */
  90586. export class PhysicsJoint {
  90587. /**
  90588. * The type of the physics joint
  90589. */
  90590. type: number;
  90591. /**
  90592. * The data for the physics joint
  90593. */
  90594. jointData: PhysicsJointData;
  90595. private _physicsJoint;
  90596. protected _physicsPlugin: IPhysicsEnginePlugin;
  90597. /**
  90598. * Initializes the physics joint
  90599. * @param type The type of the physics joint
  90600. * @param jointData The data for the physics joint
  90601. */
  90602. constructor(
  90603. /**
  90604. * The type of the physics joint
  90605. */
  90606. type: number,
  90607. /**
  90608. * The data for the physics joint
  90609. */
  90610. jointData: PhysicsJointData);
  90611. /**
  90612. * Gets the physics joint
  90613. */
  90614. /**
  90615. * Sets the physics joint
  90616. */
  90617. physicsJoint: any;
  90618. /**
  90619. * Sets the physics plugin
  90620. */
  90621. physicsPlugin: IPhysicsEnginePlugin;
  90622. /**
  90623. * Execute a function that is physics-plugin specific.
  90624. * @param {Function} func the function that will be executed.
  90625. * It accepts two parameters: the physics world and the physics joint
  90626. */
  90627. executeNativeFunction(func: (world: any, physicsJoint: any) => void): void;
  90628. /**
  90629. * Distance-Joint type
  90630. */
  90631. static DistanceJoint: number;
  90632. /**
  90633. * Hinge-Joint type
  90634. */
  90635. static HingeJoint: number;
  90636. /**
  90637. * Ball-and-Socket joint type
  90638. */
  90639. static BallAndSocketJoint: number;
  90640. /**
  90641. * Wheel-Joint type
  90642. */
  90643. static WheelJoint: number;
  90644. /**
  90645. * Slider-Joint type
  90646. */
  90647. static SliderJoint: number;
  90648. /**
  90649. * Prismatic-Joint type
  90650. */
  90651. static PrismaticJoint: number;
  90652. /**
  90653. * Universal-Joint type
  90654. * ENERGY FTW! (compare with this - @see http://ode-wiki.org/wiki/index.php?title=Manual:_Joint_Types_and_Functions)
  90655. */
  90656. static UniversalJoint: number;
  90657. /**
  90658. * Hinge-Joint 2 type
  90659. */
  90660. static Hinge2Joint: number;
  90661. /**
  90662. * Point to Point Joint type. Similar to a Ball-Joint. Different in parameters
  90663. */
  90664. static PointToPointJoint: number;
  90665. /**
  90666. * Spring-Joint type
  90667. */
  90668. static SpringJoint: number;
  90669. /**
  90670. * Lock-Joint type
  90671. */
  90672. static LockJoint: number;
  90673. }
  90674. /**
  90675. * A class representing a physics distance joint
  90676. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90677. */
  90678. export class DistanceJoint extends PhysicsJoint {
  90679. /**
  90680. *
  90681. * @param jointData The data for the Distance-Joint
  90682. */
  90683. constructor(jointData: DistanceJointData);
  90684. /**
  90685. * Update the predefined distance.
  90686. * @param maxDistance The maximum preferred distance
  90687. * @param minDistance The minimum preferred distance
  90688. */
  90689. updateDistance(maxDistance: number, minDistance?: number): void;
  90690. }
  90691. /**
  90692. * Represents a Motor-Enabled Joint
  90693. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90694. */
  90695. export class MotorEnabledJoint extends PhysicsJoint implements IMotorEnabledJoint {
  90696. /**
  90697. * Initializes the Motor-Enabled Joint
  90698. * @param type The type of the joint
  90699. * @param jointData The physica joint data for the joint
  90700. */
  90701. constructor(type: number, jointData: PhysicsJointData);
  90702. /**
  90703. * Set the motor values.
  90704. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90705. * @param force the force to apply
  90706. * @param maxForce max force for this motor.
  90707. */
  90708. setMotor(force?: number, maxForce?: number): void;
  90709. /**
  90710. * Set the motor's limits.
  90711. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90712. * @param upperLimit The upper limit of the motor
  90713. * @param lowerLimit The lower limit of the motor
  90714. */
  90715. setLimit(upperLimit: number, lowerLimit?: number): void;
  90716. }
  90717. /**
  90718. * This class represents a single physics Hinge-Joint
  90719. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90720. */
  90721. export class HingeJoint extends MotorEnabledJoint {
  90722. /**
  90723. * Initializes the Hinge-Joint
  90724. * @param jointData The joint data for the Hinge-Joint
  90725. */
  90726. constructor(jointData: PhysicsJointData);
  90727. /**
  90728. * Set the motor values.
  90729. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90730. * @param {number} force the force to apply
  90731. * @param {number} maxForce max force for this motor.
  90732. */
  90733. setMotor(force?: number, maxForce?: number): void;
  90734. /**
  90735. * Set the motor's limits.
  90736. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90737. * @param upperLimit The upper limit of the motor
  90738. * @param lowerLimit The lower limit of the motor
  90739. */
  90740. setLimit(upperLimit: number, lowerLimit?: number): void;
  90741. }
  90742. /**
  90743. * This class represents a dual hinge physics joint (same as wheel joint)
  90744. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90745. */
  90746. export class Hinge2Joint extends MotorEnabledJoint {
  90747. /**
  90748. * Initializes the Hinge2-Joint
  90749. * @param jointData The joint data for the Hinge2-Joint
  90750. */
  90751. constructor(jointData: PhysicsJointData);
  90752. /**
  90753. * Set the motor values.
  90754. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90755. * @param {number} targetSpeed the speed the motor is to reach
  90756. * @param {number} maxForce max force for this motor.
  90757. * @param {motorIndex} the motor's index, 0 or 1.
  90758. */
  90759. setMotor(targetSpeed?: number, maxForce?: number, motorIndex?: number): void;
  90760. /**
  90761. * Set the motor limits.
  90762. * Attention, this function is plugin specific. Engines won't react 100% the same.
  90763. * @param {number} upperLimit the upper limit
  90764. * @param {number} lowerLimit lower limit
  90765. * @param {motorIndex} the motor's index, 0 or 1.
  90766. */
  90767. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90768. }
  90769. /**
  90770. * Interface for a motor enabled joint
  90771. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90772. */
  90773. export interface IMotorEnabledJoint {
  90774. /**
  90775. * Physics joint
  90776. */
  90777. physicsJoint: any;
  90778. /**
  90779. * Sets the motor of the motor-enabled joint
  90780. * @param force The force of the motor
  90781. * @param maxForce The maximum force of the motor
  90782. * @param motorIndex The index of the motor
  90783. */
  90784. setMotor(force?: number, maxForce?: number, motorIndex?: number): void;
  90785. /**
  90786. * Sets the limit of the motor
  90787. * @param upperLimit The upper limit of the motor
  90788. * @param lowerLimit The lower limit of the motor
  90789. * @param motorIndex The index of the motor
  90790. */
  90791. setLimit(upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90792. }
  90793. /**
  90794. * Joint data for a Distance-Joint
  90795. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90796. */
  90797. export interface DistanceJointData extends PhysicsJointData {
  90798. /**
  90799. * Max distance the 2 joint objects can be apart
  90800. */
  90801. maxDistance: number;
  90802. }
  90803. /**
  90804. * Joint data from a spring joint
  90805. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90806. */
  90807. export interface SpringJointData extends PhysicsJointData {
  90808. /**
  90809. * Length of the spring
  90810. */
  90811. length: number;
  90812. /**
  90813. * Stiffness of the spring
  90814. */
  90815. stiffness: number;
  90816. /**
  90817. * Damping of the spring
  90818. */
  90819. damping: number;
  90820. /** this callback will be called when applying the force to the impostors. */
  90821. forceApplicationCallback: () => void;
  90822. }
  90823. }
  90824. declare module BABYLON {
  90825. /**
  90826. * Holds the data for the raycast result
  90827. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  90828. */
  90829. export class PhysicsRaycastResult {
  90830. private _hasHit;
  90831. private _hitDistance;
  90832. private _hitNormalWorld;
  90833. private _hitPointWorld;
  90834. private _rayFromWorld;
  90835. private _rayToWorld;
  90836. /**
  90837. * Gets if there was a hit
  90838. */
  90839. readonly hasHit: boolean;
  90840. /**
  90841. * Gets the distance from the hit
  90842. */
  90843. readonly hitDistance: number;
  90844. /**
  90845. * Gets the hit normal/direction in the world
  90846. */
  90847. readonly hitNormalWorld: Vector3;
  90848. /**
  90849. * Gets the hit point in the world
  90850. */
  90851. readonly hitPointWorld: Vector3;
  90852. /**
  90853. * Gets the ray "start point" of the ray in the world
  90854. */
  90855. readonly rayFromWorld: Vector3;
  90856. /**
  90857. * Gets the ray "end point" of the ray in the world
  90858. */
  90859. readonly rayToWorld: Vector3;
  90860. /**
  90861. * Sets the hit data (normal & point in world space)
  90862. * @param hitNormalWorld defines the normal in world space
  90863. * @param hitPointWorld defines the point in world space
  90864. */
  90865. setHitData(hitNormalWorld: IXYZ, hitPointWorld: IXYZ): void;
  90866. /**
  90867. * Sets the distance from the start point to the hit point
  90868. * @param distance
  90869. */
  90870. setHitDistance(distance: number): void;
  90871. /**
  90872. * Calculates the distance manually
  90873. */
  90874. calculateHitDistance(): void;
  90875. /**
  90876. * Resets all the values to default
  90877. * @param from The from point on world space
  90878. * @param to The to point on world space
  90879. */
  90880. reset(from?: Vector3, to?: Vector3): void;
  90881. }
  90882. /**
  90883. * Interface for the size containing width and height
  90884. */
  90885. interface IXYZ {
  90886. /**
  90887. * X
  90888. */
  90889. x: number;
  90890. /**
  90891. * Y
  90892. */
  90893. y: number;
  90894. /**
  90895. * Z
  90896. */
  90897. z: number;
  90898. }
  90899. }
  90900. declare module BABYLON {
  90901. /**
  90902. * Interface used to describe a physics joint
  90903. */
  90904. export interface PhysicsImpostorJoint {
  90905. /** Defines the main impostor to which the joint is linked */
  90906. mainImpostor: PhysicsImpostor;
  90907. /** Defines the impostor that is connected to the main impostor using this joint */
  90908. connectedImpostor: PhysicsImpostor;
  90909. /** Defines the joint itself */
  90910. joint: PhysicsJoint;
  90911. }
  90912. /** @hidden */
  90913. export interface IPhysicsEnginePlugin {
  90914. world: any;
  90915. name: string;
  90916. setGravity(gravity: Vector3): void;
  90917. setTimeStep(timeStep: number): void;
  90918. getTimeStep(): number;
  90919. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  90920. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90921. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  90922. generatePhysicsBody(impostor: PhysicsImpostor): void;
  90923. removePhysicsBody(impostor: PhysicsImpostor): void;
  90924. generateJoint(joint: PhysicsImpostorJoint): void;
  90925. removeJoint(joint: PhysicsImpostorJoint): void;
  90926. isSupported(): boolean;
  90927. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  90928. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  90929. setLinearVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90930. setAngularVelocity(impostor: PhysicsImpostor, velocity: Nullable<Vector3>): void;
  90931. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90932. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  90933. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  90934. getBodyMass(impostor: PhysicsImpostor): number;
  90935. getBodyFriction(impostor: PhysicsImpostor): number;
  90936. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  90937. getBodyRestitution(impostor: PhysicsImpostor): number;
  90938. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  90939. getBodyPressure?(impostor: PhysicsImpostor): number;
  90940. setBodyPressure?(impostor: PhysicsImpostor, pressure: number): void;
  90941. getBodyStiffness?(impostor: PhysicsImpostor): number;
  90942. setBodyStiffness?(impostor: PhysicsImpostor, stiffness: number): void;
  90943. getBodyVelocityIterations?(impostor: PhysicsImpostor): number;
  90944. setBodyVelocityIterations?(impostor: PhysicsImpostor, velocityIterations: number): void;
  90945. getBodyPositionIterations?(impostor: PhysicsImpostor): number;
  90946. setBodyPositionIterations?(impostor: PhysicsImpostor, positionIterations: number): void;
  90947. appendAnchor?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90948. appendHook?(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): void;
  90949. sleepBody(impostor: PhysicsImpostor): void;
  90950. wakeUpBody(impostor: PhysicsImpostor): void;
  90951. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  90952. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  90953. setMotor(joint: IMotorEnabledJoint, speed: number, maxForce?: number, motorIndex?: number): void;
  90954. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  90955. getRadius(impostor: PhysicsImpostor): number;
  90956. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  90957. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  90958. dispose(): void;
  90959. }
  90960. /**
  90961. * Interface used to define a physics engine
  90962. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  90963. */
  90964. export interface IPhysicsEngine {
  90965. /**
  90966. * Gets the gravity vector used by the simulation
  90967. */
  90968. gravity: Vector3;
  90969. /**
  90970. * Sets the gravity vector used by the simulation
  90971. * @param gravity defines the gravity vector to use
  90972. */
  90973. setGravity(gravity: Vector3): void;
  90974. /**
  90975. * Set the time step of the physics engine.
  90976. * Default is 1/60.
  90977. * To slow it down, enter 1/600 for example.
  90978. * To speed it up, 1/30
  90979. * @param newTimeStep the new timestep to apply to this world.
  90980. */
  90981. setTimeStep(newTimeStep: number): void;
  90982. /**
  90983. * Get the time step of the physics engine.
  90984. * @returns the current time step
  90985. */
  90986. getTimeStep(): number;
  90987. /**
  90988. * Release all resources
  90989. */
  90990. dispose(): void;
  90991. /**
  90992. * Gets the name of the current physics plugin
  90993. * @returns the name of the plugin
  90994. */
  90995. getPhysicsPluginName(): string;
  90996. /**
  90997. * Adding a new impostor for the impostor tracking.
  90998. * This will be done by the impostor itself.
  90999. * @param impostor the impostor to add
  91000. */
  91001. addImpostor(impostor: PhysicsImpostor): void;
  91002. /**
  91003. * Remove an impostor from the engine.
  91004. * This impostor and its mesh will not longer be updated by the physics engine.
  91005. * @param impostor the impostor to remove
  91006. */
  91007. removeImpostor(impostor: PhysicsImpostor): void;
  91008. /**
  91009. * Add a joint to the physics engine
  91010. * @param mainImpostor defines the main impostor to which the joint is added.
  91011. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  91012. * @param joint defines the joint that will connect both impostors.
  91013. */
  91014. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91015. /**
  91016. * Removes a joint from the simulation
  91017. * @param mainImpostor defines the impostor used with the joint
  91018. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  91019. * @param joint defines the joint to remove
  91020. */
  91021. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  91022. /**
  91023. * Gets the current plugin used to run the simulation
  91024. * @returns current plugin
  91025. */
  91026. getPhysicsPlugin(): IPhysicsEnginePlugin;
  91027. /**
  91028. * Gets the list of physic impostors
  91029. * @returns an array of PhysicsImpostor
  91030. */
  91031. getImpostors(): Array<PhysicsImpostor>;
  91032. /**
  91033. * Gets the impostor for a physics enabled object
  91034. * @param object defines the object impersonated by the impostor
  91035. * @returns the PhysicsImpostor or null if not found
  91036. */
  91037. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91038. /**
  91039. * Gets the impostor for a physics body object
  91040. * @param body defines physics body used by the impostor
  91041. * @returns the PhysicsImpostor or null if not found
  91042. */
  91043. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  91044. /**
  91045. * Does a raycast in the physics world
  91046. * @param from when should the ray start?
  91047. * @param to when should the ray end?
  91048. * @returns PhysicsRaycastResult
  91049. */
  91050. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  91051. /**
  91052. * Called by the scene. No need to call it.
  91053. * @param delta defines the timespam between frames
  91054. */
  91055. _step(delta: number): void;
  91056. }
  91057. }
  91058. declare module BABYLON {
  91059. /**
  91060. * The interface for the physics imposter parameters
  91061. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91062. */
  91063. export interface PhysicsImpostorParameters {
  91064. /**
  91065. * The mass of the physics imposter
  91066. */
  91067. mass: number;
  91068. /**
  91069. * The friction of the physics imposter
  91070. */
  91071. friction?: number;
  91072. /**
  91073. * The coefficient of restitution of the physics imposter
  91074. */
  91075. restitution?: number;
  91076. /**
  91077. * The native options of the physics imposter
  91078. */
  91079. nativeOptions?: any;
  91080. /**
  91081. * Specifies if the parent should be ignored
  91082. */
  91083. ignoreParent?: boolean;
  91084. /**
  91085. * Specifies if bi-directional transformations should be disabled
  91086. */
  91087. disableBidirectionalTransformation?: boolean;
  91088. /**
  91089. * The pressure inside the physics imposter, soft object only
  91090. */
  91091. pressure?: number;
  91092. /**
  91093. * The stiffness the physics imposter, soft object only
  91094. */
  91095. stiffness?: number;
  91096. /**
  91097. * The number of iterations used in maintaining consistent vertex velocities, soft object only
  91098. */
  91099. velocityIterations?: number;
  91100. /**
  91101. * The number of iterations used in maintaining consistent vertex positions, soft object only
  91102. */
  91103. positionIterations?: number;
  91104. /**
  91105. * The number used to fix points on a cloth (0, 1, 2, 4, 8) or rope (0, 1, 2) only
  91106. * 0 None, 1, back left or top, 2, back right or bottom, 4, front left, 8, front right
  91107. * Add to fix multiple points
  91108. */
  91109. fixedPoints?: number;
  91110. /**
  91111. * The collision margin around a soft object
  91112. */
  91113. margin?: number;
  91114. /**
  91115. * The collision margin around a soft object
  91116. */
  91117. damping?: number;
  91118. /**
  91119. * The path for a rope based on an extrusion
  91120. */
  91121. path?: any;
  91122. /**
  91123. * The shape of an extrusion used for a rope based on an extrusion
  91124. */
  91125. shape?: any;
  91126. }
  91127. /**
  91128. * Interface for a physics-enabled object
  91129. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91130. */
  91131. export interface IPhysicsEnabledObject {
  91132. /**
  91133. * The position of the physics-enabled object
  91134. */
  91135. position: Vector3;
  91136. /**
  91137. * The rotation of the physics-enabled object
  91138. */
  91139. rotationQuaternion: Nullable<Quaternion>;
  91140. /**
  91141. * The scale of the physics-enabled object
  91142. */
  91143. scaling: Vector3;
  91144. /**
  91145. * The rotation of the physics-enabled object
  91146. */
  91147. rotation?: Vector3;
  91148. /**
  91149. * The parent of the physics-enabled object
  91150. */
  91151. parent?: any;
  91152. /**
  91153. * The bounding info of the physics-enabled object
  91154. * @returns The bounding info of the physics-enabled object
  91155. */
  91156. getBoundingInfo(): BoundingInfo;
  91157. /**
  91158. * Computes the world matrix
  91159. * @param force Specifies if the world matrix should be computed by force
  91160. * @returns A world matrix
  91161. */
  91162. computeWorldMatrix(force: boolean): Matrix;
  91163. /**
  91164. * Gets the world matrix
  91165. * @returns A world matrix
  91166. */
  91167. getWorldMatrix?(): Matrix;
  91168. /**
  91169. * Gets the child meshes
  91170. * @param directDescendantsOnly Specifies if only direct-descendants should be obtained
  91171. * @returns An array of abstract meshes
  91172. */
  91173. getChildMeshes?(directDescendantsOnly?: boolean): Array<AbstractMesh>;
  91174. /**
  91175. * Gets the vertex data
  91176. * @param kind The type of vertex data
  91177. * @returns A nullable array of numbers, or a float32 array
  91178. */
  91179. getVerticesData(kind: string): Nullable<Array<number> | Float32Array>;
  91180. /**
  91181. * Gets the indices from the mesh
  91182. * @returns A nullable array of index arrays
  91183. */
  91184. getIndices?(): Nullable<IndicesArray>;
  91185. /**
  91186. * Gets the scene from the mesh
  91187. * @returns the indices array or null
  91188. */
  91189. getScene?(): Scene;
  91190. /**
  91191. * Gets the absolute position from the mesh
  91192. * @returns the absolute position
  91193. */
  91194. getAbsolutePosition(): Vector3;
  91195. /**
  91196. * Gets the absolute pivot point from the mesh
  91197. * @returns the absolute pivot point
  91198. */
  91199. getAbsolutePivotPoint(): Vector3;
  91200. /**
  91201. * Rotates the mesh
  91202. * @param axis The axis of rotation
  91203. * @param amount The amount of rotation
  91204. * @param space The space of the rotation
  91205. * @returns The rotation transform node
  91206. */
  91207. rotate(axis: Vector3, amount: number, space?: Space): TransformNode;
  91208. /**
  91209. * Translates the mesh
  91210. * @param axis The axis of translation
  91211. * @param distance The distance of translation
  91212. * @param space The space of the translation
  91213. * @returns The transform node
  91214. */
  91215. translate(axis: Vector3, distance: number, space?: Space): TransformNode;
  91216. /**
  91217. * Sets the absolute position of the mesh
  91218. * @param absolutePosition The absolute position of the mesh
  91219. * @returns The transform node
  91220. */
  91221. setAbsolutePosition(absolutePosition: Vector3): TransformNode;
  91222. /**
  91223. * Gets the class name of the mesh
  91224. * @returns The class name
  91225. */
  91226. getClassName(): string;
  91227. }
  91228. /**
  91229. * Represents a physics imposter
  91230. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  91231. */
  91232. export class PhysicsImpostor {
  91233. /**
  91234. * The physics-enabled object used as the physics imposter
  91235. */
  91236. object: IPhysicsEnabledObject;
  91237. /**
  91238. * The type of the physics imposter
  91239. */
  91240. type: number;
  91241. private _options;
  91242. private _scene?;
  91243. /**
  91244. * The default object size of the imposter
  91245. */
  91246. static DEFAULT_OBJECT_SIZE: Vector3;
  91247. /**
  91248. * The identity quaternion of the imposter
  91249. */
  91250. static IDENTITY_QUATERNION: Quaternion;
  91251. /** @hidden */
  91252. _pluginData: any;
  91253. private _physicsEngine;
  91254. private _physicsBody;
  91255. private _bodyUpdateRequired;
  91256. private _onBeforePhysicsStepCallbacks;
  91257. private _onAfterPhysicsStepCallbacks;
  91258. /** @hidden */
  91259. _onPhysicsCollideCallbacks: Array<{
  91260. callback: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void;
  91261. otherImpostors: Array<PhysicsImpostor>;
  91262. }>;
  91263. private _deltaPosition;
  91264. private _deltaRotation;
  91265. private _deltaRotationConjugated;
  91266. /** @hidden */
  91267. _isFromLine: boolean;
  91268. private _parent;
  91269. private _isDisposed;
  91270. private static _tmpVecs;
  91271. private static _tmpQuat;
  91272. /**
  91273. * Specifies if the physics imposter is disposed
  91274. */
  91275. readonly isDisposed: boolean;
  91276. /**
  91277. * Gets the mass of the physics imposter
  91278. */
  91279. mass: number;
  91280. /**
  91281. * Gets the coefficient of friction
  91282. */
  91283. /**
  91284. * Sets the coefficient of friction
  91285. */
  91286. friction: number;
  91287. /**
  91288. * Gets the coefficient of restitution
  91289. */
  91290. /**
  91291. * Sets the coefficient of restitution
  91292. */
  91293. restitution: number;
  91294. /**
  91295. * Gets the pressure of a soft body; only supported by the AmmoJSPlugin
  91296. */
  91297. /**
  91298. * Sets the pressure of a soft body; only supported by the AmmoJSPlugin
  91299. */
  91300. pressure: number;
  91301. /**
  91302. * Gets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91303. */
  91304. /**
  91305. * Sets the stiffness of a soft body; only supported by the AmmoJSPlugin
  91306. */
  91307. stiffness: number;
  91308. /**
  91309. * Gets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91310. */
  91311. /**
  91312. * Sets the velocityIterations of a soft body; only supported by the AmmoJSPlugin
  91313. */
  91314. velocityIterations: number;
  91315. /**
  91316. * Gets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91317. */
  91318. /**
  91319. * Sets the positionIterations of a soft body; only supported by the AmmoJSPlugin
  91320. */
  91321. positionIterations: number;
  91322. /**
  91323. * The unique id of the physics imposter
  91324. * set by the physics engine when adding this impostor to the array
  91325. */
  91326. uniqueId: number;
  91327. /**
  91328. * @hidden
  91329. */
  91330. soft: boolean;
  91331. /**
  91332. * @hidden
  91333. */
  91334. segments: number;
  91335. private _joints;
  91336. /**
  91337. * Initializes the physics imposter
  91338. * @param object The physics-enabled object used as the physics imposter
  91339. * @param type The type of the physics imposter
  91340. * @param _options The options for the physics imposter
  91341. * @param _scene The Babylon scene
  91342. */
  91343. constructor(
  91344. /**
  91345. * The physics-enabled object used as the physics imposter
  91346. */
  91347. object: IPhysicsEnabledObject,
  91348. /**
  91349. * The type of the physics imposter
  91350. */
  91351. type: number, _options?: PhysicsImpostorParameters, _scene?: Scene | undefined);
  91352. /**
  91353. * This function will completly initialize this impostor.
  91354. * It will create a new body - but only if this mesh has no parent.
  91355. * If it has, this impostor will not be used other than to define the impostor
  91356. * of the child mesh.
  91357. * @hidden
  91358. */
  91359. _init(): void;
  91360. private _getPhysicsParent;
  91361. /**
  91362. * Should a new body be generated.
  91363. * @returns boolean specifying if body initialization is required
  91364. */
  91365. isBodyInitRequired(): boolean;
  91366. /**
  91367. * Sets the updated scaling
  91368. * @param updated Specifies if the scaling is updated
  91369. */
  91370. setScalingUpdated(): void;
  91371. /**
  91372. * Force a regeneration of this or the parent's impostor's body.
  91373. * Use under cautious - This will remove all joints already implemented.
  91374. */
  91375. forceUpdate(): void;
  91376. /**
  91377. * Gets the body that holds this impostor. Either its own, or its parent.
  91378. */
  91379. /**
  91380. * Set the physics body. Used mainly by the physics engine/plugin
  91381. */
  91382. physicsBody: any;
  91383. /**
  91384. * Get the parent of the physics imposter
  91385. * @returns Physics imposter or null
  91386. */
  91387. /**
  91388. * Sets the parent of the physics imposter
  91389. */
  91390. parent: Nullable<PhysicsImpostor>;
  91391. /**
  91392. * Resets the update flags
  91393. */
  91394. resetUpdateFlags(): void;
  91395. /**
  91396. * Gets the object extend size
  91397. * @returns the object extend size
  91398. */
  91399. getObjectExtendSize(): Vector3;
  91400. /**
  91401. * Gets the object center
  91402. * @returns The object center
  91403. */
  91404. getObjectCenter(): Vector3;
  91405. /**
  91406. * Get a specific parametes from the options parameter
  91407. * @param paramName The object parameter name
  91408. * @returns The object parameter
  91409. */
  91410. getParam(paramName: string): any;
  91411. /**
  91412. * Sets a specific parameter in the options given to the physics plugin
  91413. * @param paramName The parameter name
  91414. * @param value The value of the parameter
  91415. */
  91416. setParam(paramName: string, value: number): void;
  91417. /**
  91418. * Specifically change the body's mass option. Won't recreate the physics body object
  91419. * @param mass The mass of the physics imposter
  91420. */
  91421. setMass(mass: number): void;
  91422. /**
  91423. * Gets the linear velocity
  91424. * @returns linear velocity or null
  91425. */
  91426. getLinearVelocity(): Nullable<Vector3>;
  91427. /**
  91428. * Sets the linear velocity
  91429. * @param velocity linear velocity or null
  91430. */
  91431. setLinearVelocity(velocity: Nullable<Vector3>): void;
  91432. /**
  91433. * Gets the angular velocity
  91434. * @returns angular velocity or null
  91435. */
  91436. getAngularVelocity(): Nullable<Vector3>;
  91437. /**
  91438. * Sets the angular velocity
  91439. * @param velocity The velocity or null
  91440. */
  91441. setAngularVelocity(velocity: Nullable<Vector3>): void;
  91442. /**
  91443. * Execute a function with the physics plugin native code
  91444. * Provide a function the will have two variables - the world object and the physics body object
  91445. * @param func The function to execute with the physics plugin native code
  91446. */
  91447. executeNativeFunction(func: (world: any, physicsBody: any) => void): void;
  91448. /**
  91449. * Register a function that will be executed before the physics world is stepping forward
  91450. * @param func The function to execute before the physics world is stepped forward
  91451. */
  91452. registerBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91453. /**
  91454. * Unregister a function that will be executed before the physics world is stepping forward
  91455. * @param func The function to execute before the physics world is stepped forward
  91456. */
  91457. unregisterBeforePhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91458. /**
  91459. * Register a function that will be executed after the physics step
  91460. * @param func The function to execute after physics step
  91461. */
  91462. registerAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91463. /**
  91464. * Unregisters a function that will be executed after the physics step
  91465. * @param func The function to execute after physics step
  91466. */
  91467. unregisterAfterPhysicsStep(func: (impostor: PhysicsImpostor) => void): void;
  91468. /**
  91469. * register a function that will be executed when this impostor collides against a different body
  91470. * @param collideAgainst Physics imposter, or array of physics imposters to collide against
  91471. * @param func Callback that is executed on collision
  91472. */
  91473. registerOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor) => void): void;
  91474. /**
  91475. * Unregisters the physics imposter on contact
  91476. * @param collideAgainst The physics object to collide against
  91477. * @param func Callback to execute on collision
  91478. */
  91479. unregisterOnPhysicsCollide(collideAgainst: PhysicsImpostor | Array<PhysicsImpostor>, func: (collider: PhysicsImpostor, collidedAgainst: PhysicsImpostor | Array<PhysicsImpostor>) => void): void;
  91480. private _tmpQuat;
  91481. private _tmpQuat2;
  91482. /**
  91483. * Get the parent rotation
  91484. * @returns The parent rotation
  91485. */
  91486. getParentsRotation(): Quaternion;
  91487. /**
  91488. * this function is executed by the physics engine.
  91489. */
  91490. beforeStep: () => void;
  91491. /**
  91492. * this function is executed by the physics engine
  91493. */
  91494. afterStep: () => void;
  91495. /**
  91496. * Legacy collision detection event support
  91497. */
  91498. onCollideEvent: Nullable<(collider: PhysicsImpostor, collidedWith: PhysicsImpostor) => void>;
  91499. /**
  91500. * event and body object due to cannon's event-based architecture.
  91501. */
  91502. onCollide: (e: {
  91503. body: any;
  91504. }) => void;
  91505. /**
  91506. * Apply a force
  91507. * @param force The force to apply
  91508. * @param contactPoint The contact point for the force
  91509. * @returns The physics imposter
  91510. */
  91511. applyForce(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91512. /**
  91513. * Apply an impulse
  91514. * @param force The impulse force
  91515. * @param contactPoint The contact point for the impulse force
  91516. * @returns The physics imposter
  91517. */
  91518. applyImpulse(force: Vector3, contactPoint: Vector3): PhysicsImpostor;
  91519. /**
  91520. * A help function to create a joint
  91521. * @param otherImpostor A physics imposter used to create a joint
  91522. * @param jointType The type of joint
  91523. * @param jointData The data for the joint
  91524. * @returns The physics imposter
  91525. */
  91526. createJoint(otherImpostor: PhysicsImpostor, jointType: number, jointData: PhysicsJointData): PhysicsImpostor;
  91527. /**
  91528. * Add a joint to this impostor with a different impostor
  91529. * @param otherImpostor A physics imposter used to add a joint
  91530. * @param joint The joint to add
  91531. * @returns The physics imposter
  91532. */
  91533. addJoint(otherImpostor: PhysicsImpostor, joint: PhysicsJoint): PhysicsImpostor;
  91534. /**
  91535. * Add an anchor to a cloth impostor
  91536. * @param otherImpostor rigid impostor to anchor to
  91537. * @param width ratio across width from 0 to 1
  91538. * @param height ratio up height from 0 to 1
  91539. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  91540. * @param noCollisionBetweenLinkedBodies when true collisions between cloth impostor and anchor are ignored; default false
  91541. * @returns impostor the soft imposter
  91542. */
  91543. addAnchor(otherImpostor: PhysicsImpostor, width: number, height: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91544. /**
  91545. * Add a hook to a rope impostor
  91546. * @param otherImpostor rigid impostor to anchor to
  91547. * @param length ratio across rope from 0 to 1
  91548. * @param influence the elasticity between rope impostor and anchor from 0, very stretchy to 1, little strech
  91549. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  91550. * @returns impostor the rope imposter
  91551. */
  91552. addHook(otherImpostor: PhysicsImpostor, length: number, influence: number, noCollisionBetweenLinkedBodies: boolean): PhysicsImpostor;
  91553. /**
  91554. * Will keep this body still, in a sleep mode.
  91555. * @returns the physics imposter
  91556. */
  91557. sleep(): PhysicsImpostor;
  91558. /**
  91559. * Wake the body up.
  91560. * @returns The physics imposter
  91561. */
  91562. wakeUp(): PhysicsImpostor;
  91563. /**
  91564. * Clones the physics imposter
  91565. * @param newObject The physics imposter clones to this physics-enabled object
  91566. * @returns A nullable physics imposter
  91567. */
  91568. clone(newObject: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  91569. /**
  91570. * Disposes the physics imposter
  91571. */
  91572. dispose(): void;
  91573. /**
  91574. * Sets the delta position
  91575. * @param position The delta position amount
  91576. */
  91577. setDeltaPosition(position: Vector3): void;
  91578. /**
  91579. * Sets the delta rotation
  91580. * @param rotation The delta rotation amount
  91581. */
  91582. setDeltaRotation(rotation: Quaternion): void;
  91583. /**
  91584. * Gets the box size of the physics imposter and stores the result in the input parameter
  91585. * @param result Stores the box size
  91586. * @returns The physics imposter
  91587. */
  91588. getBoxSizeToRef(result: Vector3): PhysicsImpostor;
  91589. /**
  91590. * Gets the radius of the physics imposter
  91591. * @returns Radius of the physics imposter
  91592. */
  91593. getRadius(): number;
  91594. /**
  91595. * Sync a bone with this impostor
  91596. * @param bone The bone to sync to the impostor.
  91597. * @param boneMesh The mesh that the bone is influencing.
  91598. * @param jointPivot The pivot of the joint / bone in local space.
  91599. * @param distToJoint Optional distance from the impostor to the joint.
  91600. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91601. */
  91602. syncBoneWithImpostor(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion): void;
  91603. /**
  91604. * Sync impostor to a bone
  91605. * @param bone The bone that the impostor will be synced to.
  91606. * @param boneMesh The mesh that the bone is influencing.
  91607. * @param jointPivot The pivot of the joint / bone in local space.
  91608. * @param distToJoint Optional distance from the impostor to the joint.
  91609. * @param adjustRotation Optional quaternion for adjusting the local rotation of the bone.
  91610. * @param boneAxis Optional vector3 axis the bone is aligned with
  91611. */
  91612. syncImpostorWithBone(bone: Bone, boneMesh: AbstractMesh, jointPivot: Vector3, distToJoint?: number, adjustRotation?: Quaternion, boneAxis?: Vector3): void;
  91613. /**
  91614. * No-Imposter type
  91615. */
  91616. static NoImpostor: number;
  91617. /**
  91618. * Sphere-Imposter type
  91619. */
  91620. static SphereImpostor: number;
  91621. /**
  91622. * Box-Imposter type
  91623. */
  91624. static BoxImpostor: number;
  91625. /**
  91626. * Plane-Imposter type
  91627. */
  91628. static PlaneImpostor: number;
  91629. /**
  91630. * Mesh-imposter type
  91631. */
  91632. static MeshImpostor: number;
  91633. /**
  91634. * Capsule-Impostor type (Ammo.js plugin only)
  91635. */
  91636. static CapsuleImpostor: number;
  91637. /**
  91638. * Cylinder-Imposter type
  91639. */
  91640. static CylinderImpostor: number;
  91641. /**
  91642. * Particle-Imposter type
  91643. */
  91644. static ParticleImpostor: number;
  91645. /**
  91646. * Heightmap-Imposter type
  91647. */
  91648. static HeightmapImpostor: number;
  91649. /**
  91650. * ConvexHull-Impostor type (Ammo.js plugin only)
  91651. */
  91652. static ConvexHullImpostor: number;
  91653. /**
  91654. * Rope-Imposter type
  91655. */
  91656. static RopeImpostor: number;
  91657. /**
  91658. * Cloth-Imposter type
  91659. */
  91660. static ClothImpostor: number;
  91661. /**
  91662. * Softbody-Imposter type
  91663. */
  91664. static SoftbodyImpostor: number;
  91665. }
  91666. }
  91667. declare module BABYLON {
  91668. /**
  91669. * @hidden
  91670. **/
  91671. export class _CreationDataStorage {
  91672. closePath?: boolean;
  91673. closeArray?: boolean;
  91674. idx: number[];
  91675. dashSize: number;
  91676. gapSize: number;
  91677. path3D: Path3D;
  91678. pathArray: Vector3[][];
  91679. arc: number;
  91680. radius: number;
  91681. cap: number;
  91682. tessellation: number;
  91683. }
  91684. /**
  91685. * @hidden
  91686. **/
  91687. class _InstanceDataStorage {
  91688. visibleInstances: any;
  91689. batchCache: _InstancesBatch;
  91690. instancesBufferSize: number;
  91691. instancesBuffer: Nullable<Buffer>;
  91692. instancesData: Float32Array;
  91693. overridenInstanceCount: number;
  91694. isFrozen: boolean;
  91695. previousBatch: Nullable<_InstancesBatch>;
  91696. hardwareInstancedRendering: boolean;
  91697. sideOrientation: number;
  91698. }
  91699. /**
  91700. * @hidden
  91701. **/
  91702. export class _InstancesBatch {
  91703. mustReturn: boolean;
  91704. visibleInstances: Nullable<InstancedMesh[]>[];
  91705. renderSelf: boolean[];
  91706. hardwareInstancedRendering: boolean[];
  91707. }
  91708. /**
  91709. * Class used to represent renderable models
  91710. */
  91711. export class Mesh extends AbstractMesh implements IGetSetVerticesData {
  91712. /**
  91713. * Mesh side orientation : usually the external or front surface
  91714. */
  91715. static readonly FRONTSIDE: number;
  91716. /**
  91717. * Mesh side orientation : usually the internal or back surface
  91718. */
  91719. static readonly BACKSIDE: number;
  91720. /**
  91721. * Mesh side orientation : both internal and external or front and back surfaces
  91722. */
  91723. static readonly DOUBLESIDE: number;
  91724. /**
  91725. * Mesh side orientation : by default, `FRONTSIDE`
  91726. */
  91727. static readonly DEFAULTSIDE: number;
  91728. /**
  91729. * Mesh cap setting : no cap
  91730. */
  91731. static readonly NO_CAP: number;
  91732. /**
  91733. * Mesh cap setting : one cap at the beginning of the mesh
  91734. */
  91735. static readonly CAP_START: number;
  91736. /**
  91737. * Mesh cap setting : one cap at the end of the mesh
  91738. */
  91739. static readonly CAP_END: number;
  91740. /**
  91741. * Mesh cap setting : two caps, one at the beginning and one at the end of the mesh
  91742. */
  91743. static readonly CAP_ALL: number;
  91744. /**
  91745. * Mesh pattern setting : no flip or rotate
  91746. */
  91747. static readonly NO_FLIP: number;
  91748. /**
  91749. * Mesh pattern setting : flip (reflect in y axis) alternate tiles on each row or column
  91750. */
  91751. static readonly FLIP_TILE: number;
  91752. /**
  91753. * Mesh pattern setting : rotate (180degs) alternate tiles on each row or column
  91754. */
  91755. static readonly ROTATE_TILE: number;
  91756. /**
  91757. * Mesh pattern setting : flip (reflect in y axis) all tiles on alternate rows
  91758. */
  91759. static readonly FLIP_ROW: number;
  91760. /**
  91761. * Mesh pattern setting : rotate (180degs) all tiles on alternate rows
  91762. */
  91763. static readonly ROTATE_ROW: number;
  91764. /**
  91765. * Mesh pattern setting : flip and rotate alternate tiles on each row or column
  91766. */
  91767. static readonly FLIP_N_ROTATE_TILE: number;
  91768. /**
  91769. * Mesh pattern setting : rotate pattern and rotate
  91770. */
  91771. static readonly FLIP_N_ROTATE_ROW: number;
  91772. /**
  91773. * Mesh tile positioning : part tiles same on left/right or top/bottom
  91774. */
  91775. static readonly CENTER: number;
  91776. /**
  91777. * Mesh tile positioning : part tiles on left
  91778. */
  91779. static readonly LEFT: number;
  91780. /**
  91781. * Mesh tile positioning : part tiles on right
  91782. */
  91783. static readonly RIGHT: number;
  91784. /**
  91785. * Mesh tile positioning : part tiles on top
  91786. */
  91787. static readonly TOP: number;
  91788. /**
  91789. * Mesh tile positioning : part tiles on bottom
  91790. */
  91791. static readonly BOTTOM: number;
  91792. /**
  91793. * Gets the default side orientation.
  91794. * @param orientation the orientation to value to attempt to get
  91795. * @returns the default orientation
  91796. * @hidden
  91797. */
  91798. static _GetDefaultSideOrientation(orientation?: number): number;
  91799. private _internalMeshDataInfo;
  91800. /**
  91801. * An event triggered before rendering the mesh
  91802. */
  91803. readonly onBeforeRenderObservable: Observable<Mesh>;
  91804. /**
  91805. * An event triggered before binding the mesh
  91806. */
  91807. readonly onBeforeBindObservable: Observable<Mesh>;
  91808. /**
  91809. * An event triggered after rendering the mesh
  91810. */
  91811. readonly onAfterRenderObservable: Observable<Mesh>;
  91812. /**
  91813. * An event triggered before drawing the mesh
  91814. */
  91815. readonly onBeforeDrawObservable: Observable<Mesh>;
  91816. private _onBeforeDrawObserver;
  91817. /**
  91818. * Sets a callback to call before drawing the mesh. It is recommended to use onBeforeDrawObservable instead
  91819. */
  91820. onBeforeDraw: () => void;
  91821. readonly hasInstances: boolean;
  91822. /**
  91823. * Gets the delay loading state of the mesh (when delay loading is turned on)
  91824. * @see http://doc.babylonjs.com/how_to/using_the_incremental_loading_system
  91825. */
  91826. delayLoadState: number;
  91827. /**
  91828. * Gets the list of instances created from this mesh
  91829. * it is not supposed to be modified manually.
  91830. * Note also that the order of the InstancedMesh wihin the array is not significant and might change.
  91831. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  91832. */
  91833. instances: InstancedMesh[];
  91834. /**
  91835. * Gets the file containing delay loading data for this mesh
  91836. */
  91837. delayLoadingFile: string;
  91838. /** @hidden */
  91839. _binaryInfo: any;
  91840. /**
  91841. * User defined function used to change how LOD level selection is done
  91842. * @see http://doc.babylonjs.com/how_to/how_to_use_lod
  91843. */
  91844. onLODLevelSelection: (distance: number, mesh: Mesh, selectedLevel: Nullable<Mesh>) => void;
  91845. /**
  91846. * Gets or sets the morph target manager
  91847. * @see http://doc.babylonjs.com/how_to/how_to_use_morphtargets
  91848. */
  91849. morphTargetManager: Nullable<MorphTargetManager>;
  91850. /** @hidden */
  91851. _creationDataStorage: Nullable<_CreationDataStorage>;
  91852. /** @hidden */
  91853. _geometry: Nullable<Geometry>;
  91854. /** @hidden */
  91855. _delayInfo: Array<string>;
  91856. /** @hidden */
  91857. _delayLoadingFunction: (any: any, mesh: Mesh) => void;
  91858. /** @hidden */
  91859. _instanceDataStorage: _InstanceDataStorage;
  91860. private _effectiveMaterial;
  91861. /** @hidden */
  91862. _shouldGenerateFlatShading: boolean;
  91863. /** @hidden */
  91864. _originalBuilderSideOrientation: number;
  91865. /**
  91866. * Use this property to change the original side orientation defined at construction time
  91867. */
  91868. overrideMaterialSideOrientation: Nullable<number>;
  91869. /**
  91870. * Gets the source mesh (the one used to clone this one from)
  91871. */
  91872. readonly source: Nullable<Mesh>;
  91873. /**
  91874. * Gets or sets a boolean indicating that this mesh does not use index buffer
  91875. */
  91876. isUnIndexed: boolean;
  91877. /**
  91878. * @constructor
  91879. * @param name The value used by scene.getMeshByName() to do a lookup.
  91880. * @param scene The scene to add this mesh to.
  91881. * @param parent The parent of this mesh, if it has one
  91882. * @param source An optional Mesh from which geometry is shared, cloned.
  91883. * @param doNotCloneChildren When cloning, skip cloning child meshes of source, default False.
  91884. * When false, achieved by calling a clone(), also passing False.
  91885. * This will make creation of children, recursive.
  91886. * @param clonePhysicsImpostor When cloning, include cloning mesh physics impostor, default True.
  91887. */
  91888. constructor(name: string, scene?: Nullable<Scene>, parent?: Nullable<Node>, source?: Nullable<Mesh>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean);
  91889. instantiateHierarchy(newParent?: Nullable<TransformNode>, options?: {
  91890. doNotInstantiate: boolean;
  91891. }, onNewNodeCreated?: (source: TransformNode, clone: TransformNode) => void): Nullable<TransformNode>;
  91892. /**
  91893. * Gets the class name
  91894. * @returns the string "Mesh".
  91895. */
  91896. getClassName(): string;
  91897. /** @hidden */
  91898. readonly _isMesh: boolean;
  91899. /**
  91900. * Returns a description of this mesh
  91901. * @param fullDetails define if full details about this mesh must be used
  91902. * @returns a descriptive string representing this mesh
  91903. */
  91904. toString(fullDetails?: boolean): string;
  91905. /** @hidden */
  91906. _unBindEffect(): void;
  91907. /**
  91908. * Gets a boolean indicating if this mesh has LOD
  91909. */
  91910. readonly hasLODLevels: boolean;
  91911. /**
  91912. * Gets the list of MeshLODLevel associated with the current mesh
  91913. * @returns an array of MeshLODLevel
  91914. */
  91915. getLODLevels(): MeshLODLevel[];
  91916. private _sortLODLevels;
  91917. /**
  91918. * Add a mesh as LOD level triggered at the given distance.
  91919. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91920. * @param distance The distance from the center of the object to show this level
  91921. * @param mesh The mesh to be added as LOD level (can be null)
  91922. * @return This mesh (for chaining)
  91923. */
  91924. addLODLevel(distance: number, mesh: Nullable<Mesh>): Mesh;
  91925. /**
  91926. * Returns the LOD level mesh at the passed distance or null if not found.
  91927. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91928. * @param distance The distance from the center of the object to show this level
  91929. * @returns a Mesh or `null`
  91930. */
  91931. getLODLevelAtDistance(distance: number): Nullable<Mesh>;
  91932. /**
  91933. * Remove a mesh from the LOD array
  91934. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91935. * @param mesh defines the mesh to be removed
  91936. * @return This mesh (for chaining)
  91937. */
  91938. removeLODLevel(mesh: Mesh): Mesh;
  91939. /**
  91940. * Returns the registered LOD mesh distant from the parameter `camera` position if any, else returns the current mesh.
  91941. * @see https://doc.babylonjs.com/how_to/how_to_use_lod
  91942. * @param camera defines the camera to use to compute distance
  91943. * @param boundingSphere defines a custom bounding sphere to use instead of the one from this mesh
  91944. * @return This mesh (for chaining)
  91945. */
  91946. getLOD(camera: Camera, boundingSphere?: BoundingSphere): Nullable<AbstractMesh>;
  91947. /**
  91948. * Gets the mesh internal Geometry object
  91949. */
  91950. readonly geometry: Nullable<Geometry>;
  91951. /**
  91952. * Returns the total number of vertices within the mesh geometry or zero if the mesh has no geometry.
  91953. * @returns the total number of vertices
  91954. */
  91955. getTotalVertices(): number;
  91956. /**
  91957. * Returns the content of an associated vertex buffer
  91958. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91959. * - VertexBuffer.PositionKind
  91960. * - VertexBuffer.UVKind
  91961. * - VertexBuffer.UV2Kind
  91962. * - VertexBuffer.UV3Kind
  91963. * - VertexBuffer.UV4Kind
  91964. * - VertexBuffer.UV5Kind
  91965. * - VertexBuffer.UV6Kind
  91966. * - VertexBuffer.ColorKind
  91967. * - VertexBuffer.MatricesIndicesKind
  91968. * - VertexBuffer.MatricesIndicesExtraKind
  91969. * - VertexBuffer.MatricesWeightsKind
  91970. * - VertexBuffer.MatricesWeightsExtraKind
  91971. * @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
  91972. * @param forceCopy defines a boolean forcing the copy of the buffer no matter what the value of copyWhenShared is
  91973. * @returns a FloatArray or null if the mesh has no geometry or no vertex buffer for this kind.
  91974. */
  91975. getVerticesData(kind: string, copyWhenShared?: boolean, forceCopy?: boolean): Nullable<FloatArray>;
  91976. /**
  91977. * Returns the mesh VertexBuffer object from the requested `kind`
  91978. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  91979. * - VertexBuffer.PositionKind
  91980. * - VertexBuffer.NormalKind
  91981. * - VertexBuffer.UVKind
  91982. * - VertexBuffer.UV2Kind
  91983. * - VertexBuffer.UV3Kind
  91984. * - VertexBuffer.UV4Kind
  91985. * - VertexBuffer.UV5Kind
  91986. * - VertexBuffer.UV6Kind
  91987. * - VertexBuffer.ColorKind
  91988. * - VertexBuffer.MatricesIndicesKind
  91989. * - VertexBuffer.MatricesIndicesExtraKind
  91990. * - VertexBuffer.MatricesWeightsKind
  91991. * - VertexBuffer.MatricesWeightsExtraKind
  91992. * @returns a FloatArray or null if the mesh has no vertex buffer for this kind.
  91993. */
  91994. getVertexBuffer(kind: string): Nullable<VertexBuffer>;
  91995. /**
  91996. * Tests if a specific vertex buffer is associated with this mesh
  91997. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  91998. * - VertexBuffer.PositionKind
  91999. * - VertexBuffer.NormalKind
  92000. * - VertexBuffer.UVKind
  92001. * - VertexBuffer.UV2Kind
  92002. * - VertexBuffer.UV3Kind
  92003. * - VertexBuffer.UV4Kind
  92004. * - VertexBuffer.UV5Kind
  92005. * - VertexBuffer.UV6Kind
  92006. * - VertexBuffer.ColorKind
  92007. * - VertexBuffer.MatricesIndicesKind
  92008. * - VertexBuffer.MatricesIndicesExtraKind
  92009. * - VertexBuffer.MatricesWeightsKind
  92010. * - VertexBuffer.MatricesWeightsExtraKind
  92011. * @returns a boolean
  92012. */
  92013. isVerticesDataPresent(kind: string): boolean;
  92014. /**
  92015. * Returns a boolean defining if the vertex data for the requested `kind` is updatable.
  92016. * @param kind defines which buffer to check (positions, indices, normals, etc). Possible `kind` values :
  92017. * - VertexBuffer.PositionKind
  92018. * - VertexBuffer.UVKind
  92019. * - VertexBuffer.UV2Kind
  92020. * - VertexBuffer.UV3Kind
  92021. * - VertexBuffer.UV4Kind
  92022. * - VertexBuffer.UV5Kind
  92023. * - VertexBuffer.UV6Kind
  92024. * - VertexBuffer.ColorKind
  92025. * - VertexBuffer.MatricesIndicesKind
  92026. * - VertexBuffer.MatricesIndicesExtraKind
  92027. * - VertexBuffer.MatricesWeightsKind
  92028. * - VertexBuffer.MatricesWeightsExtraKind
  92029. * @returns a boolean
  92030. */
  92031. isVertexBufferUpdatable(kind: string): boolean;
  92032. /**
  92033. * Returns a string which contains the list of existing `kinds` of Vertex Data associated with this mesh.
  92034. * @param kind defines which buffer to read from (positions, indices, normals, etc). Possible `kind` values :
  92035. * - VertexBuffer.PositionKind
  92036. * - VertexBuffer.NormalKind
  92037. * - VertexBuffer.UVKind
  92038. * - VertexBuffer.UV2Kind
  92039. * - VertexBuffer.UV3Kind
  92040. * - VertexBuffer.UV4Kind
  92041. * - VertexBuffer.UV5Kind
  92042. * - VertexBuffer.UV6Kind
  92043. * - VertexBuffer.ColorKind
  92044. * - VertexBuffer.MatricesIndicesKind
  92045. * - VertexBuffer.MatricesIndicesExtraKind
  92046. * - VertexBuffer.MatricesWeightsKind
  92047. * - VertexBuffer.MatricesWeightsExtraKind
  92048. * @returns an array of strings
  92049. */
  92050. getVerticesDataKinds(): string[];
  92051. /**
  92052. * Returns a positive integer : the total number of indices in this mesh geometry.
  92053. * @returns the numner of indices or zero if the mesh has no geometry.
  92054. */
  92055. getTotalIndices(): number;
  92056. /**
  92057. * Returns an array of integers or a typed array (Int32Array, Uint32Array, Uint16Array) populated with the mesh indices.
  92058. * @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.
  92059. * @param forceCopy defines a boolean indicating that the returned array must be cloned upon returning it
  92060. * @returns the indices array or an empty array if the mesh has no geometry
  92061. */
  92062. getIndices(copyWhenShared?: boolean, forceCopy?: boolean): Nullable<IndicesArray>;
  92063. readonly isBlocked: boolean;
  92064. /**
  92065. * Determine if the current mesh is ready to be rendered
  92066. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  92067. * @param forceInstanceSupport will check if the mesh will be ready when used with instances (false by default)
  92068. * @returns true if all associated assets are ready (material, textures, shaders)
  92069. */
  92070. isReady(completeCheck?: boolean, forceInstanceSupport?: boolean): boolean;
  92071. /**
  92072. * 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.
  92073. */
  92074. readonly areNormalsFrozen: boolean;
  92075. /**
  92076. * 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.
  92077. * @returns the current mesh
  92078. */
  92079. freezeNormals(): Mesh;
  92080. /**
  92081. * 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
  92082. * @returns the current mesh
  92083. */
  92084. unfreezeNormals(): Mesh;
  92085. /**
  92086. * Sets a value overriding the instance count. Only applicable when custom instanced InterleavedVertexBuffer are used rather than InstancedMeshs
  92087. */
  92088. overridenInstanceCount: number;
  92089. /** @hidden */
  92090. _preActivate(): Mesh;
  92091. /** @hidden */
  92092. _preActivateForIntermediateRendering(renderId: number): Mesh;
  92093. /** @hidden */
  92094. _registerInstanceForRenderId(instance: InstancedMesh, renderId: number): Mesh;
  92095. /**
  92096. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  92097. * This means the mesh underlying bounding box and sphere are recomputed.
  92098. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  92099. * @returns the current mesh
  92100. */
  92101. refreshBoundingInfo(applySkeleton?: boolean): Mesh;
  92102. /** @hidden */
  92103. _createGlobalSubMesh(force: boolean): Nullable<SubMesh>;
  92104. /**
  92105. * This function will subdivide the mesh into multiple submeshes
  92106. * @param count defines the expected number of submeshes
  92107. */
  92108. subdivide(count: number): void;
  92109. /**
  92110. * Copy a FloatArray into a specific associated vertex buffer
  92111. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92112. * - VertexBuffer.PositionKind
  92113. * - VertexBuffer.UVKind
  92114. * - VertexBuffer.UV2Kind
  92115. * - VertexBuffer.UV3Kind
  92116. * - VertexBuffer.UV4Kind
  92117. * - VertexBuffer.UV5Kind
  92118. * - VertexBuffer.UV6Kind
  92119. * - VertexBuffer.ColorKind
  92120. * - VertexBuffer.MatricesIndicesKind
  92121. * - VertexBuffer.MatricesIndicesExtraKind
  92122. * - VertexBuffer.MatricesWeightsKind
  92123. * - VertexBuffer.MatricesWeightsExtraKind
  92124. * @param data defines the data source
  92125. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92126. * @param stride defines the data stride size (can be null)
  92127. * @returns the current mesh
  92128. */
  92129. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  92130. /**
  92131. * Delete a vertex buffer associated with this mesh
  92132. * @param kind defines which buffer to delete (positions, indices, normals, etc). Possible `kind` values :
  92133. * - VertexBuffer.PositionKind
  92134. * - VertexBuffer.UVKind
  92135. * - VertexBuffer.UV2Kind
  92136. * - VertexBuffer.UV3Kind
  92137. * - VertexBuffer.UV4Kind
  92138. * - VertexBuffer.UV5Kind
  92139. * - VertexBuffer.UV6Kind
  92140. * - VertexBuffer.ColorKind
  92141. * - VertexBuffer.MatricesIndicesKind
  92142. * - VertexBuffer.MatricesIndicesExtraKind
  92143. * - VertexBuffer.MatricesWeightsKind
  92144. * - VertexBuffer.MatricesWeightsExtraKind
  92145. */
  92146. removeVerticesData(kind: string): void;
  92147. /**
  92148. * Flags an associated vertex buffer as updatable
  92149. * @param kind defines which buffer to use (positions, indices, normals, etc). Possible `kind` values :
  92150. * - VertexBuffer.PositionKind
  92151. * - VertexBuffer.UVKind
  92152. * - VertexBuffer.UV2Kind
  92153. * - VertexBuffer.UV3Kind
  92154. * - VertexBuffer.UV4Kind
  92155. * - VertexBuffer.UV5Kind
  92156. * - VertexBuffer.UV6Kind
  92157. * - VertexBuffer.ColorKind
  92158. * - VertexBuffer.MatricesIndicesKind
  92159. * - VertexBuffer.MatricesIndicesExtraKind
  92160. * - VertexBuffer.MatricesWeightsKind
  92161. * - VertexBuffer.MatricesWeightsExtraKind
  92162. * @param updatable defines if the updated vertex buffer must be flagged as updatable
  92163. */
  92164. markVerticesDataAsUpdatable(kind: string, updatable?: boolean): void;
  92165. /**
  92166. * Sets the mesh global Vertex Buffer
  92167. * @param buffer defines the buffer to use
  92168. * @returns the current mesh
  92169. */
  92170. setVerticesBuffer(buffer: VertexBuffer): Mesh;
  92171. /**
  92172. * Update a specific associated vertex buffer
  92173. * @param kind defines which buffer to write to (positions, indices, normals, etc). Possible `kind` values :
  92174. * - VertexBuffer.PositionKind
  92175. * - VertexBuffer.UVKind
  92176. * - VertexBuffer.UV2Kind
  92177. * - VertexBuffer.UV3Kind
  92178. * - VertexBuffer.UV4Kind
  92179. * - VertexBuffer.UV5Kind
  92180. * - VertexBuffer.UV6Kind
  92181. * - VertexBuffer.ColorKind
  92182. * - VertexBuffer.MatricesIndicesKind
  92183. * - VertexBuffer.MatricesIndicesExtraKind
  92184. * - VertexBuffer.MatricesWeightsKind
  92185. * - VertexBuffer.MatricesWeightsExtraKind
  92186. * @param data defines the data source
  92187. * @param updateExtends defines if extends info of the mesh must be updated (can be null). This is mostly useful for "position" kind
  92188. * @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)
  92189. * @returns the current mesh
  92190. */
  92191. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  92192. /**
  92193. * This method updates the vertex positions of an updatable mesh according to the `positionFunction` returned values.
  92194. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh#other-shapes-updatemeshpositions
  92195. * @param positionFunction is a simple JS function what is passed the mesh `positions` array. It doesn't need to return anything
  92196. * @param computeNormals is a boolean (default true) to enable/disable the mesh normal recomputation after the vertex position update
  92197. * @returns the current mesh
  92198. */
  92199. updateMeshPositions(positionFunction: (data: FloatArray) => void, computeNormals?: boolean): Mesh;
  92200. /**
  92201. * Creates a un-shared specific occurence of the geometry for the mesh.
  92202. * @returns the current mesh
  92203. */
  92204. makeGeometryUnique(): Mesh;
  92205. /**
  92206. * Set the index buffer of this mesh
  92207. * @param indices defines the source data
  92208. * @param totalVertices defines the total number of vertices referenced by this index data (can be null)
  92209. * @param updatable defines if the updated index buffer must be flagged as updatable (default is false)
  92210. * @returns the current mesh
  92211. */
  92212. setIndices(indices: IndicesArray, totalVertices?: Nullable<number>, updatable?: boolean): AbstractMesh;
  92213. /**
  92214. * Update the current index buffer
  92215. * @param indices defines the source data
  92216. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  92217. * @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)
  92218. * @returns the current mesh
  92219. */
  92220. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  92221. /**
  92222. * Invert the geometry to move from a right handed system to a left handed one.
  92223. * @returns the current mesh
  92224. */
  92225. toLeftHanded(): Mesh;
  92226. /** @hidden */
  92227. _bind(subMesh: SubMesh, effect: Effect, fillMode: number): Mesh;
  92228. /** @hidden */
  92229. _draw(subMesh: SubMesh, fillMode: number, instancesCount?: number): Mesh;
  92230. /**
  92231. * Registers for this mesh a javascript function called just before the rendering process
  92232. * @param func defines the function to call before rendering this mesh
  92233. * @returns the current mesh
  92234. */
  92235. registerBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92236. /**
  92237. * Disposes a previously registered javascript function called before the rendering
  92238. * @param func defines the function to remove
  92239. * @returns the current mesh
  92240. */
  92241. unregisterBeforeRender(func: (mesh: AbstractMesh) => void): Mesh;
  92242. /**
  92243. * Registers for this mesh a javascript function called just after the rendering is complete
  92244. * @param func defines the function to call after rendering this mesh
  92245. * @returns the current mesh
  92246. */
  92247. registerAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92248. /**
  92249. * Disposes a previously registered javascript function called after the rendering.
  92250. * @param func defines the function to remove
  92251. * @returns the current mesh
  92252. */
  92253. unregisterAfterRender(func: (mesh: AbstractMesh) => void): Mesh;
  92254. /** @hidden */
  92255. _getInstancesRenderList(subMeshId: number): _InstancesBatch;
  92256. /** @hidden */
  92257. _renderWithInstances(subMesh: SubMesh, fillMode: number, batch: _InstancesBatch, effect: Effect, engine: Engine): Mesh;
  92258. /** @hidden */
  92259. _processInstancedBuffers(visibleInstances: InstancedMesh[], renderSelf: boolean): void;
  92260. /** @hidden */
  92261. _processRendering(subMesh: SubMesh, effect: Effect, fillMode: number, batch: _InstancesBatch, hardwareInstancedRendering: boolean, onBeforeDraw: (isInstance: boolean, world: Matrix, effectiveMaterial?: Material) => void, effectiveMaterial?: Material): Mesh;
  92262. /** @hidden */
  92263. _rebuild(): void;
  92264. /** @hidden */
  92265. _freeze(): void;
  92266. /** @hidden */
  92267. _unFreeze(): void;
  92268. /**
  92269. * 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
  92270. * @param subMesh defines the subMesh to render
  92271. * @param enableAlphaMode defines if alpha mode can be changed
  92272. * @param effectiveMeshReplacement defines an optional mesh used to provide info for the rendering
  92273. * @returns the current mesh
  92274. */
  92275. render(subMesh: SubMesh, enableAlphaMode: boolean, effectiveMeshReplacement?: AbstractMesh): Mesh;
  92276. private _onBeforeDraw;
  92277. /**
  92278. * Renormalize the mesh and patch it up if there are no weights
  92279. * Similar to normalization by adding the weights compute the reciprocal and multiply all elements, this wil ensure that everything adds to 1.
  92280. * However in the case of zero weights then we set just a single influence to 1.
  92281. * We check in the function for extra's present and if so we use the normalizeSkinWeightsWithExtras rather than the FourWeights version.
  92282. */
  92283. cleanMatrixWeights(): void;
  92284. private normalizeSkinFourWeights;
  92285. private normalizeSkinWeightsAndExtra;
  92286. /**
  92287. * ValidateSkinning is used to determine that a mesh has valid skinning data along with skin metrics, if missing weights,
  92288. * or not normalized it is returned as invalid mesh the string can be used for console logs, or on screen messages to let
  92289. * the user know there was an issue with importing the mesh
  92290. * @returns a validation object with skinned, valid and report string
  92291. */
  92292. validateSkinning(): {
  92293. skinned: boolean;
  92294. valid: boolean;
  92295. report: string;
  92296. };
  92297. /** @hidden */
  92298. _checkDelayState(): Mesh;
  92299. private _queueLoad;
  92300. /**
  92301. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  92302. * A mesh is in the frustum if its bounding box intersects the frustum
  92303. * @param frustumPlanes defines the frustum to test
  92304. * @returns true if the mesh is in the frustum planes
  92305. */
  92306. isInFrustum(frustumPlanes: Plane[]): boolean;
  92307. /**
  92308. * Sets the mesh material by the material or multiMaterial `id` property
  92309. * @param id is a string identifying the material or the multiMaterial
  92310. * @returns the current mesh
  92311. */
  92312. setMaterialByID(id: string): Mesh;
  92313. /**
  92314. * Returns as a new array populated with the mesh material and/or skeleton, if any.
  92315. * @returns an array of IAnimatable
  92316. */
  92317. getAnimatables(): IAnimatable[];
  92318. /**
  92319. * Modifies the mesh geometry according to the passed transformation matrix.
  92320. * This method returns nothing but it really modifies the mesh even if it's originally not set as updatable.
  92321. * The mesh normals are modified using the same transformation.
  92322. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92323. * @param transform defines the transform matrix to use
  92324. * @see http://doc.babylonjs.com/resources/baking_transformations
  92325. * @returns the current mesh
  92326. */
  92327. bakeTransformIntoVertices(transform: Matrix): Mesh;
  92328. /**
  92329. * Modifies the mesh geometry according to its own current World Matrix.
  92330. * The mesh World Matrix is then reset.
  92331. * This method returns nothing but really modifies the mesh even if it's originally not set as updatable.
  92332. * Note that, under the hood, this method sets a new VertexBuffer each call.
  92333. * @see http://doc.babylonjs.com/resources/baking_transformations
  92334. * @returns the current mesh
  92335. */
  92336. bakeCurrentTransformIntoVertices(): Mesh;
  92337. /** @hidden */
  92338. readonly _positions: Nullable<Vector3[]>;
  92339. /** @hidden */
  92340. _resetPointsArrayCache(): Mesh;
  92341. /** @hidden */
  92342. _generatePointsArray(): boolean;
  92343. /**
  92344. * Returns a new Mesh object generated from the current mesh properties.
  92345. * This method must not get confused with createInstance()
  92346. * @param name is a string, the name given to the new mesh
  92347. * @param newParent can be any Node object (default `null`)
  92348. * @param doNotCloneChildren allows/denies the recursive cloning of the original mesh children if any (default `false`)
  92349. * @param clonePhysicsImpostor allows/denies the cloning in the same time of the original mesh `body` used by the physics engine, if any (default `true`)
  92350. * @returns a new mesh
  92351. */
  92352. clone(name?: string, newParent?: Nullable<Node>, doNotCloneChildren?: boolean, clonePhysicsImpostor?: boolean): Nullable<AbstractMesh>;
  92353. /**
  92354. * Releases resources associated with this mesh.
  92355. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  92356. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  92357. */
  92358. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  92359. /** @hidden */
  92360. _disposeInstanceSpecificData(): void;
  92361. /**
  92362. * Modifies the mesh geometry according to a displacement map.
  92363. * 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.
  92364. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92365. * @param url is a string, the URL from the image file is to be downloaded.
  92366. * @param minHeight is the lower limit of the displacement.
  92367. * @param maxHeight is the upper limit of the displacement.
  92368. * @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.
  92369. * @param uvOffset is an optional vector2 used to offset UV.
  92370. * @param uvScale is an optional vector2 used to scale UV.
  92371. * @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.
  92372. * @returns the Mesh.
  92373. */
  92374. applyDisplacementMap(url: string, minHeight: number, maxHeight: number, onSuccess?: (mesh: Mesh) => void, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92375. /**
  92376. * Modifies the mesh geometry according to a displacementMap buffer.
  92377. * 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.
  92378. * The mesh must be set as updatable. Its internal geometry is directly modified, no new buffer are allocated.
  92379. * @param buffer is a `Uint8Array` buffer containing series of `Uint8` lower than 255, the red, green, blue and alpha values of each successive pixel.
  92380. * @param heightMapWidth is the width of the buffer image.
  92381. * @param heightMapHeight is the height of the buffer image.
  92382. * @param minHeight is the lower limit of the displacement.
  92383. * @param maxHeight is the upper limit of the displacement.
  92384. * @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.
  92385. * @param uvOffset is an optional vector2 used to offset UV.
  92386. * @param uvScale is an optional vector2 used to scale UV.
  92387. * @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.
  92388. * @returns the Mesh.
  92389. */
  92390. applyDisplacementMapFromBuffer(buffer: Uint8Array, heightMapWidth: number, heightMapHeight: number, minHeight: number, maxHeight: number, uvOffset?: Vector2, uvScale?: Vector2, forceUpdate?: boolean): Mesh;
  92391. /**
  92392. * Modify the mesh to get a flat shading rendering.
  92393. * This means each mesh facet will then have its own normals. Usually new vertices are added in the mesh geometry to get this result.
  92394. * Warning : the mesh is really modified even if not set originally as updatable and, under the hood, a new VertexBuffer is allocated.
  92395. * @returns current mesh
  92396. */
  92397. convertToFlatShadedMesh(): Mesh;
  92398. /**
  92399. * This method removes all the mesh indices and add new vertices (duplication) in order to unfold facets into buffers.
  92400. * In other words, more vertices, no more indices and a single bigger VBO.
  92401. * The mesh is really modified even if not set originally as updatable. Under the hood, a new VertexBuffer is allocated.
  92402. * @returns current mesh
  92403. */
  92404. convertToUnIndexedMesh(): Mesh;
  92405. /**
  92406. * Inverses facet orientations.
  92407. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92408. * @param flipNormals will also inverts the normals
  92409. * @returns current mesh
  92410. */
  92411. flipFaces(flipNormals?: boolean): Mesh;
  92412. /**
  92413. * Increase the number of facets and hence vertices in a mesh
  92414. * Vertex normals are interpolated from existing vertex normals
  92415. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92416. * @param numberPerEdge the number of new vertices to add to each edge of a facet, optional default 1
  92417. */
  92418. increaseVertices(numberPerEdge: number): void;
  92419. /**
  92420. * Force adjacent facets to share vertices and remove any facets that have all vertices in a line
  92421. * This will undo any application of covertToFlatShadedMesh
  92422. * Warning : the mesh is really modified even if not set originally as updatable. A new VertexBuffer is created under the hood each call.
  92423. */
  92424. forceSharedVertices(): void;
  92425. /** @hidden */
  92426. static _instancedMeshFactory(name: string, mesh: Mesh): InstancedMesh;
  92427. /** @hidden */
  92428. static _PhysicsImpostorParser(scene: Scene, physicObject: IPhysicsEnabledObject, jsonObject: any): PhysicsImpostor;
  92429. /**
  92430. * Creates a new InstancedMesh object from the mesh model.
  92431. * @see http://doc.babylonjs.com/how_to/how_to_use_instances
  92432. * @param name defines the name of the new instance
  92433. * @returns a new InstancedMesh
  92434. */
  92435. createInstance(name: string): InstancedMesh;
  92436. /**
  92437. * Synchronises all the mesh instance submeshes to the current mesh submeshes, if any.
  92438. * After this call, all the mesh instances have the same submeshes than the current mesh.
  92439. * @returns the current mesh
  92440. */
  92441. synchronizeInstances(): Mesh;
  92442. /**
  92443. * Optimization of the mesh's indices, in case a mesh has duplicated vertices.
  92444. * The function will only reorder the indices and will not remove unused vertices to avoid problems with submeshes.
  92445. * This should be used together with the simplification to avoid disappearing triangles.
  92446. * @param successCallback an optional success callback to be called after the optimization finished.
  92447. * @returns the current mesh
  92448. */
  92449. optimizeIndices(successCallback?: (mesh?: Mesh) => void): Mesh;
  92450. /**
  92451. * Serialize current mesh
  92452. * @param serializationObject defines the object which will receive the serialization data
  92453. */
  92454. serialize(serializationObject: any): void;
  92455. /** @hidden */
  92456. _syncGeometryWithMorphTargetManager(): void;
  92457. /** @hidden */
  92458. static _GroundMeshParser: (parsedMesh: any, scene: Scene) => Mesh;
  92459. /**
  92460. * Returns a new Mesh object parsed from the source provided.
  92461. * @param parsedMesh is the source
  92462. * @param scene defines the hosting scene
  92463. * @param rootUrl is the root URL to prefix the `delayLoadingFile` property with
  92464. * @returns a new Mesh
  92465. */
  92466. static Parse(parsedMesh: any, scene: Scene, rootUrl: string): Mesh;
  92467. /**
  92468. * Creates a ribbon mesh. Please consider using the same method from the MeshBuilder class instead
  92469. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92470. * @param name defines the name of the mesh to create
  92471. * @param pathArray is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry.
  92472. * @param closeArray creates a seam between the first and the last paths of the path array (default is false)
  92473. * @param closePath creates a seam between the first and the last points of each path of the path array
  92474. * @param offset is taken in account only if the `pathArray` is containing a single path
  92475. * @param scene defines the hosting scene
  92476. * @param updatable defines if the mesh must be flagged as updatable
  92477. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92478. * @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)
  92479. * @returns a new Mesh
  92480. */
  92481. static CreateRibbon(name: string, pathArray: Vector3[][], closeArray: boolean, closePath: boolean, offset: number, scene?: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92482. /**
  92483. * Creates a plane polygonal mesh. By default, this is a disc. Please consider using the same method from the MeshBuilder class instead
  92484. * @param name defines the name of the mesh to create
  92485. * @param radius sets the radius size (float) of the polygon (default 0.5)
  92486. * @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
  92487. * @param scene defines the hosting scene
  92488. * @param updatable defines if the mesh must be flagged as updatable
  92489. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92490. * @returns a new Mesh
  92491. */
  92492. static CreateDisc(name: string, radius: number, tessellation: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92493. /**
  92494. * Creates a box mesh. Please consider using the same method from the MeshBuilder class instead
  92495. * @param name defines the name of the mesh to create
  92496. * @param size sets the size (float) of each box side (default 1)
  92497. * @param scene defines the hosting scene
  92498. * @param updatable defines if the mesh must be flagged as updatable
  92499. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92500. * @returns a new Mesh
  92501. */
  92502. static CreateBox(name: string, size: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number): Mesh;
  92503. /**
  92504. * Creates a sphere mesh. Please consider using the same method from the MeshBuilder class instead
  92505. * @param name defines the name of the mesh to create
  92506. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92507. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92508. * @param scene defines the hosting scene
  92509. * @param updatable defines if the mesh must be flagged as updatable
  92510. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92511. * @returns a new Mesh
  92512. */
  92513. static CreateSphere(name: string, segments: number, diameter: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92514. /**
  92515. * Creates a hemisphere mesh. Please consider using the same method from the MeshBuilder class instead
  92516. * @param name defines the name of the mesh to create
  92517. * @param segments sets the sphere number of horizontal stripes (positive integer, default 32)
  92518. * @param diameter sets the diameter size (float) of the sphere (default 1)
  92519. * @param scene defines the hosting scene
  92520. * @returns a new Mesh
  92521. */
  92522. static CreateHemisphere(name: string, segments: number, diameter: number, scene?: Scene): Mesh;
  92523. /**
  92524. * Creates a cylinder or a cone mesh. Please consider using the same method from the MeshBuilder class instead
  92525. * @param name defines the name of the mesh to create
  92526. * @param height sets the height size (float) of the cylinder/cone (float, default 2)
  92527. * @param diameterTop set the top cap diameter (floats, default 1)
  92528. * @param diameterBottom set the bottom cap diameter (floats, default 1). This value can't be zero
  92529. * @param tessellation sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance
  92530. * @param subdivisions sets the number of rings along the cylinder height (positive integer, default 1)
  92531. * @param scene defines the hosting scene
  92532. * @param updatable defines if the mesh must be flagged as updatable
  92533. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92534. * @returns a new Mesh
  92535. */
  92536. static CreateCylinder(name: string, height: number, diameterTop: number, diameterBottom: number, tessellation: number, subdivisions: any, scene?: Scene, updatable?: any, sideOrientation?: number): Mesh;
  92537. /**
  92538. * Creates a torus mesh. Please consider using the same method from the MeshBuilder class instead
  92539. * @param name defines the name of the mesh to create
  92540. * @param diameter sets the diameter size (float) of the torus (default 1)
  92541. * @param thickness sets the diameter size of the tube of the torus (float, default 0.5)
  92542. * @param tessellation sets the number of torus sides (postive integer, default 16)
  92543. * @param scene defines the hosting scene
  92544. * @param updatable defines if the mesh must be flagged as updatable
  92545. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92546. * @returns a new Mesh
  92547. */
  92548. static CreateTorus(name: string, diameter: number, thickness: number, tessellation: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92549. /**
  92550. * Creates a torus knot mesh. Please consider using the same method from the MeshBuilder class instead
  92551. * @param name defines the name of the mesh to create
  92552. * @param radius sets the global radius size (float) of the torus knot (default 2)
  92553. * @param tube sets the diameter size of the tube of the torus (float, default 0.5)
  92554. * @param radialSegments sets the number of sides on each tube segments (positive integer, default 32)
  92555. * @param tubularSegments sets the number of tubes to decompose the knot into (positive integer, default 32)
  92556. * @param p the number of windings on X axis (positive integers, default 2)
  92557. * @param q the number of windings on Y axis (positive integers, default 3)
  92558. * @param scene defines the hosting scene
  92559. * @param updatable defines if the mesh must be flagged as updatable
  92560. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92561. * @returns a new Mesh
  92562. */
  92563. static CreateTorusKnot(name: string, radius: number, tube: number, radialSegments: number, tubularSegments: number, p: number, q: number, scene?: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92564. /**
  92565. * Creates a line mesh. Please consider using the same method from the MeshBuilder class instead.
  92566. * @param name defines the name of the mesh to create
  92567. * @param points is an array successive Vector3
  92568. * @param scene defines the hosting scene
  92569. * @param updatable defines if the mesh must be flagged as updatable
  92570. * @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).
  92571. * @returns a new Mesh
  92572. */
  92573. static CreateLines(name: string, points: Vector3[], scene?: Nullable<Scene>, updatable?: boolean, instance?: Nullable<LinesMesh>): LinesMesh;
  92574. /**
  92575. * Creates a dashed line mesh. Please consider using the same method from the MeshBuilder class instead
  92576. * @param name defines the name of the mesh to create
  92577. * @param points is an array successive Vector3
  92578. * @param dashSize is the size of the dashes relatively the dash number (positive float, default 3)
  92579. * @param gapSize is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  92580. * @param dashNb is the intended total number of dashes (positive integer, default 200)
  92581. * @param scene defines the hosting scene
  92582. * @param updatable defines if the mesh must be flagged as updatable
  92583. * @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)
  92584. * @returns a new Mesh
  92585. */
  92586. static CreateDashedLines(name: string, points: Vector3[], dashSize: number, gapSize: number, dashNb: number, scene?: Nullable<Scene>, updatable?: boolean, instance?: LinesMesh): LinesMesh;
  92587. /**
  92588. * Creates a polygon mesh.Please consider using the same method from the MeshBuilder class instead
  92589. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh.
  92590. * 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.
  92591. * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92592. * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  92593. * Remember you can only change the shape positions, not their number when updating a polygon.
  92594. * @see http://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  92595. * @param name defines the name of the mesh to create
  92596. * @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
  92597. * @param scene defines the hosting scene
  92598. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92599. * @param updatable defines if the mesh must be flagged as updatable
  92600. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92601. * @param earcutInjection can be used to inject your own earcut reference
  92602. * @returns a new Mesh
  92603. */
  92604. static CreatePolygon(name: string, shape: Vector3[], scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92605. /**
  92606. * Creates an extruded polygon mesh, with depth in the Y direction. Please consider using the same method from the MeshBuilder class instead.
  92607. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-non-regular-polygon
  92608. * @param name defines the name of the mesh to create
  92609. * @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
  92610. * @param depth defines the height of extrusion
  92611. * @param scene defines the hosting scene
  92612. * @param holes is a required array of arrays of successive Vector3 used to defines holes in the polygon
  92613. * @param updatable defines if the mesh must be flagged as updatable
  92614. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92615. * @param earcutInjection can be used to inject your own earcut reference
  92616. * @returns a new Mesh
  92617. */
  92618. static ExtrudePolygon(name: string, shape: Vector3[], depth: number, scene: Scene, holes?: Vector3[][], updatable?: boolean, sideOrientation?: number, earcutInjection?: any): Mesh;
  92619. /**
  92620. * Creates an extruded shape mesh.
  92621. * 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
  92622. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92623. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92624. * @param name defines the name of the mesh to create
  92625. * @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
  92626. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92627. * @param scale is the value to scale the shape
  92628. * @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
  92629. * @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
  92630. * @param scene defines the hosting scene
  92631. * @param updatable defines if the mesh must be flagged as updatable
  92632. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92633. * @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)
  92634. * @returns a new Mesh
  92635. */
  92636. static ExtrudeShape(name: string, shape: Vector3[], path: Vector3[], scale: number, rotation: number, cap: number, scene?: Nullable<Scene>, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92637. /**
  92638. * Creates an custom extruded shape mesh.
  92639. * The custom extrusion is a parametric shape.
  92640. * It has no predefined shape. Its final shape will depend on the input parameters.
  92641. * Please consider using the same method from the MeshBuilder class instead
  92642. * @see http://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  92643. * @param name defines the name of the mesh to create
  92644. * @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
  92645. * @param path is a required array of successive Vector3. This is the axis curve the shape is extruded along
  92646. * @param scaleFunction is a custom Javascript function called on each path point
  92647. * @param rotationFunction is a custom Javascript function called on each path point
  92648. * @param ribbonCloseArray forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  92649. * @param ribbonClosePath forces the extrusion underlying ribbon to close its `pathArray`
  92650. * @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
  92651. * @param scene defines the hosting scene
  92652. * @param updatable defines if the mesh must be flagged as updatable
  92653. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92654. * @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)
  92655. * @returns a new Mesh
  92656. */
  92657. 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;
  92658. /**
  92659. * Creates lathe mesh.
  92660. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe.
  92661. * Please consider using the same method from the MeshBuilder class instead
  92662. * @param name defines the name of the mesh to create
  92663. * @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
  92664. * @param radius is the radius value of the lathe
  92665. * @param tessellation is the side number of the lathe.
  92666. * @param scene defines the hosting scene
  92667. * @param updatable defines if the mesh must be flagged as updatable
  92668. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92669. * @returns a new Mesh
  92670. */
  92671. static CreateLathe(name: string, shape: Vector3[], radius: number, tessellation: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92672. /**
  92673. * Creates a plane mesh. Please consider using the same method from the MeshBuilder class instead
  92674. * @param name defines the name of the mesh to create
  92675. * @param size sets the size (float) of both sides of the plane at once (default 1)
  92676. * @param scene defines the hosting scene
  92677. * @param updatable defines if the mesh must be flagged as updatable
  92678. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92679. * @returns a new Mesh
  92680. */
  92681. static CreatePlane(name: string, size: number, scene: Scene, updatable?: boolean, sideOrientation?: number): Mesh;
  92682. /**
  92683. * Creates a ground mesh.
  92684. * Please consider using the same method from the MeshBuilder class instead
  92685. * @param name defines the name of the mesh to create
  92686. * @param width set the width of the ground
  92687. * @param height set the height of the ground
  92688. * @param subdivisions sets the number of subdivisions per side
  92689. * @param scene defines the hosting scene
  92690. * @param updatable defines if the mesh must be flagged as updatable
  92691. * @returns a new Mesh
  92692. */
  92693. static CreateGround(name: string, width: number, height: number, subdivisions: number, scene?: Scene, updatable?: boolean): Mesh;
  92694. /**
  92695. * Creates a tiled ground mesh.
  92696. * Please consider using the same method from the MeshBuilder class instead
  92697. * @param name defines the name of the mesh to create
  92698. * @param xmin set the ground minimum X coordinate
  92699. * @param zmin set the ground minimum Y coordinate
  92700. * @param xmax set the ground maximum X coordinate
  92701. * @param zmax set the ground maximum Z coordinate
  92702. * @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
  92703. * @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
  92704. * @param scene defines the hosting scene
  92705. * @param updatable defines if the mesh must be flagged as updatable
  92706. * @returns a new Mesh
  92707. */
  92708. static CreateTiledGround(name: string, xmin: number, zmin: number, xmax: number, zmax: number, subdivisions: {
  92709. w: number;
  92710. h: number;
  92711. }, precision: {
  92712. w: number;
  92713. h: number;
  92714. }, scene: Scene, updatable?: boolean): Mesh;
  92715. /**
  92716. * Creates a ground mesh from a height map.
  92717. * Please consider using the same method from the MeshBuilder class instead
  92718. * @see http://doc.babylonjs.com/babylon101/height_map
  92719. * @param name defines the name of the mesh to create
  92720. * @param url sets the URL of the height map image resource
  92721. * @param width set the ground width size
  92722. * @param height set the ground height size
  92723. * @param subdivisions sets the number of subdivision per side
  92724. * @param minHeight is the minimum altitude on the ground
  92725. * @param maxHeight is the maximum altitude on the ground
  92726. * @param scene defines the hosting scene
  92727. * @param updatable defines if the mesh must be flagged as updatable
  92728. * @param onReady is a callback function that will be called once the mesh is built (the height map download can last some time)
  92729. * @param alphaFilter will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  92730. * @returns a new Mesh
  92731. */
  92732. 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;
  92733. /**
  92734. * Creates a tube mesh.
  92735. * The tube is a parametric shape.
  92736. * It has no predefined shape. Its final shape will depend on the input parameters.
  92737. * Please consider using the same method from the MeshBuilder class instead
  92738. * @see http://doc.babylonjs.com/how_to/parametric_shapes
  92739. * @param name defines the name of the mesh to create
  92740. * @param path is a required array of successive Vector3. It is the curve used as the axis of the tube
  92741. * @param radius sets the tube radius size
  92742. * @param tessellation is the number of sides on the tubular surface
  92743. * @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
  92744. * @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
  92745. * @param scene defines the hosting scene
  92746. * @param updatable defines if the mesh must be flagged as updatable
  92747. * @param sideOrientation defines the mesh side orientation (http://doc.babylonjs.com/babylon101/discover_basic_elements#side-orientation)
  92748. * @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)
  92749. * @returns a new Mesh
  92750. */
  92751. static CreateTube(name: string, path: Vector3[], radius: number, tessellation: number, radiusFunction: {
  92752. (i: number, distance: number): number;
  92753. }, cap: number, scene: Scene, updatable?: boolean, sideOrientation?: number, instance?: Mesh): Mesh;
  92754. /**
  92755. * Creates a polyhedron mesh.
  92756. * Please consider using the same method from the MeshBuilder class instead.
  92757. * * 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
  92758. * * The parameter `size` (positive float, default 1) sets the polygon size
  92759. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  92760. * * 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`
  92761. * * 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
  92762. * * 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)`)
  92763. * * 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
  92764. * * 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
  92765. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92766. * * 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
  92767. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92768. * @param name defines the name of the mesh to create
  92769. * @param options defines the options used to create the mesh
  92770. * @param scene defines the hosting scene
  92771. * @returns a new Mesh
  92772. */
  92773. static CreatePolyhedron(name: string, options: {
  92774. type?: number;
  92775. size?: number;
  92776. sizeX?: number;
  92777. sizeY?: number;
  92778. sizeZ?: number;
  92779. custom?: any;
  92780. faceUV?: Vector4[];
  92781. faceColors?: Color4[];
  92782. updatable?: boolean;
  92783. sideOrientation?: number;
  92784. }, scene: Scene): Mesh;
  92785. /**
  92786. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  92787. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  92788. * * 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`)
  92789. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  92790. * * 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
  92791. * * You can also set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  92792. * * 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
  92793. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  92794. * @param name defines the name of the mesh
  92795. * @param options defines the options used to create the mesh
  92796. * @param scene defines the hosting scene
  92797. * @returns a new Mesh
  92798. * @see http://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  92799. */
  92800. static CreateIcoSphere(name: string, options: {
  92801. radius?: number;
  92802. flat?: boolean;
  92803. subdivisions?: number;
  92804. sideOrientation?: number;
  92805. updatable?: boolean;
  92806. }, scene: Scene): Mesh;
  92807. /**
  92808. * Creates a decal mesh.
  92809. * Please consider using the same method from the MeshBuilder class instead.
  92810. * A decal is a mesh usually applied as a model onto the surface of another mesh
  92811. * @param name defines the name of the mesh
  92812. * @param sourceMesh defines the mesh receiving the decal
  92813. * @param position sets the position of the decal in world coordinates
  92814. * @param normal sets the normal of the mesh where the decal is applied onto in world coordinates
  92815. * @param size sets the decal scaling
  92816. * @param angle sets the angle to rotate the decal
  92817. * @returns a new Mesh
  92818. */
  92819. static CreateDecal(name: string, sourceMesh: AbstractMesh, position: Vector3, normal: Vector3, size: Vector3, angle: number): Mesh;
  92820. /**
  92821. * Prepare internal position array for software CPU skinning
  92822. * @returns original positions used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh
  92823. */
  92824. setPositionsForCPUSkinning(): Float32Array;
  92825. /**
  92826. * Prepare internal normal array for software CPU skinning
  92827. * @returns original normals used for CPU skinning. Useful for integrating Morphing with skeletons in same mesh.
  92828. */
  92829. setNormalsForCPUSkinning(): Float32Array;
  92830. /**
  92831. * Updates the vertex buffer by applying transformation from the bones
  92832. * @param skeleton defines the skeleton to apply to current mesh
  92833. * @returns the current mesh
  92834. */
  92835. applySkeleton(skeleton: Skeleton): Mesh;
  92836. /**
  92837. * 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
  92838. * @param meshes defines the list of meshes to scan
  92839. * @returns an object `{min:` Vector3`, max:` Vector3`}`
  92840. */
  92841. static MinMax(meshes: AbstractMesh[]): {
  92842. min: Vector3;
  92843. max: Vector3;
  92844. };
  92845. /**
  92846. * Returns the center of the `{min:` Vector3`, max:` Vector3`}` or the center of MinMax vector3 computed from a mesh array
  92847. * @param meshesOrMinMaxVector could be an array of meshes or a `{min:` Vector3`, max:` Vector3`}` object
  92848. * @returns a vector3
  92849. */
  92850. static Center(meshesOrMinMaxVector: {
  92851. min: Vector3;
  92852. max: Vector3;
  92853. } | AbstractMesh[]): Vector3;
  92854. /**
  92855. * Merge the array of meshes into a single mesh for performance reasons.
  92856. * @param meshes defines he vertices source. They should all be of the same material. Entries can empty
  92857. * @param disposeSource when true (default), dispose of the vertices from the source meshes
  92858. * @param allow32BitsIndices when the sum of the vertices > 64k, this must be set to true
  92859. * @param meshSubclass when set, vertices inserted into this Mesh. Meshes can then be merged into a Mesh sub-class.
  92860. * @param subdivideWithSubMeshes when true (false default), subdivide mesh to his subMesh array with meshes source.
  92861. * @param multiMultiMaterials when true (false default), subdivide mesh and accept multiple multi materials, ignores subdivideWithSubMeshes.
  92862. * @returns a new mesh
  92863. */
  92864. static MergeMeshes(meshes: Array<Mesh>, disposeSource?: boolean, allow32BitsIndices?: boolean, meshSubclass?: Mesh, subdivideWithSubMeshes?: boolean, multiMultiMaterials?: boolean): Nullable<Mesh>;
  92865. /** @hidden */
  92866. addInstance(instance: InstancedMesh): void;
  92867. /** @hidden */
  92868. removeInstance(instance: InstancedMesh): void;
  92869. }
  92870. }
  92871. declare module BABYLON {
  92872. /**
  92873. * This is the base class of all the camera used in the application.
  92874. * @see http://doc.babylonjs.com/features/cameras
  92875. */
  92876. export class Camera extends Node {
  92877. /** @hidden */
  92878. static _createDefaultParsedCamera: (name: string, scene: Scene) => Camera;
  92879. /**
  92880. * This is the default projection mode used by the cameras.
  92881. * It helps recreating a feeling of perspective and better appreciate depth.
  92882. * This is the best way to simulate real life cameras.
  92883. */
  92884. static readonly PERSPECTIVE_CAMERA: number;
  92885. /**
  92886. * This helps creating camera with an orthographic mode.
  92887. * 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.
  92888. */
  92889. static readonly ORTHOGRAPHIC_CAMERA: number;
  92890. /**
  92891. * This is the default FOV mode for perspective cameras.
  92892. * This setting aligns the upper and lower bounds of the viewport to the upper and lower bounds of the camera frustum.
  92893. */
  92894. static readonly FOVMODE_VERTICAL_FIXED: number;
  92895. /**
  92896. * This setting aligns the left and right bounds of the viewport to the left and right bounds of the camera frustum.
  92897. */
  92898. static readonly FOVMODE_HORIZONTAL_FIXED: number;
  92899. /**
  92900. * This specifies ther is no need for a camera rig.
  92901. * Basically only one eye is rendered corresponding to the camera.
  92902. */
  92903. static readonly RIG_MODE_NONE: number;
  92904. /**
  92905. * Simulates a camera Rig with one blue eye and one red eye.
  92906. * This can be use with 3d blue and red glasses.
  92907. */
  92908. static readonly RIG_MODE_STEREOSCOPIC_ANAGLYPH: number;
  92909. /**
  92910. * Defines that both eyes of the camera will be rendered side by side with a parallel target.
  92911. */
  92912. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_PARALLEL: number;
  92913. /**
  92914. * Defines that both eyes of the camera will be rendered side by side with a none parallel target.
  92915. */
  92916. static readonly RIG_MODE_STEREOSCOPIC_SIDEBYSIDE_CROSSEYED: number;
  92917. /**
  92918. * Defines that both eyes of the camera will be rendered over under each other.
  92919. */
  92920. static readonly RIG_MODE_STEREOSCOPIC_OVERUNDER: number;
  92921. /**
  92922. * Defines that both eyes of the camera should be renderered in a VR mode (carbox).
  92923. */
  92924. static readonly RIG_MODE_VR: number;
  92925. /**
  92926. * Defines that both eyes of the camera should be renderered in a VR mode (webVR).
  92927. */
  92928. static readonly RIG_MODE_WEBVR: number;
  92929. /**
  92930. * Custom rig mode allowing rig cameras to be populated manually with any number of cameras
  92931. */
  92932. static readonly RIG_MODE_CUSTOM: number;
  92933. /**
  92934. * Defines if by default attaching controls should prevent the default javascript event to continue.
  92935. */
  92936. static ForceAttachControlToAlwaysPreventDefault: boolean;
  92937. /**
  92938. * Define the input manager associated with the camera.
  92939. */
  92940. inputs: CameraInputsManager<Camera>;
  92941. /** @hidden */
  92942. _position: Vector3;
  92943. /**
  92944. * Define the current local position of the camera in the scene
  92945. */
  92946. position: Vector3;
  92947. /**
  92948. * The vector the camera should consider as up.
  92949. * (default is Vector3(0, 1, 0) aka Vector3.Up())
  92950. */
  92951. upVector: Vector3;
  92952. /**
  92953. * Define the current limit on the left side for an orthographic camera
  92954. * In scene unit
  92955. */
  92956. orthoLeft: Nullable<number>;
  92957. /**
  92958. * Define the current limit on the right side for an orthographic camera
  92959. * In scene unit
  92960. */
  92961. orthoRight: Nullable<number>;
  92962. /**
  92963. * Define the current limit on the bottom side for an orthographic camera
  92964. * In scene unit
  92965. */
  92966. orthoBottom: Nullable<number>;
  92967. /**
  92968. * Define the current limit on the top side for an orthographic camera
  92969. * In scene unit
  92970. */
  92971. orthoTop: Nullable<number>;
  92972. /**
  92973. * Field Of View is set in Radians. (default is 0.8)
  92974. */
  92975. fov: number;
  92976. /**
  92977. * Define the minimum distance the camera can see from.
  92978. * This is important to note that the depth buffer are not infinite and the closer it starts
  92979. * the more your scene might encounter depth fighting issue.
  92980. */
  92981. minZ: number;
  92982. /**
  92983. * Define the maximum distance the camera can see to.
  92984. * This is important to note that the depth buffer are not infinite and the further it end
  92985. * the more your scene might encounter depth fighting issue.
  92986. */
  92987. maxZ: number;
  92988. /**
  92989. * Define the default inertia of the camera.
  92990. * This helps giving a smooth feeling to the camera movement.
  92991. */
  92992. inertia: number;
  92993. /**
  92994. * Define the mode of the camera (Camera.PERSPECTIVE_CAMERA or Camera.ORTHOGRAPHIC_CAMERA)
  92995. */
  92996. mode: number;
  92997. /**
  92998. * Define wether the camera is intermediate.
  92999. * This is useful to not present the output directly to the screen in case of rig without post process for instance
  93000. */
  93001. isIntermediate: boolean;
  93002. /**
  93003. * Define the viewport of the camera.
  93004. * This correspond to the portion of the screen the camera will render to in normalized 0 to 1 unit.
  93005. */
  93006. viewport: Viewport;
  93007. /**
  93008. * Restricts the camera to viewing objects with the same layerMask.
  93009. * A camera with a layerMask of 1 will render mesh.layerMask & camera.layerMask!== 0
  93010. */
  93011. layerMask: number;
  93012. /**
  93013. * fovMode sets the camera frustum bounds to the viewport bounds. (default is FOVMODE_VERTICAL_FIXED)
  93014. */
  93015. fovMode: number;
  93016. /**
  93017. * Rig mode of the camera.
  93018. * This is useful to create the camera with two "eyes" instead of one to create VR or stereoscopic scenes.
  93019. * This is normally controlled byt the camera themselves as internal use.
  93020. */
  93021. cameraRigMode: number;
  93022. /**
  93023. * Defines the distance between both "eyes" in case of a RIG
  93024. */
  93025. interaxialDistance: number;
  93026. /**
  93027. * Defines if stereoscopic rendering is done side by side or over under.
  93028. */
  93029. isStereoscopicSideBySide: boolean;
  93030. /**
  93031. * 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
  93032. * This is pretty helpfull if you wish to make a camera render to a texture you could reuse somewhere
  93033. * else in the scene. (Eg. security camera)
  93034. *
  93035. * 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)
  93036. */
  93037. customRenderTargets: RenderTargetTexture[];
  93038. /**
  93039. * When set, the camera will render to this render target instead of the default canvas
  93040. *
  93041. * If the desire is to use the output of a camera as a texture in the scene consider using camera.customRenderTargets instead
  93042. */
  93043. outputRenderTarget: Nullable<RenderTargetTexture>;
  93044. /**
  93045. * Observable triggered when the camera view matrix has changed.
  93046. */
  93047. onViewMatrixChangedObservable: Observable<Camera>;
  93048. /**
  93049. * Observable triggered when the camera Projection matrix has changed.
  93050. */
  93051. onProjectionMatrixChangedObservable: Observable<Camera>;
  93052. /**
  93053. * Observable triggered when the inputs have been processed.
  93054. */
  93055. onAfterCheckInputsObservable: Observable<Camera>;
  93056. /**
  93057. * Observable triggered when reset has been called and applied to the camera.
  93058. */
  93059. onRestoreStateObservable: Observable<Camera>;
  93060. /** @hidden */
  93061. _cameraRigParams: any;
  93062. /** @hidden */
  93063. _rigCameras: Camera[];
  93064. /** @hidden */
  93065. _rigPostProcess: Nullable<PostProcess>;
  93066. protected _webvrViewMatrix: Matrix;
  93067. /** @hidden */
  93068. _skipRendering: boolean;
  93069. /** @hidden */
  93070. _projectionMatrix: Matrix;
  93071. /** @hidden */
  93072. _postProcesses: Nullable<PostProcess>[];
  93073. /** @hidden */
  93074. _activeMeshes: SmartArray<AbstractMesh>;
  93075. protected _globalPosition: Vector3;
  93076. /** @hidden */
  93077. _computedViewMatrix: Matrix;
  93078. private _doNotComputeProjectionMatrix;
  93079. private _transformMatrix;
  93080. private _frustumPlanes;
  93081. private _refreshFrustumPlanes;
  93082. private _storedFov;
  93083. private _stateStored;
  93084. /**
  93085. * Instantiates a new camera object.
  93086. * This should not be used directly but through the inherited cameras: ArcRotate, Free...
  93087. * @see http://doc.babylonjs.com/features/cameras
  93088. * @param name Defines the name of the camera in the scene
  93089. * @param position Defines the position of the camera
  93090. * @param scene Defines the scene the camera belongs too
  93091. * @param setActiveOnSceneIfNoneActive Defines if the camera should be set as active after creation if no other camera have been defined in the scene
  93092. */
  93093. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  93094. /**
  93095. * Store current camera state (fov, position, etc..)
  93096. * @returns the camera
  93097. */
  93098. storeState(): Camera;
  93099. /**
  93100. * Restores the camera state values if it has been stored. You must call storeState() first
  93101. */
  93102. protected _restoreStateValues(): boolean;
  93103. /**
  93104. * Restored camera state. You must call storeState() first.
  93105. * @returns true if restored and false otherwise
  93106. */
  93107. restoreState(): boolean;
  93108. /**
  93109. * Gets the class name of the camera.
  93110. * @returns the class name
  93111. */
  93112. getClassName(): string;
  93113. /** @hidden */
  93114. readonly _isCamera: boolean;
  93115. /**
  93116. * Gets a string representation of the camera useful for debug purpose.
  93117. * @param fullDetails Defines that a more verboe level of logging is required
  93118. * @returns the string representation
  93119. */
  93120. toString(fullDetails?: boolean): string;
  93121. /**
  93122. * Gets the current world space position of the camera.
  93123. */
  93124. readonly globalPosition: Vector3;
  93125. /**
  93126. * Gets the list of active meshes this frame (meshes no culled or excluded by lod s in the frame)
  93127. * @returns the active meshe list
  93128. */
  93129. getActiveMeshes(): SmartArray<AbstractMesh>;
  93130. /**
  93131. * Check wether a mesh is part of the current active mesh list of the camera
  93132. * @param mesh Defines the mesh to check
  93133. * @returns true if active, false otherwise
  93134. */
  93135. isActiveMesh(mesh: Mesh): boolean;
  93136. /**
  93137. * Is this camera ready to be used/rendered
  93138. * @param completeCheck defines if a complete check (including post processes) has to be done (false by default)
  93139. * @return true if the camera is ready
  93140. */
  93141. isReady(completeCheck?: boolean): boolean;
  93142. /** @hidden */
  93143. _initCache(): void;
  93144. /** @hidden */
  93145. _updateCache(ignoreParentClass?: boolean): void;
  93146. /** @hidden */
  93147. _isSynchronized(): boolean;
  93148. /** @hidden */
  93149. _isSynchronizedViewMatrix(): boolean;
  93150. /** @hidden */
  93151. _isSynchronizedProjectionMatrix(): boolean;
  93152. /**
  93153. * Attach the input controls to a specific dom element to get the input from.
  93154. * @param element Defines the element the controls should be listened from
  93155. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  93156. */
  93157. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  93158. /**
  93159. * Detach the current controls from the specified dom element.
  93160. * @param element Defines the element to stop listening the inputs from
  93161. */
  93162. detachControl(element: HTMLElement): void;
  93163. /**
  93164. * Update the camera state according to the different inputs gathered during the frame.
  93165. */
  93166. update(): void;
  93167. /** @hidden */
  93168. _checkInputs(): void;
  93169. /** @hidden */
  93170. readonly rigCameras: Camera[];
  93171. /**
  93172. * Gets the post process used by the rig cameras
  93173. */
  93174. readonly rigPostProcess: Nullable<PostProcess>;
  93175. /**
  93176. * Internal, gets the first post proces.
  93177. * @returns the first post process to be run on this camera.
  93178. */
  93179. _getFirstPostProcess(): Nullable<PostProcess>;
  93180. private _cascadePostProcessesToRigCams;
  93181. /**
  93182. * Attach a post process to the camera.
  93183. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93184. * @param postProcess The post process to attach to the camera
  93185. * @param insertAt The position of the post process in case several of them are in use in the scene
  93186. * @returns the position the post process has been inserted at
  93187. */
  93188. attachPostProcess(postProcess: PostProcess, insertAt?: Nullable<number>): number;
  93189. /**
  93190. * Detach a post process to the camera.
  93191. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocesses#attach-postprocess
  93192. * @param postProcess The post process to detach from the camera
  93193. */
  93194. detachPostProcess(postProcess: PostProcess): void;
  93195. /**
  93196. * Gets the current world matrix of the camera
  93197. */
  93198. getWorldMatrix(): Matrix;
  93199. /** @hidden */
  93200. _getViewMatrix(): Matrix;
  93201. /**
  93202. * Gets the current view matrix of the camera.
  93203. * @param force forces the camera to recompute the matrix without looking at the cached state
  93204. * @returns the view matrix
  93205. */
  93206. getViewMatrix(force?: boolean): Matrix;
  93207. /**
  93208. * Freeze the projection matrix.
  93209. * It will prevent the cache check of the camera projection compute and can speed up perf
  93210. * if no parameter of the camera are meant to change
  93211. * @param projection Defines manually a projection if necessary
  93212. */
  93213. freezeProjectionMatrix(projection?: Matrix): void;
  93214. /**
  93215. * Unfreeze the projection matrix if it has previously been freezed by freezeProjectionMatrix.
  93216. */
  93217. unfreezeProjectionMatrix(): void;
  93218. /**
  93219. * Gets the current projection matrix of the camera.
  93220. * @param force forces the camera to recompute the matrix without looking at the cached state
  93221. * @returns the projection matrix
  93222. */
  93223. getProjectionMatrix(force?: boolean): Matrix;
  93224. /**
  93225. * Gets the transformation matrix (ie. the multiplication of view by projection matrices)
  93226. * @returns a Matrix
  93227. */
  93228. getTransformationMatrix(): Matrix;
  93229. private _updateFrustumPlanes;
  93230. /**
  93231. * Checks if a cullable object (mesh...) is in the camera frustum
  93232. * This checks the bounding box center. See isCompletelyInFrustum for a full bounding check
  93233. * @param target The object to check
  93234. * @param checkRigCameras If the rig cameras should be checked (eg. with webVR camera both eyes should be checked) (Default: false)
  93235. * @returns true if the object is in frustum otherwise false
  93236. */
  93237. isInFrustum(target: ICullable, checkRigCameras?: boolean): boolean;
  93238. /**
  93239. * Checks if a cullable object (mesh...) is in the camera frustum
  93240. * Unlike isInFrustum this cheks the full bounding box
  93241. * @param target The object to check
  93242. * @returns true if the object is in frustum otherwise false
  93243. */
  93244. isCompletelyInFrustum(target: ICullable): boolean;
  93245. /**
  93246. * Gets a ray in the forward direction from the camera.
  93247. * @param length Defines the length of the ray to create
  93248. * @param transform Defines the transform to apply to the ray, by default the world matrx is used to create a workd space ray
  93249. * @param origin Defines the start point of the ray which defaults to the camera position
  93250. * @returns the forward ray
  93251. */
  93252. getForwardRay(length?: number, transform?: Matrix, origin?: Vector3): Ray;
  93253. /**
  93254. * Releases resources associated with this node.
  93255. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  93256. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  93257. */
  93258. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  93259. /** @hidden */
  93260. _isLeftCamera: boolean;
  93261. /**
  93262. * Gets the left camera of a rig setup in case of Rigged Camera
  93263. */
  93264. readonly isLeftCamera: boolean;
  93265. /** @hidden */
  93266. _isRightCamera: boolean;
  93267. /**
  93268. * Gets the right camera of a rig setup in case of Rigged Camera
  93269. */
  93270. readonly isRightCamera: boolean;
  93271. /**
  93272. * Gets the left camera of a rig setup in case of Rigged Camera
  93273. */
  93274. readonly leftCamera: Nullable<FreeCamera>;
  93275. /**
  93276. * Gets the right camera of a rig setup in case of Rigged Camera
  93277. */
  93278. readonly rightCamera: Nullable<FreeCamera>;
  93279. /**
  93280. * Gets the left camera target of a rig setup in case of Rigged Camera
  93281. * @returns the target position
  93282. */
  93283. getLeftTarget(): Nullable<Vector3>;
  93284. /**
  93285. * Gets the right camera target of a rig setup in case of Rigged Camera
  93286. * @returns the target position
  93287. */
  93288. getRightTarget(): Nullable<Vector3>;
  93289. /**
  93290. * @hidden
  93291. */
  93292. setCameraRigMode(mode: number, rigParams: any): void;
  93293. /** @hidden */
  93294. static _setStereoscopicRigMode(camera: Camera): void;
  93295. /** @hidden */
  93296. static _setStereoscopicAnaglyphRigMode(camera: Camera): void;
  93297. /** @hidden */
  93298. static _setVRRigMode(camera: Camera, rigParams: any): void;
  93299. /** @hidden */
  93300. static _setWebVRRigMode(camera: Camera, rigParams: any): void;
  93301. /** @hidden */
  93302. _getVRProjectionMatrix(): Matrix;
  93303. protected _updateCameraRotationMatrix(): void;
  93304. protected _updateWebVRCameraRotationMatrix(): void;
  93305. /**
  93306. * This function MUST be overwritten by the different WebVR cameras available.
  93307. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93308. * @hidden
  93309. */
  93310. _getWebVRProjectionMatrix(): Matrix;
  93311. /**
  93312. * This function MUST be overwritten by the different WebVR cameras available.
  93313. * The context in which it is running is the RIG camera. So 'this' is the TargetCamera, left or right.
  93314. * @hidden
  93315. */
  93316. _getWebVRViewMatrix(): Matrix;
  93317. /** @hidden */
  93318. setCameraRigParameter(name: string, value: any): void;
  93319. /**
  93320. * needs to be overridden by children so sub has required properties to be copied
  93321. * @hidden
  93322. */
  93323. createRigCamera(name: string, cameraIndex: number): Nullable<Camera>;
  93324. /**
  93325. * May need to be overridden by children
  93326. * @hidden
  93327. */
  93328. _updateRigCameras(): void;
  93329. /** @hidden */
  93330. _setupInputs(): void;
  93331. /**
  93332. * Serialiaze the camera setup to a json represention
  93333. * @returns the JSON representation
  93334. */
  93335. serialize(): any;
  93336. /**
  93337. * Clones the current camera.
  93338. * @param name The cloned camera name
  93339. * @returns the cloned camera
  93340. */
  93341. clone(name: string): Camera;
  93342. /**
  93343. * Gets the direction of the camera relative to a given local axis.
  93344. * @param localAxis Defines the reference axis to provide a relative direction.
  93345. * @return the direction
  93346. */
  93347. getDirection(localAxis: Vector3): Vector3;
  93348. /**
  93349. * Returns the current camera absolute rotation
  93350. */
  93351. readonly absoluteRotation: Quaternion;
  93352. /**
  93353. * Gets the direction of the camera relative to a given local axis into a passed vector.
  93354. * @param localAxis Defines the reference axis to provide a relative direction.
  93355. * @param result Defines the vector to store the result in
  93356. */
  93357. getDirectionToRef(localAxis: Vector3, result: Vector3): void;
  93358. /**
  93359. * Gets a camera constructor for a given camera type
  93360. * @param type The type of the camera to construct (should be equal to one of the camera class name)
  93361. * @param name The name of the camera the result will be able to instantiate
  93362. * @param scene The scene the result will construct the camera in
  93363. * @param interaxial_distance In case of stereoscopic setup, the distance between both eyes
  93364. * @param isStereoscopicSideBySide In case of stereoscopic setup, should the sereo be side b side
  93365. * @returns a factory method to construc the camera
  93366. */
  93367. static GetConstructorFromName(type: string, name: string, scene: Scene, interaxial_distance?: number, isStereoscopicSideBySide?: boolean): () => Camera;
  93368. /**
  93369. * Compute the world matrix of the camera.
  93370. * @returns the camera world matrix
  93371. */
  93372. computeWorldMatrix(): Matrix;
  93373. /**
  93374. * Parse a JSON and creates the camera from the parsed information
  93375. * @param parsedCamera The JSON to parse
  93376. * @param scene The scene to instantiate the camera in
  93377. * @returns the newly constructed camera
  93378. */
  93379. static Parse(parsedCamera: any, scene: Scene): Camera;
  93380. }
  93381. }
  93382. declare module BABYLON {
  93383. /**
  93384. * Class containing static functions to help procedurally build meshes
  93385. */
  93386. export class DiscBuilder {
  93387. /**
  93388. * Creates a plane polygonal mesh. By default, this is a disc
  93389. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  93390. * * 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
  93391. * * 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
  93392. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  93393. * * 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
  93394. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  93395. * @param name defines the name of the mesh
  93396. * @param options defines the options used to create the mesh
  93397. * @param scene defines the hosting scene
  93398. * @returns the plane polygonal mesh
  93399. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  93400. */
  93401. static CreateDisc(name: string, options: {
  93402. radius?: number;
  93403. tessellation?: number;
  93404. arc?: number;
  93405. updatable?: boolean;
  93406. sideOrientation?: number;
  93407. frontUVs?: Vector4;
  93408. backUVs?: Vector4;
  93409. }, scene?: Nullable<Scene>): Mesh;
  93410. }
  93411. }
  93412. declare module BABYLON {
  93413. /**
  93414. * The SPS is a single updatable mesh. The solid particles are simply separate parts or faces fo this big mesh.
  93415. *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.
  93416. * The SPS is also a particle system. It provides some methods to manage the particles.
  93417. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  93418. *
  93419. * Full documentation here : http://doc.babylonjs.com/how_to/Solid_Particle_System
  93420. */
  93421. export class SolidParticleSystem implements IDisposable {
  93422. /**
  93423. * The SPS array of Solid Particle objects. Just access each particle as with any classic array.
  93424. * Example : var p = SPS.particles[i];
  93425. */
  93426. particles: SolidParticle[];
  93427. /**
  93428. * The SPS total number of particles. Read only. Use SPS.counter instead if you need to set your own value.
  93429. */
  93430. nbParticles: number;
  93431. /**
  93432. * If the particles must ever face the camera (default false). Useful for planar particles.
  93433. */
  93434. billboard: boolean;
  93435. /**
  93436. * Recompute normals when adding a shape
  93437. */
  93438. recomputeNormals: boolean;
  93439. /**
  93440. * This a counter ofr your own usage. It's not set by any SPS functions.
  93441. */
  93442. counter: number;
  93443. /**
  93444. * The SPS name. This name is also given to the underlying mesh.
  93445. */
  93446. name: string;
  93447. /**
  93448. * The SPS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  93449. */
  93450. mesh: Mesh;
  93451. /**
  93452. * This empty object is intended to store some SPS specific or temporary values in order to lower the Garbage Collector activity.
  93453. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#garbage-collector-concerns
  93454. */
  93455. vars: any;
  93456. /**
  93457. * This array is populated when the SPS is set as 'pickable'.
  93458. * Each key of this array is a `faceId` value that you can get from a pickResult object.
  93459. * Each element of this array is an object `{idx: int, faceId: int}`.
  93460. * `idx` is the picked particle index in the `SPS.particles` array
  93461. * `faceId` is the picked face index counted within this particle.
  93462. * Please read : http://doc.babylonjs.com/how_to/Solid_Particle_System#pickable-particles
  93463. */
  93464. pickedParticles: {
  93465. idx: number;
  93466. faceId: number;
  93467. }[];
  93468. /**
  93469. * This array is populated when `enableDepthSort` is set to true.
  93470. * Each element of this array is an instance of the class DepthSortedParticle.
  93471. */
  93472. depthSortedParticles: DepthSortedParticle[];
  93473. /**
  93474. * If the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster). (Internal use only)
  93475. * @hidden
  93476. */
  93477. _bSphereOnly: boolean;
  93478. /**
  93479. * A number to multiply the boundind sphere radius by in order to reduce it for instance. (Internal use only)
  93480. * @hidden
  93481. */
  93482. _bSphereRadiusFactor: number;
  93483. private _scene;
  93484. private _positions;
  93485. private _indices;
  93486. private _normals;
  93487. private _colors;
  93488. private _uvs;
  93489. private _indices32;
  93490. private _positions32;
  93491. private _normals32;
  93492. private _fixedNormal32;
  93493. private _colors32;
  93494. private _uvs32;
  93495. private _index;
  93496. private _updatable;
  93497. private _pickable;
  93498. private _isVisibilityBoxLocked;
  93499. private _alwaysVisible;
  93500. private _depthSort;
  93501. private _expandable;
  93502. private _shapeCounter;
  93503. private _copy;
  93504. private _mustResetCopy;
  93505. private _color;
  93506. private _computeParticleColor;
  93507. private _computeParticleTexture;
  93508. private _computeParticleRotation;
  93509. private _computeParticleVertex;
  93510. private _computeBoundingBox;
  93511. private _depthSortParticles;
  93512. private _camera;
  93513. private _mustUnrotateFixedNormals;
  93514. private _particlesIntersect;
  93515. private _needs32Bits;
  93516. private _isNotBuilt;
  93517. private _lastParticleId;
  93518. private _idxOfId;
  93519. /**
  93520. * Creates a SPS (Solid Particle System) object.
  93521. * @param name (String) is the SPS name, this will be the underlying mesh name.
  93522. * @param scene (Scene) is the scene in which the SPS is added.
  93523. * @param options defines the options of the sps e.g.
  93524. * * updatable (optional boolean, default true) : if the SPS must be updatable or immutable.
  93525. * * isPickable (optional boolean, default false) : if the solid particles must be pickable.
  93526. * * enableDepthSort (optional boolean, default false) : if the solid particles must be sorted in the geometry according to their distance to the camera.
  93527. * * expandable (optional boolean, default false) : if particles can still be added after the initial SPS mesh creation.
  93528. * * particleIntersection (optional boolean, default false) : if the solid particle intersections must be computed.
  93529. * * boundingSphereOnly (optional boolean, default false) : if the particle intersection must be computed only with the bounding sphere (no bounding box computation, so faster).
  93530. * * bSphereRadiusFactor (optional float, default 1.0) : a number to multiply the boundind sphere radius by in order to reduce it for instance.
  93531. * @example bSphereRadiusFactor = 1.0 / Math.sqrt(3.0) => the bounding sphere exactly matches a spherical mesh.
  93532. */
  93533. constructor(name: string, scene: Scene, options?: {
  93534. updatable?: boolean;
  93535. isPickable?: boolean;
  93536. enableDepthSort?: boolean;
  93537. particleIntersection?: boolean;
  93538. boundingSphereOnly?: boolean;
  93539. bSphereRadiusFactor?: number;
  93540. expandable?: boolean;
  93541. });
  93542. /**
  93543. * Builds the SPS underlying mesh. Returns a standard Mesh.
  93544. * If no model shape was added to the SPS, the returned mesh is just a single triangular plane.
  93545. * @returns the created mesh
  93546. */
  93547. buildMesh(): Mesh;
  93548. /**
  93549. * Digests the mesh and generates as many solid particles in the system as wanted. Returns the SPS.
  93550. * These particles will have the same geometry than the mesh parts and will be positioned at the same localisation than the mesh original places.
  93551. * Thus the particles generated from `digest()` have their property `position` set yet.
  93552. * @param mesh ( Mesh ) is the mesh to be digested
  93553. * @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
  93554. * {delta} (optional integer, default 0) is the random extra number of facets per particle , each particle will have between `facetNb` and `facetNb + delta` facets
  93555. * {number} (optional positive integer) is the wanted number of particles : each particle is built with `mesh_total_facets / number` facets
  93556. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93557. * @returns the current SPS
  93558. */
  93559. digest(mesh: Mesh, options?: {
  93560. facetNb?: number;
  93561. number?: number;
  93562. delta?: number;
  93563. storage?: [];
  93564. }): SolidParticleSystem;
  93565. /**
  93566. * Unrotate the fixed normals in case the mesh was built with pre-rotated particles, ex : use of positionFunction in addShape()
  93567. * @hidden
  93568. */
  93569. private _unrotateFixedNormals;
  93570. /**
  93571. * Resets the temporary working copy particle
  93572. * @hidden
  93573. */
  93574. private _resetCopy;
  93575. /**
  93576. * Inserts the shape model geometry in the global SPS mesh by updating the positions, indices, normals, colors, uvs arrays
  93577. * @param p the current index in the positions array to be updated
  93578. * @param shape a Vector3 array, the shape geometry
  93579. * @param positions the positions array to be updated
  93580. * @param meshInd the shape indices array
  93581. * @param indices the indices array to be updated
  93582. * @param meshUV the shape uv array
  93583. * @param uvs the uv array to be updated
  93584. * @param meshCol the shape color array
  93585. * @param colors the color array to be updated
  93586. * @param meshNor the shape normals array
  93587. * @param normals the normals array to be updated
  93588. * @param idx the particle index
  93589. * @param idxInShape the particle index in its shape
  93590. * @param options the addShape() method passed options
  93591. * @hidden
  93592. */
  93593. private _meshBuilder;
  93594. /**
  93595. * Returns a shape Vector3 array from positions float array
  93596. * @param positions float array
  93597. * @returns a vector3 array
  93598. * @hidden
  93599. */
  93600. private _posToShape;
  93601. /**
  93602. * Returns a shapeUV array from a float uvs (array deep copy)
  93603. * @param uvs as a float array
  93604. * @returns a shapeUV array
  93605. * @hidden
  93606. */
  93607. private _uvsToShapeUV;
  93608. /**
  93609. * Adds a new particle object in the particles array
  93610. * @param idx particle index in particles array
  93611. * @param id particle id
  93612. * @param idxpos positionIndex : the starting index of the particle vertices in the SPS "positions" array
  93613. * @param idxind indiceIndex : he starting index of the particle indices in the SPS "indices" array
  93614. * @param model particle ModelShape object
  93615. * @param shapeId model shape identifier
  93616. * @param idxInShape index of the particle in the current model
  93617. * @param bInfo model bounding info object
  93618. * @param storage target storage array, if any
  93619. * @hidden
  93620. */
  93621. private _addParticle;
  93622. /**
  93623. * Adds some particles to the SPS from the model shape. Returns the shape id.
  93624. * Please read the doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#create-an-immutable-sps
  93625. * @param mesh is any Mesh object that will be used as a model for the solid particles.
  93626. * @param nb (positive integer) the number of particles to be created from this model
  93627. * @param options {positionFunction} is an optional javascript function to called for each particle on SPS creation.
  93628. * {vertexFunction} is an optional javascript function to called for each vertex of each particle on SPS creation
  93629. * {storage} (optional existing array) is an array where the particles will be stored for a further use instead of being inserted in the SPS.
  93630. * @returns the number of shapes in the system
  93631. */
  93632. addShape(mesh: Mesh, nb: number, options?: {
  93633. positionFunction?: any;
  93634. vertexFunction?: any;
  93635. storage?: [];
  93636. }): number;
  93637. /**
  93638. * Rebuilds a particle back to its just built status : if needed, recomputes the custom positions and vertices
  93639. * @hidden
  93640. */
  93641. private _rebuildParticle;
  93642. /**
  93643. * Rebuilds the whole mesh and updates the VBO : custom positions and vertices are recomputed if needed.
  93644. * @param reset boolean, default false : if the particles must be reset at position and rotation zero, scaling 1, color white, initial UVs and not parented.
  93645. * @returns the SPS.
  93646. */
  93647. rebuildMesh(reset?: boolean): SolidParticleSystem;
  93648. /** Removes the particles from the start-th to the end-th included from an expandable SPS (required).
  93649. * Returns an array with the removed particles.
  93650. * If the number of particles to remove is lower than zero or greater than the global remaining particle number, then an empty array is returned.
  93651. * The SPS can't be empty so at least one particle needs to remain in place.
  93652. * Under the hood, the VertexData array, so the VBO buffer, is recreated each call.
  93653. * @param start index of the first particle to remove
  93654. * @param end index of the last particle to remove (included)
  93655. * @returns an array populated with the removed particles
  93656. */
  93657. removeParticles(start: number, end: number): SolidParticle[];
  93658. /**
  93659. * Inserts some pre-created particles in the solid particle system so that they can be managed by setParticles().
  93660. * @param solidParticleArray an array populated with Solid Particles objects
  93661. * @returns the SPS
  93662. */
  93663. insertParticlesFromArray(solidParticleArray: SolidParticle[]): SolidParticleSystem;
  93664. /**
  93665. * Creates a new particle and modifies the SPS mesh geometry :
  93666. * - calls _meshBuilder() to increase the SPS mesh geometry step by step
  93667. * - calls _addParticle() to populate the particle array
  93668. * factorized code from addShape() and insertParticlesFromArray()
  93669. * @param idx particle index in the particles array
  93670. * @param i particle index in its shape
  93671. * @param modelShape particle ModelShape object
  93672. * @param shape shape vertex array
  93673. * @param meshInd shape indices array
  93674. * @param meshUV shape uv array
  93675. * @param meshCol shape color array
  93676. * @param meshNor shape normals array
  93677. * @param bbInfo shape bounding info
  93678. * @param storage target particle storage
  93679. * @options addShape() passed options
  93680. * @hidden
  93681. */
  93682. private _insertNewParticle;
  93683. /**
  93684. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  93685. * This method calls `updateParticle()` for each particle of the SPS.
  93686. * For an animated SPS, it is usually called within the render loop.
  93687. * This methods does nothing if called on a non updatable or not yet built SPS. Example : buildMesh() not called after having added or removed particles from an expandable SPS.
  93688. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  93689. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  93690. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  93691. * @returns the SPS.
  93692. */
  93693. setParticles(start?: number, end?: number, update?: boolean): SolidParticleSystem;
  93694. /**
  93695. * Disposes the SPS.
  93696. */
  93697. dispose(): void;
  93698. /**
  93699. * Returns a SolidParticle object from its identifier : particle.id
  93700. * @param id (integer) the particle Id
  93701. * @returns the searched particle or null if not found in the SPS.
  93702. */
  93703. getParticleById(id: number): Nullable<SolidParticle>;
  93704. /**
  93705. * Returns a new array populated with the particles having the passed shapeId.
  93706. * @param shapeId (integer) the shape identifier
  93707. * @returns a new solid particle array
  93708. */
  93709. getParticlesByShapeId(shapeId: number): SolidParticle[];
  93710. /**
  93711. * Populates the passed array "ref" with the particles having the passed shapeId.
  93712. * @param shapeId the shape identifier
  93713. * @returns the SPS
  93714. * @param ref
  93715. */
  93716. getParticlesByShapeIdToRef(shapeId: number, ref: SolidParticle[]): SolidParticleSystem;
  93717. /**
  93718. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  93719. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93720. * @returns the SPS.
  93721. */
  93722. refreshVisibleSize(): SolidParticleSystem;
  93723. /**
  93724. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  93725. * @param size the size (float) of the visibility box
  93726. * note : this doesn't lock the SPS mesh bounding box.
  93727. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93728. */
  93729. setVisibilityBox(size: number): void;
  93730. /**
  93731. * Gets whether the SPS as always visible or not
  93732. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93733. */
  93734. /**
  93735. * Sets the SPS as always visible or not
  93736. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93737. */
  93738. isAlwaysVisible: boolean;
  93739. /**
  93740. * Sets the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93741. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93742. */
  93743. /**
  93744. * Gets if the SPS visibility box as locked or not. This enables/disables the underlying mesh bounding box updates.
  93745. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#sps-visibility
  93746. */
  93747. isVisibilityBoxLocked: boolean;
  93748. /**
  93749. * Tells to `setParticles()` to compute the particle rotations or not.
  93750. * Default value : true. The SPS is faster when it's set to false.
  93751. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93752. */
  93753. /**
  93754. * Gets if `setParticles()` computes the particle rotations or not.
  93755. * Default value : true. The SPS is faster when it's set to false.
  93756. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate.
  93757. */
  93758. computeParticleRotation: boolean;
  93759. /**
  93760. * Tells to `setParticles()` to compute the particle colors or not.
  93761. * Default value : true. The SPS is faster when it's set to false.
  93762. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93763. */
  93764. /**
  93765. * Gets if `setParticles()` computes the particle colors or not.
  93766. * Default value : true. The SPS is faster when it's set to false.
  93767. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  93768. */
  93769. computeParticleColor: boolean;
  93770. /**
  93771. * Gets if `setParticles()` computes the particle textures or not.
  93772. * Default value : true. The SPS is faster when it's set to false.
  93773. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  93774. */
  93775. computeParticleTexture: boolean;
  93776. /**
  93777. * Tells to `setParticles()` to call the vertex function for each vertex of each particle, or not.
  93778. * Default value : false. The SPS is faster when it's set to false.
  93779. * Note : the particle custom vertex positions aren't stored values.
  93780. */
  93781. /**
  93782. * Gets if `setParticles()` calls the vertex function for each vertex of each particle, or not.
  93783. * Default value : false. The SPS is faster when it's set to false.
  93784. * Note : the particle custom vertex positions aren't stored values.
  93785. */
  93786. computeParticleVertex: boolean;
  93787. /**
  93788. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  93789. */
  93790. /**
  93791. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  93792. */
  93793. computeBoundingBox: boolean;
  93794. /**
  93795. * Tells to `setParticles()` to sort or not the distance between each particle and the camera.
  93796. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93797. * Default : `true`
  93798. */
  93799. /**
  93800. * Gets if `setParticles()` sorts or not the distance between each particle and the camera.
  93801. * Skipped when `enableDepthSort` is set to `false` (default) at construction time.
  93802. * Default : `true`
  93803. */
  93804. depthSortParticles: boolean;
  93805. /**
  93806. * Gets if the SPS is created as expandable at construction time.
  93807. * Default : `false`
  93808. */
  93809. readonly expandable: boolean;
  93810. /**
  93811. * This function does nothing. It may be overwritten to set all the particle first values.
  93812. * The SPS doesn't call this function, you may have to call it by your own.
  93813. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93814. */
  93815. initParticles(): void;
  93816. /**
  93817. * This function does nothing. It may be overwritten to recycle a particle.
  93818. * The SPS doesn't call this function, you may have to call it by your own.
  93819. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93820. * @param particle The particle to recycle
  93821. * @returns the recycled particle
  93822. */
  93823. recycleParticle(particle: SolidParticle): SolidParticle;
  93824. /**
  93825. * Updates a particle : this function should be overwritten by the user.
  93826. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  93827. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#particle-management
  93828. * @example : just set a particle position or velocity and recycle conditions
  93829. * @param particle The particle to update
  93830. * @returns the updated particle
  93831. */
  93832. updateParticle(particle: SolidParticle): SolidParticle;
  93833. /**
  93834. * Updates a vertex of a particle : it can be overwritten by the user.
  93835. * This will be called on each vertex particle by `setParticles()` if `computeParticleVertex` is set to true only.
  93836. * @param particle the current particle
  93837. * @param vertex the current index of the current particle
  93838. * @param pt the index of the current vertex in the particle shape
  93839. * doc : http://doc.babylonjs.com/how_to/Solid_Particle_System#update-each-particle-shape
  93840. * @example : just set a vertex particle position
  93841. * @returns the updated vertex
  93842. */
  93843. updateParticleVertex(particle: SolidParticle, vertex: Vector3, pt: number): Vector3;
  93844. /**
  93845. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  93846. * This does nothing and may be overwritten by the user.
  93847. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93848. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93849. * @param update the boolean update value actually passed to setParticles()
  93850. */
  93851. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93852. /**
  93853. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  93854. * This will be passed three parameters.
  93855. * This does nothing and may be overwritten by the user.
  93856. * @param start the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93857. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  93858. * @param update the boolean update value actually passed to setParticles()
  93859. */
  93860. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  93861. }
  93862. }
  93863. declare module BABYLON {
  93864. /**
  93865. * Represents one particle of a solid particle system.
  93866. */
  93867. export class SolidParticle {
  93868. /**
  93869. * particle global index
  93870. */
  93871. idx: number;
  93872. /**
  93873. * particle identifier
  93874. */
  93875. id: number;
  93876. /**
  93877. * The color of the particle
  93878. */
  93879. color: Nullable<Color4>;
  93880. /**
  93881. * The world space position of the particle.
  93882. */
  93883. position: Vector3;
  93884. /**
  93885. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  93886. */
  93887. rotation: Vector3;
  93888. /**
  93889. * The world space rotation quaternion of the particle.
  93890. */
  93891. rotationQuaternion: Nullable<Quaternion>;
  93892. /**
  93893. * The scaling of the particle.
  93894. */
  93895. scaling: Vector3;
  93896. /**
  93897. * The uvs of the particle.
  93898. */
  93899. uvs: Vector4;
  93900. /**
  93901. * The current speed of the particle.
  93902. */
  93903. velocity: Vector3;
  93904. /**
  93905. * The pivot point in the particle local space.
  93906. */
  93907. pivot: Vector3;
  93908. /**
  93909. * Must the particle be translated from its pivot point in its local space ?
  93910. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  93911. * Default : false
  93912. */
  93913. translateFromPivot: boolean;
  93914. /**
  93915. * Is the particle active or not ?
  93916. */
  93917. alive: boolean;
  93918. /**
  93919. * Is the particle visible or not ?
  93920. */
  93921. isVisible: boolean;
  93922. /**
  93923. * Index of this particle in the global "positions" array (Internal use)
  93924. * @hidden
  93925. */
  93926. _pos: number;
  93927. /**
  93928. * @hidden Index of this particle in the global "indices" array (Internal use)
  93929. */
  93930. _ind: number;
  93931. /**
  93932. * @hidden ModelShape of this particle (Internal use)
  93933. */
  93934. _model: ModelShape;
  93935. /**
  93936. * ModelShape id of this particle
  93937. */
  93938. shapeId: number;
  93939. /**
  93940. * Index of the particle in its shape id
  93941. */
  93942. idxInShape: number;
  93943. /**
  93944. * @hidden Reference to the shape model BoundingInfo object (Internal use)
  93945. */
  93946. _modelBoundingInfo: BoundingInfo;
  93947. /**
  93948. * @hidden Particle BoundingInfo object (Internal use)
  93949. */
  93950. _boundingInfo: BoundingInfo;
  93951. /**
  93952. * @hidden Reference to the SPS what the particle belongs to (Internal use)
  93953. */
  93954. _sps: SolidParticleSystem;
  93955. /**
  93956. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  93957. */
  93958. _stillInvisible: boolean;
  93959. /**
  93960. * @hidden Last computed particle rotation matrix
  93961. */
  93962. _rotationMatrix: number[];
  93963. /**
  93964. * Parent particle Id, if any.
  93965. * Default null.
  93966. */
  93967. parentId: Nullable<number>;
  93968. /**
  93969. * The culling strategy to use to check whether the solid particle must be culled or not when using isInFrustum().
  93970. * The possible values are :
  93971. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  93972. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93973. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  93974. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  93975. * The default value for solid particles is AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  93976. * Please read each static variable documentation in the class AbstractMesh to get details about the culling process.
  93977. * */
  93978. cullingStrategy: number;
  93979. /**
  93980. * @hidden Internal global position in the SPS.
  93981. */
  93982. _globalPosition: Vector3;
  93983. /**
  93984. * Creates a Solid Particle object.
  93985. * Don't create particles manually, use instead the Solid Particle System internal tools like _addParticle()
  93986. * @param particleIndex (integer) is the particle index in the Solid Particle System pool.
  93987. * @param particleId (integer) is the particle identifier. Unless some particles are removed from the SPS, it's the same value than the particle idx.
  93988. * @param positionIndex (integer) is the starting index of the particle vertices in the SPS "positions" array.
  93989. * @param indiceIndex (integer) is the starting index of the particle indices in the SPS "indices" array.
  93990. * @param model (ModelShape) is a reference to the model shape on what the particle is designed.
  93991. * @param shapeId (integer) is the model shape identifier in the SPS.
  93992. * @param idxInShape (integer) is the index of the particle in the current model (ex: the 10th box of addShape(box, 30))
  93993. * @param sps defines the sps it is associated to
  93994. * @param modelBoundingInfo is the reference to the model BoundingInfo used for intersection computations.
  93995. */
  93996. constructor(particleIndex: number, particleId: number, positionIndex: number, indiceIndex: number, model: Nullable<ModelShape>, shapeId: number, idxInShape: number, sps: SolidParticleSystem, modelBoundingInfo?: Nullable<BoundingInfo>);
  93997. /**
  93998. * Copies the particle property values into the existing target : position, rotation, scaling, uvs, colors, pivot, parent, visibility, alive
  93999. * @param target the particle target
  94000. * @returns the current particle
  94001. */
  94002. copyToRef(target: SolidParticle): SolidParticle;
  94003. /**
  94004. * Legacy support, changed scale to scaling
  94005. */
  94006. /**
  94007. * Legacy support, changed scale to scaling
  94008. */
  94009. scale: Vector3;
  94010. /**
  94011. * Legacy support, changed quaternion to rotationQuaternion
  94012. */
  94013. /**
  94014. * Legacy support, changed quaternion to rotationQuaternion
  94015. */
  94016. quaternion: Nullable<Quaternion>;
  94017. /**
  94018. * Returns a boolean. True if the particle intersects another particle or another mesh, else false.
  94019. * The intersection is computed on the particle bounding sphere and Axis Aligned Bounding Box (AABB)
  94020. * @param target is the object (solid particle or mesh) what the intersection is computed against.
  94021. * @returns true if it intersects
  94022. */
  94023. intersectsMesh(target: Mesh | SolidParticle): boolean;
  94024. /**
  94025. * Returns `true` if the solid particle is within the frustum defined by the passed array of planes.
  94026. * A particle is in the frustum if its bounding box intersects the frustum
  94027. * @param frustumPlanes defines the frustum to test
  94028. * @returns true if the particle is in the frustum planes
  94029. */
  94030. isInFrustum(frustumPlanes: Plane[]): boolean;
  94031. /**
  94032. * get the rotation matrix of the particle
  94033. * @hidden
  94034. */
  94035. getRotationMatrix(m: Matrix): void;
  94036. }
  94037. /**
  94038. * Represents the shape of the model used by one particle of a solid particle system.
  94039. * SPS internal tool, don't use it manually.
  94040. */
  94041. export class ModelShape {
  94042. /**
  94043. * The shape id
  94044. * @hidden
  94045. */
  94046. shapeID: number;
  94047. /**
  94048. * flat array of model positions (internal use)
  94049. * @hidden
  94050. */
  94051. _shape: Vector3[];
  94052. /**
  94053. * flat array of model UVs (internal use)
  94054. * @hidden
  94055. */
  94056. _shapeUV: number[];
  94057. /**
  94058. * color array of the model
  94059. * @hidden
  94060. */
  94061. _shapeColors: number[];
  94062. /**
  94063. * indices array of the model
  94064. * @hidden
  94065. */
  94066. _indices: number[];
  94067. /**
  94068. * normals array of the model
  94069. * @hidden
  94070. */
  94071. _normals: number[];
  94072. /**
  94073. * length of the shape in the model indices array (internal use)
  94074. * @hidden
  94075. */
  94076. _indicesLength: number;
  94077. /**
  94078. * Custom position function (internal use)
  94079. * @hidden
  94080. */
  94081. _positionFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>;
  94082. /**
  94083. * Custom vertex function (internal use)
  94084. * @hidden
  94085. */
  94086. _vertexFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>;
  94087. /**
  94088. * 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.
  94089. * SPS internal tool, don't use it manually.
  94090. * @hidden
  94091. */
  94092. constructor(id: number, shape: Vector3[], indices: number[], normals: number[], colors: number[], shapeUV: number[], posFunction: Nullable<(particle: SolidParticle, i: number, s: number) => void>, vtxFunction: Nullable<(particle: SolidParticle, vertex: Vector3, i: number) => void>);
  94093. }
  94094. /**
  94095. * Represents a Depth Sorted Particle in the solid particle system.
  94096. */
  94097. export class DepthSortedParticle {
  94098. /**
  94099. * Index of the particle in the "indices" array
  94100. */
  94101. ind: number;
  94102. /**
  94103. * Length of the particle shape in the "indices" array
  94104. */
  94105. indicesLength: number;
  94106. /**
  94107. * Squared distance from the particle to the camera
  94108. */
  94109. sqDistance: number;
  94110. }
  94111. }
  94112. declare module BABYLON {
  94113. /**
  94114. * @hidden
  94115. */
  94116. export class _MeshCollisionData {
  94117. _checkCollisions: boolean;
  94118. _collisionMask: number;
  94119. _collisionGroup: number;
  94120. _collider: Nullable<Collider>;
  94121. _oldPositionForCollisions: Vector3;
  94122. _diffPositionForCollisions: Vector3;
  94123. _onCollideObserver: Nullable<Observer<AbstractMesh>>;
  94124. _onCollisionPositionChangeObserver: Nullable<Observer<Vector3>>;
  94125. }
  94126. }
  94127. declare module BABYLON {
  94128. /** @hidden */
  94129. class _FacetDataStorage {
  94130. facetPositions: Vector3[];
  94131. facetNormals: Vector3[];
  94132. facetPartitioning: number[][];
  94133. facetNb: number;
  94134. partitioningSubdivisions: number;
  94135. partitioningBBoxRatio: number;
  94136. facetDataEnabled: boolean;
  94137. facetParameters: any;
  94138. bbSize: Vector3;
  94139. subDiv: {
  94140. max: number;
  94141. X: number;
  94142. Y: number;
  94143. Z: number;
  94144. };
  94145. facetDepthSort: boolean;
  94146. facetDepthSortEnabled: boolean;
  94147. depthSortedIndices: IndicesArray;
  94148. depthSortedFacets: {
  94149. ind: number;
  94150. sqDistance: number;
  94151. }[];
  94152. facetDepthSortFunction: (f1: {
  94153. ind: number;
  94154. sqDistance: number;
  94155. }, f2: {
  94156. ind: number;
  94157. sqDistance: number;
  94158. }) => number;
  94159. facetDepthSortFrom: Vector3;
  94160. facetDepthSortOrigin: Vector3;
  94161. invertedMatrix: Matrix;
  94162. }
  94163. /**
  94164. * @hidden
  94165. **/
  94166. class _InternalAbstractMeshDataInfo {
  94167. _hasVertexAlpha: boolean;
  94168. _useVertexColors: boolean;
  94169. _numBoneInfluencers: number;
  94170. _applyFog: boolean;
  94171. _receiveShadows: boolean;
  94172. _facetData: _FacetDataStorage;
  94173. _visibility: number;
  94174. _skeleton: Nullable<Skeleton>;
  94175. _layerMask: number;
  94176. _computeBonesUsingShaders: boolean;
  94177. _isActive: boolean;
  94178. _onlyForInstances: boolean;
  94179. _isActiveIntermediate: boolean;
  94180. _onlyForInstancesIntermediate: boolean;
  94181. _actAsRegularMesh: boolean;
  94182. }
  94183. /**
  94184. * Class used to store all common mesh properties
  94185. */
  94186. export class AbstractMesh extends TransformNode implements IDisposable, ICullable, IGetSetVerticesData {
  94187. /** No occlusion */
  94188. static OCCLUSION_TYPE_NONE: number;
  94189. /** Occlusion set to optimisitic */
  94190. static OCCLUSION_TYPE_OPTIMISTIC: number;
  94191. /** Occlusion set to strict */
  94192. static OCCLUSION_TYPE_STRICT: number;
  94193. /** Use an accurante occlusion algorithm */
  94194. static OCCLUSION_ALGORITHM_TYPE_ACCURATE: number;
  94195. /** Use a conservative occlusion algorithm */
  94196. static OCCLUSION_ALGORITHM_TYPE_CONSERVATIVE: number;
  94197. /** Default culling strategy : this is an exclusion test and it's the more accurate.
  94198. * Test order :
  94199. * Is the bounding sphere outside the frustum ?
  94200. * If not, are the bounding box vertices outside the frustum ?
  94201. * It not, then the cullable object is in the frustum.
  94202. */
  94203. static readonly CULLINGSTRATEGY_STANDARD: number;
  94204. /** Culling strategy : Bounding Sphere Only.
  94205. * This is an exclusion test. It's faster than the standard strategy because the bounding box is not tested.
  94206. * It's also less accurate than the standard because some not visible objects can still be selected.
  94207. * Test : is the bounding sphere outside the frustum ?
  94208. * If not, then the cullable object is in the frustum.
  94209. */
  94210. static readonly CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY: number;
  94211. /** Culling strategy : Optimistic Inclusion.
  94212. * This in an inclusion test first, then the standard exclusion test.
  94213. * This can be faster when a cullable object is expected to be almost always in the camera frustum.
  94214. * 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.
  94215. * Anyway, it's as accurate as the standard strategy.
  94216. * Test :
  94217. * Is the cullable object bounding sphere center in the frustum ?
  94218. * If not, apply the default culling strategy.
  94219. */
  94220. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION: number;
  94221. /** Culling strategy : Optimistic Inclusion then Bounding Sphere Only.
  94222. * This in an inclusion test first, then the bounding sphere only exclusion test.
  94223. * This can be the fastest test when a cullable object is expected to be almost always in the camera frustum.
  94224. * 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.
  94225. * It's less accurate than the standard strategy and as accurate as the BoundingSphereOnly strategy.
  94226. * Test :
  94227. * Is the cullable object bounding sphere center in the frustum ?
  94228. * If not, apply the Bounding Sphere Only strategy. No Bounding Box is tested here.
  94229. */
  94230. static readonly CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY: number;
  94231. /**
  94232. * No billboard
  94233. */
  94234. static readonly BILLBOARDMODE_NONE: number;
  94235. /** Billboard on X axis */
  94236. static readonly BILLBOARDMODE_X: number;
  94237. /** Billboard on Y axis */
  94238. static readonly BILLBOARDMODE_Y: number;
  94239. /** Billboard on Z axis */
  94240. static readonly BILLBOARDMODE_Z: number;
  94241. /** Billboard on all axes */
  94242. static readonly BILLBOARDMODE_ALL: number;
  94243. /** Billboard on using position instead of orientation */
  94244. static readonly BILLBOARDMODE_USE_POSITION: number;
  94245. /** @hidden */
  94246. _internalAbstractMeshDataInfo: _InternalAbstractMeshDataInfo;
  94247. /**
  94248. * The culling strategy to use to check whether the mesh must be rendered or not.
  94249. * This value can be changed at any time and will be used on the next render mesh selection.
  94250. * The possible values are :
  94251. * - AbstractMesh.CULLINGSTRATEGY_STANDARD
  94252. * - AbstractMesh.CULLINGSTRATEGY_BOUNDINGSPHERE_ONLY
  94253. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION
  94254. * - AbstractMesh.CULLINGSTRATEGY_OPTIMISTIC_INCLUSION_THEN_BSPHERE_ONLY
  94255. * Please read each static variable documentation to get details about the culling process.
  94256. * */
  94257. cullingStrategy: number;
  94258. /**
  94259. * Gets the number of facets in the mesh
  94260. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94261. */
  94262. readonly facetNb: number;
  94263. /**
  94264. * Gets or set the number (integer) of subdivisions per axis in the partioning space
  94265. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94266. */
  94267. partitioningSubdivisions: number;
  94268. /**
  94269. * The ratio (float) to apply to the bouding box size to set to the partioning space.
  94270. * Ex : 1.01 (default) the partioning space is 1% bigger than the bounding box
  94271. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#tweaking-the-partitioning
  94272. */
  94273. partitioningBBoxRatio: number;
  94274. /**
  94275. * Gets or sets a boolean indicating that the facets must be depth sorted on next call to `updateFacetData()`.
  94276. * Works only for updatable meshes.
  94277. * Doesn't work with multi-materials
  94278. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94279. */
  94280. mustDepthSortFacets: boolean;
  94281. /**
  94282. * The location (Vector3) where the facet depth sort must be computed from.
  94283. * By default, the active camera position.
  94284. * Used only when facet depth sort is enabled
  94285. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#facet-depth-sort
  94286. */
  94287. facetDepthSortFrom: Vector3;
  94288. /**
  94289. * gets a boolean indicating if facetData is enabled
  94290. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata#what-is-a-mesh-facet
  94291. */
  94292. readonly isFacetDataEnabled: boolean;
  94293. /** @hidden */
  94294. _updateNonUniformScalingState(value: boolean): boolean;
  94295. /**
  94296. * An event triggered when this mesh collides with another one
  94297. */
  94298. onCollideObservable: Observable<AbstractMesh>;
  94299. /** Set a function to call when this mesh collides with another one */
  94300. onCollide: () => void;
  94301. /**
  94302. * An event triggered when the collision's position changes
  94303. */
  94304. onCollisionPositionChangeObservable: Observable<Vector3>;
  94305. /** Set a function to call when the collision's position changes */
  94306. onCollisionPositionChange: () => void;
  94307. /**
  94308. * An event triggered when material is changed
  94309. */
  94310. onMaterialChangedObservable: Observable<AbstractMesh>;
  94311. /**
  94312. * Gets or sets the orientation for POV movement & rotation
  94313. */
  94314. definedFacingForward: boolean;
  94315. /** @hidden */
  94316. _occlusionQuery: Nullable<WebGLQuery>;
  94317. /** @hidden */
  94318. _renderingGroup: Nullable<RenderingGroup>;
  94319. /**
  94320. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94321. */
  94322. /**
  94323. * Gets or sets mesh visibility between 0 and 1 (default is 1)
  94324. */
  94325. visibility: number;
  94326. /** Gets or sets the alpha index used to sort transparent meshes
  94327. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#alpha-index
  94328. */
  94329. alphaIndex: number;
  94330. /**
  94331. * Gets or sets a boolean indicating if the mesh is visible (renderable). Default is true
  94332. */
  94333. isVisible: boolean;
  94334. /**
  94335. * Gets or sets a boolean indicating if the mesh can be picked (by scene.pick for instance or through actions). Default is true
  94336. */
  94337. isPickable: boolean;
  94338. /** Gets or sets a boolean indicating that bounding boxes of subMeshes must be rendered as well (false by default) */
  94339. showSubMeshesBoundingBox: boolean;
  94340. /** Gets or sets a boolean indicating if the mesh must be considered as a ray blocker for lens flares (false by default)
  94341. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  94342. */
  94343. isBlocker: boolean;
  94344. /**
  94345. * Gets or sets a boolean indicating that pointer move events must be supported on this mesh (false by default)
  94346. */
  94347. enablePointerMoveEvents: boolean;
  94348. /**
  94349. * Specifies the rendering group id for this mesh (0 by default)
  94350. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered#rendering-groups
  94351. */
  94352. renderingGroupId: number;
  94353. private _material;
  94354. /** Gets or sets current material */
  94355. material: Nullable<Material>;
  94356. /**
  94357. * Gets or sets a boolean indicating that this mesh can receive realtime shadows
  94358. * @see http://doc.babylonjs.com/babylon101/shadows
  94359. */
  94360. receiveShadows: boolean;
  94361. /** Defines color to use when rendering outline */
  94362. outlineColor: Color3;
  94363. /** Define width to use when rendering outline */
  94364. outlineWidth: number;
  94365. /** Defines color to use when rendering overlay */
  94366. overlayColor: Color3;
  94367. /** Defines alpha to use when rendering overlay */
  94368. overlayAlpha: number;
  94369. /** Gets or sets a boolean indicating that this mesh contains vertex color data with alpha values */
  94370. hasVertexAlpha: boolean;
  94371. /** 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) */
  94372. useVertexColors: boolean;
  94373. /**
  94374. * Gets or sets a boolean indicating that bone animations must be computed by the CPU (false by default)
  94375. */
  94376. computeBonesUsingShaders: boolean;
  94377. /** Gets or sets the number of allowed bone influences per vertex (4 by default) */
  94378. numBoneInfluencers: number;
  94379. /** Gets or sets a boolean indicating that this mesh will allow fog to be rendered on it (true by default) */
  94380. applyFog: boolean;
  94381. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes selection (true by default) */
  94382. useOctreeForRenderingSelection: boolean;
  94383. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes picking (true by default) */
  94384. useOctreeForPicking: boolean;
  94385. /** Gets or sets a boolean indicating that internal octree (if available) can be used to boost submeshes collision (true by default) */
  94386. useOctreeForCollisions: boolean;
  94387. /**
  94388. * Gets or sets the current layer mask (default is 0x0FFFFFFF)
  94389. * @see http://doc.babylonjs.com/how_to/layermasks_and_multi-cam_textures
  94390. */
  94391. layerMask: number;
  94392. /**
  94393. * True if the mesh must be rendered in any case (this will shortcut the frustum clipping phase)
  94394. */
  94395. alwaysSelectAsActiveMesh: boolean;
  94396. /**
  94397. * Gets or sets a boolean indicating that the bounding info does not need to be kept in sync (for performance reason)
  94398. */
  94399. doNotSyncBoundingInfo: boolean;
  94400. /**
  94401. * Gets or sets the current action manager
  94402. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  94403. */
  94404. actionManager: Nullable<AbstractActionManager>;
  94405. private _meshCollisionData;
  94406. /**
  94407. * Gets or sets the ellipsoid used to impersonate this mesh when using collision engine (default is (0.5, 1, 0.5))
  94408. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94409. */
  94410. ellipsoid: Vector3;
  94411. /**
  94412. * Gets or sets the ellipsoid offset used to impersonate this mesh when using collision engine (default is (0, 0, 0))
  94413. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94414. */
  94415. ellipsoidOffset: Vector3;
  94416. /**
  94417. * Gets or sets a collision mask used to mask collisions (default is -1).
  94418. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94419. */
  94420. collisionMask: number;
  94421. /**
  94422. * Gets or sets the current collision group mask (-1 by default).
  94423. * A collision between A and B will happen if A.collisionGroup & b.collisionMask !== 0
  94424. */
  94425. collisionGroup: number;
  94426. /**
  94427. * Defines edge width used when edgesRenderer is enabled
  94428. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94429. */
  94430. edgesWidth: number;
  94431. /**
  94432. * Defines edge color used when edgesRenderer is enabled
  94433. * @see https://www.babylonjs-playground.com/#10OJSG#13
  94434. */
  94435. edgesColor: Color4;
  94436. /** @hidden */
  94437. _edgesRenderer: Nullable<IEdgesRenderer>;
  94438. /** @hidden */
  94439. _masterMesh: Nullable<AbstractMesh>;
  94440. /** @hidden */
  94441. _boundingInfo: Nullable<BoundingInfo>;
  94442. /** @hidden */
  94443. _renderId: number;
  94444. /**
  94445. * Gets or sets the list of subMeshes
  94446. * @see http://doc.babylonjs.com/how_to/multi_materials
  94447. */
  94448. subMeshes: SubMesh[];
  94449. /** @hidden */
  94450. _intersectionsInProgress: AbstractMesh[];
  94451. /** @hidden */
  94452. _unIndexed: boolean;
  94453. /** @hidden */
  94454. _lightSources: Light[];
  94455. /** Gets the list of lights affecting that mesh */
  94456. readonly lightSources: Light[];
  94457. /** @hidden */
  94458. readonly _positions: Nullable<Vector3[]>;
  94459. /** @hidden */
  94460. _waitingData: {
  94461. lods: Nullable<any>;
  94462. actions: Nullable<any>;
  94463. freezeWorldMatrix: Nullable<boolean>;
  94464. };
  94465. /** @hidden */
  94466. _bonesTransformMatrices: Nullable<Float32Array>;
  94467. /** @hidden */
  94468. _transformMatrixTexture: Nullable<RawTexture>;
  94469. /**
  94470. * Gets or sets a skeleton to apply skining transformations
  94471. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  94472. */
  94473. skeleton: Nullable<Skeleton>;
  94474. /**
  94475. * An event triggered when the mesh is rebuilt.
  94476. */
  94477. onRebuildObservable: Observable<AbstractMesh>;
  94478. /**
  94479. * Creates a new AbstractMesh
  94480. * @param name defines the name of the mesh
  94481. * @param scene defines the hosting scene
  94482. */
  94483. constructor(name: string, scene?: Nullable<Scene>);
  94484. /**
  94485. * Returns the string "AbstractMesh"
  94486. * @returns "AbstractMesh"
  94487. */
  94488. getClassName(): string;
  94489. /**
  94490. * Gets a string representation of the current mesh
  94491. * @param fullDetails defines a boolean indicating if full details must be included
  94492. * @returns a string representation of the current mesh
  94493. */
  94494. toString(fullDetails?: boolean): string;
  94495. /**
  94496. * @hidden
  94497. */
  94498. protected _getEffectiveParent(): Nullable<Node>;
  94499. /** @hidden */
  94500. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  94501. /** @hidden */
  94502. _rebuild(): void;
  94503. /** @hidden */
  94504. _resyncLightSources(): void;
  94505. /** @hidden */
  94506. _resyncLighSource(light: Light): void;
  94507. /** @hidden */
  94508. _unBindEffect(): void;
  94509. /** @hidden */
  94510. _removeLightSource(light: Light, dispose: boolean): void;
  94511. private _markSubMeshesAsDirty;
  94512. /** @hidden */
  94513. _markSubMeshesAsLightDirty(dispose?: boolean): void;
  94514. /** @hidden */
  94515. _markSubMeshesAsAttributesDirty(): void;
  94516. /** @hidden */
  94517. _markSubMeshesAsMiscDirty(): void;
  94518. /**
  94519. * Gets or sets a Vector3 depicting the mesh scaling along each local axis X, Y, Z. Default is (1.0, 1.0, 1.0)
  94520. */
  94521. scaling: Vector3;
  94522. /**
  94523. * Returns true if the mesh is blocked. Implemented by child classes
  94524. */
  94525. readonly isBlocked: boolean;
  94526. /**
  94527. * Returns the mesh itself by default. Implemented by child classes
  94528. * @param camera defines the camera to use to pick the right LOD level
  94529. * @returns the currentAbstractMesh
  94530. */
  94531. getLOD(camera: Camera): Nullable<AbstractMesh>;
  94532. /**
  94533. * Returns 0 by default. Implemented by child classes
  94534. * @returns an integer
  94535. */
  94536. getTotalVertices(): number;
  94537. /**
  94538. * Returns a positive integer : the total number of indices in this mesh geometry.
  94539. * @returns the numner of indices or zero if the mesh has no geometry.
  94540. */
  94541. getTotalIndices(): number;
  94542. /**
  94543. * Returns null by default. Implemented by child classes
  94544. * @returns null
  94545. */
  94546. getIndices(): Nullable<IndicesArray>;
  94547. /**
  94548. * Returns the array of the requested vertex data kind. Implemented by child classes
  94549. * @param kind defines the vertex data kind to use
  94550. * @returns null
  94551. */
  94552. getVerticesData(kind: string): Nullable<FloatArray>;
  94553. /**
  94554. * Sets the vertex data of the mesh geometry for the requested `kind`.
  94555. * If the mesh has no geometry, a new Geometry object is set to the mesh and then passed this vertex data.
  94556. * Note that a new underlying VertexBuffer object is created each call.
  94557. * If the `kind` is the `PositionKind`, the mesh BoundingInfo is renewed, so the bounding box and sphere, and the mesh World Matrix is recomputed.
  94558. * @param kind defines vertex data kind:
  94559. * * VertexBuffer.PositionKind
  94560. * * VertexBuffer.UVKind
  94561. * * VertexBuffer.UV2Kind
  94562. * * VertexBuffer.UV3Kind
  94563. * * VertexBuffer.UV4Kind
  94564. * * VertexBuffer.UV5Kind
  94565. * * VertexBuffer.UV6Kind
  94566. * * VertexBuffer.ColorKind
  94567. * * VertexBuffer.MatricesIndicesKind
  94568. * * VertexBuffer.MatricesIndicesExtraKind
  94569. * * VertexBuffer.MatricesWeightsKind
  94570. * * VertexBuffer.MatricesWeightsExtraKind
  94571. * @param data defines the data source
  94572. * @param updatable defines if the data must be flagged as updatable (or static)
  94573. * @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
  94574. * @returns the current mesh
  94575. */
  94576. setVerticesData(kind: string, data: FloatArray, updatable?: boolean, stride?: number): AbstractMesh;
  94577. /**
  94578. * Updates the existing vertex data of the mesh geometry for the requested `kind`.
  94579. * If the mesh has no geometry, it is simply returned as it is.
  94580. * @param kind defines vertex data kind:
  94581. * * VertexBuffer.PositionKind
  94582. * * VertexBuffer.UVKind
  94583. * * VertexBuffer.UV2Kind
  94584. * * VertexBuffer.UV3Kind
  94585. * * VertexBuffer.UV4Kind
  94586. * * VertexBuffer.UV5Kind
  94587. * * VertexBuffer.UV6Kind
  94588. * * VertexBuffer.ColorKind
  94589. * * VertexBuffer.MatricesIndicesKind
  94590. * * VertexBuffer.MatricesIndicesExtraKind
  94591. * * VertexBuffer.MatricesWeightsKind
  94592. * * VertexBuffer.MatricesWeightsExtraKind
  94593. * @param data defines the data source
  94594. * @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
  94595. * @param makeItUnique If true, a new global geometry is created from this data and is set to the mesh
  94596. * @returns the current mesh
  94597. */
  94598. updateVerticesData(kind: string, data: FloatArray, updateExtends?: boolean, makeItUnique?: boolean): AbstractMesh;
  94599. /**
  94600. * Sets the mesh indices,
  94601. * If the mesh has no geometry, a new Geometry object is created and set to the mesh.
  94602. * @param indices Expects an array populated with integers or a typed array (Int32Array, Uint32Array, Uint16Array)
  94603. * @param totalVertices Defines the total number of vertices
  94604. * @returns the current mesh
  94605. */
  94606. setIndices(indices: IndicesArray, totalVertices: Nullable<number>): AbstractMesh;
  94607. /**
  94608. * Gets a boolean indicating if specific vertex data is present
  94609. * @param kind defines the vertex data kind to use
  94610. * @returns true is data kind is present
  94611. */
  94612. isVerticesDataPresent(kind: string): boolean;
  94613. /**
  94614. * Returns the mesh BoundingInfo object or creates a new one and returns if it was undefined.
  94615. * Note that it returns a shallow bounding of the mesh (i.e. it does not include children).
  94616. * To get the full bounding of all children, call `getHierarchyBoundingVectors` instead.
  94617. * @returns a BoundingInfo
  94618. */
  94619. getBoundingInfo(): BoundingInfo;
  94620. /**
  94621. * Uniformly scales the mesh to fit inside of a unit cube (1 X 1 X 1 units)
  94622. * @param includeDescendants Use the hierarchy's bounding box instead of the mesh's bounding box. Default is false
  94623. * @param ignoreRotation ignore rotation when computing the scale (ie. object will be axis aligned). Default is false
  94624. * @param predicate predicate that is passed in to getHierarchyBoundingVectors when selecting which object should be included when scaling
  94625. * @returns the current mesh
  94626. */
  94627. normalizeToUnitCube(includeDescendants?: boolean, ignoreRotation?: boolean, predicate?: Nullable<(node: AbstractMesh) => boolean>): AbstractMesh;
  94628. /**
  94629. * Overwrite the current bounding info
  94630. * @param boundingInfo defines the new bounding info
  94631. * @returns the current mesh
  94632. */
  94633. setBoundingInfo(boundingInfo: BoundingInfo): AbstractMesh;
  94634. /** Gets a boolean indicating if this mesh has skinning data and an attached skeleton */
  94635. readonly useBones: boolean;
  94636. /** @hidden */
  94637. _preActivate(): void;
  94638. /** @hidden */
  94639. _preActivateForIntermediateRendering(renderId: number): void;
  94640. /** @hidden */
  94641. _activate(renderId: number, intermediateRendering: boolean): boolean;
  94642. /** @hidden */
  94643. _postActivate(): void;
  94644. /** @hidden */
  94645. _freeze(): void;
  94646. /** @hidden */
  94647. _unFreeze(): void;
  94648. /**
  94649. * Gets the current world matrix
  94650. * @returns a Matrix
  94651. */
  94652. getWorldMatrix(): Matrix;
  94653. /** @hidden */
  94654. _getWorldMatrixDeterminant(): number;
  94655. /**
  94656. * Gets a boolean indicating if this mesh is an instance or a regular mesh
  94657. */
  94658. readonly isAnInstance: boolean;
  94659. /**
  94660. * Gets a boolean indicating if this mesh has instances
  94661. */
  94662. readonly hasInstances: boolean;
  94663. /**
  94664. * Perform relative position change from the point of view of behind the front of the mesh.
  94665. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94666. * Supports definition of mesh facing forward or backward
  94667. * @param amountRight defines the distance on the right axis
  94668. * @param amountUp defines the distance on the up axis
  94669. * @param amountForward defines the distance on the forward axis
  94670. * @returns the current mesh
  94671. */
  94672. movePOV(amountRight: number, amountUp: number, amountForward: number): AbstractMesh;
  94673. /**
  94674. * Calculate relative position change from the point of view of behind the front of the mesh.
  94675. * This is performed taking into account the meshes current rotation, so you do not have to care.
  94676. * Supports definition of mesh facing forward or backward
  94677. * @param amountRight defines the distance on the right axis
  94678. * @param amountUp defines the distance on the up axis
  94679. * @param amountForward defines the distance on the forward axis
  94680. * @returns the new displacement vector
  94681. */
  94682. calcMovePOV(amountRight: number, amountUp: number, amountForward: number): Vector3;
  94683. /**
  94684. * Perform relative rotation change from the point of view of behind the front of the mesh.
  94685. * Supports definition of mesh facing forward or backward
  94686. * @param flipBack defines the flip
  94687. * @param twirlClockwise defines the twirl
  94688. * @param tiltRight defines the tilt
  94689. * @returns the current mesh
  94690. */
  94691. rotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): AbstractMesh;
  94692. /**
  94693. * Calculate relative rotation change from the point of view of behind the front of the mesh.
  94694. * Supports definition of mesh facing forward or backward.
  94695. * @param flipBack defines the flip
  94696. * @param twirlClockwise defines the twirl
  94697. * @param tiltRight defines the tilt
  94698. * @returns the new rotation vector
  94699. */
  94700. calcRotatePOV(flipBack: number, twirlClockwise: number, tiltRight: number): Vector3;
  94701. /**
  94702. * This method recomputes and sets a new BoundingInfo to the mesh unless it is locked.
  94703. * This means the mesh underlying bounding box and sphere are recomputed.
  94704. * @param applySkeleton defines whether to apply the skeleton before computing the bounding info
  94705. * @returns the current mesh
  94706. */
  94707. refreshBoundingInfo(applySkeleton?: boolean): AbstractMesh;
  94708. /** @hidden */
  94709. _refreshBoundingInfo(data: Nullable<FloatArray>, bias: Nullable<Vector2>): void;
  94710. /** @hidden */
  94711. _getPositionData(applySkeleton: boolean): Nullable<FloatArray>;
  94712. /** @hidden */
  94713. _updateBoundingInfo(): AbstractMesh;
  94714. /** @hidden */
  94715. _updateSubMeshesBoundingInfo(matrix: DeepImmutable<Matrix>): AbstractMesh;
  94716. /** @hidden */
  94717. protected _afterComputeWorldMatrix(): void;
  94718. /** @hidden */
  94719. readonly _effectiveMesh: AbstractMesh;
  94720. /**
  94721. * Returns `true` if the mesh is within the frustum defined by the passed array of planes.
  94722. * A mesh is in the frustum if its bounding box intersects the frustum
  94723. * @param frustumPlanes defines the frustum to test
  94724. * @returns true if the mesh is in the frustum planes
  94725. */
  94726. isInFrustum(frustumPlanes: Plane[]): boolean;
  94727. /**
  94728. * Returns `true` if the mesh is completely in the frustum defined be the passed array of planes.
  94729. * A mesh is completely in the frustum if its bounding box it completely inside the frustum.
  94730. * @param frustumPlanes defines the frustum to test
  94731. * @returns true if the mesh is completely in the frustum planes
  94732. */
  94733. isCompletelyInFrustum(frustumPlanes: Plane[]): boolean;
  94734. /**
  94735. * True if the mesh intersects another mesh or a SolidParticle object
  94736. * @param mesh defines a target mesh or SolidParticle to test
  94737. * @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)
  94738. * @param includeDescendants Can be set to true to test if the mesh defined in parameters intersects with the current mesh or any child meshes
  94739. * @returns true if there is an intersection
  94740. */
  94741. intersectsMesh(mesh: AbstractMesh | SolidParticle, precise?: boolean, includeDescendants?: boolean): boolean;
  94742. /**
  94743. * Returns true if the passed point (Vector3) is inside the mesh bounding box
  94744. * @param point defines the point to test
  94745. * @returns true if there is an intersection
  94746. */
  94747. intersectsPoint(point: Vector3): boolean;
  94748. /**
  94749. * Gets or sets a boolean indicating that this mesh can be used in the collision engine
  94750. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94751. */
  94752. checkCollisions: boolean;
  94753. /**
  94754. * Gets Collider object used to compute collisions (not physics)
  94755. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94756. */
  94757. readonly collider: Nullable<Collider>;
  94758. /**
  94759. * Move the mesh using collision engine
  94760. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  94761. * @param displacement defines the requested displacement vector
  94762. * @returns the current mesh
  94763. */
  94764. moveWithCollisions(displacement: Vector3): AbstractMesh;
  94765. private _onCollisionPositionChange;
  94766. /** @hidden */
  94767. _collideForSubMesh(subMesh: SubMesh, transformMatrix: Matrix, collider: Collider): AbstractMesh;
  94768. /** @hidden */
  94769. _processCollisionsForSubMeshes(collider: Collider, transformMatrix: Matrix): AbstractMesh;
  94770. /** @hidden */
  94771. _checkCollision(collider: Collider): AbstractMesh;
  94772. /** @hidden */
  94773. _generatePointsArray(): boolean;
  94774. /**
  94775. * Checks if the passed Ray intersects with the mesh
  94776. * @param ray defines the ray to use
  94777. * @param fastCheck defines if fast mode (but less precise) must be used (false by default)
  94778. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  94779. * @returns the picking info
  94780. * @see http://doc.babylonjs.com/babylon101/intersect_collisions_-_mesh
  94781. */
  94782. intersects(ray: Ray, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): PickingInfo;
  94783. /**
  94784. * Clones the current mesh
  94785. * @param name defines the mesh name
  94786. * @param newParent defines the new mesh parent
  94787. * @param doNotCloneChildren defines a boolean indicating that children must not be cloned (false by default)
  94788. * @returns the new mesh
  94789. */
  94790. clone(name: string, newParent: Nullable<Node>, doNotCloneChildren?: boolean): Nullable<AbstractMesh>;
  94791. /**
  94792. * Disposes all the submeshes of the current meshnp
  94793. * @returns the current mesh
  94794. */
  94795. releaseSubMeshes(): AbstractMesh;
  94796. /**
  94797. * Releases resources associated with this abstract mesh.
  94798. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  94799. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  94800. */
  94801. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  94802. /**
  94803. * Adds the passed mesh as a child to the current mesh
  94804. * @param mesh defines the child mesh
  94805. * @returns the current mesh
  94806. */
  94807. addChild(mesh: AbstractMesh): AbstractMesh;
  94808. /**
  94809. * Removes the passed mesh from the current mesh children list
  94810. * @param mesh defines the child mesh
  94811. * @returns the current mesh
  94812. */
  94813. removeChild(mesh: AbstractMesh): AbstractMesh;
  94814. /** @hidden */
  94815. private _initFacetData;
  94816. /**
  94817. * Updates the mesh facetData arrays and the internal partitioning when the mesh is morphed or updated.
  94818. * This method can be called within the render loop.
  94819. * 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
  94820. * @returns the current mesh
  94821. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94822. */
  94823. updateFacetData(): AbstractMesh;
  94824. /**
  94825. * Returns the facetLocalNormals array.
  94826. * The normals are expressed in the mesh local spac
  94827. * @returns an array of Vector3
  94828. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94829. */
  94830. getFacetLocalNormals(): Vector3[];
  94831. /**
  94832. * Returns the facetLocalPositions array.
  94833. * The facet positions are expressed in the mesh local space
  94834. * @returns an array of Vector3
  94835. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94836. */
  94837. getFacetLocalPositions(): Vector3[];
  94838. /**
  94839. * Returns the facetLocalPartioning array
  94840. * @returns an array of array of numbers
  94841. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94842. */
  94843. getFacetLocalPartitioning(): number[][];
  94844. /**
  94845. * Returns the i-th facet position in the world system.
  94846. * This method allocates a new Vector3 per call
  94847. * @param i defines the facet index
  94848. * @returns a new Vector3
  94849. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94850. */
  94851. getFacetPosition(i: number): Vector3;
  94852. /**
  94853. * Sets the reference Vector3 with the i-th facet position in the world system
  94854. * @param i defines the facet index
  94855. * @param ref defines the target vector
  94856. * @returns the current mesh
  94857. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94858. */
  94859. getFacetPositionToRef(i: number, ref: Vector3): AbstractMesh;
  94860. /**
  94861. * Returns the i-th facet normal in the world system.
  94862. * This method allocates a new Vector3 per call
  94863. * @param i defines the facet index
  94864. * @returns a new Vector3
  94865. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94866. */
  94867. getFacetNormal(i: number): Vector3;
  94868. /**
  94869. * Sets the reference Vector3 with the i-th facet normal in the world system
  94870. * @param i defines the facet index
  94871. * @param ref defines the target vector
  94872. * @returns the current mesh
  94873. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94874. */
  94875. getFacetNormalToRef(i: number, ref: Vector3): this;
  94876. /**
  94877. * 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)
  94878. * @param x defines x coordinate
  94879. * @param y defines y coordinate
  94880. * @param z defines z coordinate
  94881. * @returns the array of facet indexes
  94882. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94883. */
  94884. getFacetsAtLocalCoordinates(x: number, y: number, z: number): Nullable<number[]>;
  94885. /**
  94886. * Returns the closest mesh facet index at (x,y,z) World coordinates, null if not found
  94887. * @param projected sets as the (x,y,z) world projection on the facet
  94888. * @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
  94889. * @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
  94890. * @param x defines x coordinate
  94891. * @param y defines y coordinate
  94892. * @param z defines z coordinate
  94893. * @returns the face index if found (or null instead)
  94894. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94895. */
  94896. getClosestFacetAtCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94897. /**
  94898. * Returns the closest mesh facet index at (x,y,z) local coordinates, null if not found
  94899. * @param projected sets as the (x,y,z) local projection on the facet
  94900. * @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
  94901. * @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
  94902. * @param x defines x coordinate
  94903. * @param y defines y coordinate
  94904. * @param z defines z coordinate
  94905. * @returns the face index if found (or null instead)
  94906. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94907. */
  94908. getClosestFacetAtLocalCoordinates(x: number, y: number, z: number, projected?: Vector3, checkFace?: boolean, facing?: boolean): Nullable<number>;
  94909. /**
  94910. * Returns the object "parameter" set with all the expected parameters for facetData computation by ComputeNormals()
  94911. * @returns the parameters
  94912. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94913. */
  94914. getFacetDataParameters(): any;
  94915. /**
  94916. * Disables the feature FacetData and frees the related memory
  94917. * @returns the current mesh
  94918. * @see http://doc.babylonjs.com/how_to/how_to_use_facetdata
  94919. */
  94920. disableFacetData(): AbstractMesh;
  94921. /**
  94922. * Updates the AbstractMesh indices array
  94923. * @param indices defines the data source
  94924. * @param offset defines the offset in the index buffer where to store the new data (can be null)
  94925. * @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)
  94926. * @returns the current mesh
  94927. */
  94928. updateIndices(indices: IndicesArray, offset?: number, gpuMemoryOnly?: boolean): AbstractMesh;
  94929. /**
  94930. * Creates new normals data for the mesh
  94931. * @param updatable defines if the normal vertex buffer must be flagged as updatable
  94932. * @returns the current mesh
  94933. */
  94934. createNormals(updatable: boolean): AbstractMesh;
  94935. /**
  94936. * Align the mesh with a normal
  94937. * @param normal defines the normal to use
  94938. * @param upDirection can be used to redefined the up vector to use (will use the (0, 1, 0) by default)
  94939. * @returns the current mesh
  94940. */
  94941. alignWithNormal(normal: Vector3, upDirection?: Vector3): AbstractMesh;
  94942. /** @hidden */
  94943. _checkOcclusionQuery(): boolean;
  94944. /**
  94945. * Disables the mesh edge rendering mode
  94946. * @returns the currentAbstractMesh
  94947. */
  94948. disableEdgesRendering(): AbstractMesh;
  94949. /**
  94950. * Enables the edge rendering mode on the mesh.
  94951. * This mode makes the mesh edges visible
  94952. * @param epsilon defines the maximal distance between two angles to detect a face
  94953. * @param checkVerticesInsteadOfIndices indicates that we should check vertex list directly instead of faces
  94954. * @returns the currentAbstractMesh
  94955. * @see https://www.babylonjs-playground.com/#19O9TU#0
  94956. */
  94957. enableEdgesRendering(epsilon?: number, checkVerticesInsteadOfIndices?: boolean): AbstractMesh;
  94958. }
  94959. }
  94960. declare module BABYLON {
  94961. /**
  94962. * Interface used to define ActionEvent
  94963. */
  94964. export interface IActionEvent {
  94965. /** The mesh or sprite that triggered the action */
  94966. source: any;
  94967. /** The X mouse cursor position at the time of the event */
  94968. pointerX: number;
  94969. /** The Y mouse cursor position at the time of the event */
  94970. pointerY: number;
  94971. /** The mesh that is currently pointed at (can be null) */
  94972. meshUnderPointer: Nullable<AbstractMesh>;
  94973. /** the original (browser) event that triggered the ActionEvent */
  94974. sourceEvent?: any;
  94975. /** additional data for the event */
  94976. additionalData?: any;
  94977. }
  94978. /**
  94979. * ActionEvent is the event being sent when an action is triggered.
  94980. */
  94981. export class ActionEvent implements IActionEvent {
  94982. /** The mesh or sprite that triggered the action */
  94983. source: any;
  94984. /** The X mouse cursor position at the time of the event */
  94985. pointerX: number;
  94986. /** The Y mouse cursor position at the time of the event */
  94987. pointerY: number;
  94988. /** The mesh that is currently pointed at (can be null) */
  94989. meshUnderPointer: Nullable<AbstractMesh>;
  94990. /** the original (browser) event that triggered the ActionEvent */
  94991. sourceEvent?: any;
  94992. /** additional data for the event */
  94993. additionalData?: any;
  94994. /**
  94995. * Creates a new ActionEvent
  94996. * @param source The mesh or sprite that triggered the action
  94997. * @param pointerX The X mouse cursor position at the time of the event
  94998. * @param pointerY The Y mouse cursor position at the time of the event
  94999. * @param meshUnderPointer The mesh that is currently pointed at (can be null)
  95000. * @param sourceEvent the original (browser) event that triggered the ActionEvent
  95001. * @param additionalData additional data for the event
  95002. */
  95003. constructor(
  95004. /** The mesh or sprite that triggered the action */
  95005. source: any,
  95006. /** The X mouse cursor position at the time of the event */
  95007. pointerX: number,
  95008. /** The Y mouse cursor position at the time of the event */
  95009. pointerY: number,
  95010. /** The mesh that is currently pointed at (can be null) */
  95011. meshUnderPointer: Nullable<AbstractMesh>,
  95012. /** the original (browser) event that triggered the ActionEvent */
  95013. sourceEvent?: any,
  95014. /** additional data for the event */
  95015. additionalData?: any);
  95016. /**
  95017. * Helper function to auto-create an ActionEvent from a source mesh.
  95018. * @param source The source mesh that triggered the event
  95019. * @param evt The original (browser) event
  95020. * @param additionalData additional data for the event
  95021. * @returns the new ActionEvent
  95022. */
  95023. static CreateNew(source: AbstractMesh, evt?: Event, additionalData?: any): ActionEvent;
  95024. /**
  95025. * Helper function to auto-create an ActionEvent from a source sprite
  95026. * @param source The source sprite that triggered the event
  95027. * @param scene Scene associated with the sprite
  95028. * @param evt The original (browser) event
  95029. * @param additionalData additional data for the event
  95030. * @returns the new ActionEvent
  95031. */
  95032. static CreateNewFromSprite(source: Sprite, scene: Scene, evt?: Event, additionalData?: any): ActionEvent;
  95033. /**
  95034. * Helper function to auto-create an ActionEvent from a scene. If triggered by a mesh use ActionEvent.CreateNew
  95035. * @param scene the scene where the event occurred
  95036. * @param evt The original (browser) event
  95037. * @returns the new ActionEvent
  95038. */
  95039. static CreateNewFromScene(scene: Scene, evt: Event): ActionEvent;
  95040. /**
  95041. * Helper function to auto-create an ActionEvent from a primitive
  95042. * @param prim defines the target primitive
  95043. * @param pointerPos defines the pointer position
  95044. * @param evt The original (browser) event
  95045. * @param additionalData additional data for the event
  95046. * @returns the new ActionEvent
  95047. */
  95048. static CreateNewFromPrimitive(prim: any, pointerPos: Vector2, evt?: Event, additionalData?: any): ActionEvent;
  95049. }
  95050. }
  95051. declare module BABYLON {
  95052. /**
  95053. * Abstract class used to decouple action Manager from scene and meshes.
  95054. * Do not instantiate.
  95055. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  95056. */
  95057. export abstract class AbstractActionManager implements IDisposable {
  95058. /** Gets the list of active triggers */
  95059. static Triggers: {
  95060. [key: string]: number;
  95061. };
  95062. /** Gets the cursor to use when hovering items */
  95063. hoverCursor: string;
  95064. /** Gets the list of actions */
  95065. actions: IAction[];
  95066. /**
  95067. * Gets or sets a boolean indicating that the manager is recursive meaning that it can trigger action from children
  95068. */
  95069. isRecursive: boolean;
  95070. /**
  95071. * Releases all associated resources
  95072. */
  95073. abstract dispose(): void;
  95074. /**
  95075. * Does this action manager has pointer triggers
  95076. */
  95077. abstract readonly hasPointerTriggers: boolean;
  95078. /**
  95079. * Does this action manager has pick triggers
  95080. */
  95081. abstract readonly hasPickTriggers: boolean;
  95082. /**
  95083. * Process a specific trigger
  95084. * @param trigger defines the trigger to process
  95085. * @param evt defines the event details to be processed
  95086. */
  95087. abstract processTrigger(trigger: number, evt?: IActionEvent): void;
  95088. /**
  95089. * Does this action manager handles actions of any of the given triggers
  95090. * @param triggers defines the triggers to be tested
  95091. * @return a boolean indicating whether one (or more) of the triggers is handled
  95092. */
  95093. abstract hasSpecificTriggers(triggers: number[]): boolean;
  95094. /**
  95095. * Does this action manager handles actions of any of the given triggers. This function takes two arguments for
  95096. * speed.
  95097. * @param triggerA defines the trigger to be tested
  95098. * @param triggerB defines the trigger to be tested
  95099. * @return a boolean indicating whether one (or more) of the triggers is handled
  95100. */
  95101. abstract hasSpecificTriggers2(triggerA: number, triggerB: number): boolean;
  95102. /**
  95103. * Does this action manager handles actions of a given trigger
  95104. * @param trigger defines the trigger to be tested
  95105. * @param parameterPredicate defines an optional predicate to filter triggers by parameter
  95106. * @return whether the trigger is handled
  95107. */
  95108. abstract hasSpecificTrigger(trigger: number, parameterPredicate?: (parameter: any) => boolean): boolean;
  95109. /**
  95110. * Serialize this manager to a JSON object
  95111. * @param name defines the property name to store this manager
  95112. * @returns a JSON representation of this manager
  95113. */
  95114. abstract serialize(name: string): any;
  95115. /**
  95116. * Registers an action to this action manager
  95117. * @param action defines the action to be registered
  95118. * @return the action amended (prepared) after registration
  95119. */
  95120. abstract registerAction(action: IAction): Nullable<IAction>;
  95121. /**
  95122. * Unregisters an action to this action manager
  95123. * @param action defines the action to be unregistered
  95124. * @return a boolean indicating whether the action has been unregistered
  95125. */
  95126. abstract unregisterAction(action: IAction): Boolean;
  95127. /**
  95128. * Does exist one action manager with at least one trigger
  95129. **/
  95130. static readonly HasTriggers: boolean;
  95131. /**
  95132. * Does exist one action manager with at least one pick trigger
  95133. **/
  95134. static readonly HasPickTriggers: boolean;
  95135. /**
  95136. * Does exist one action manager that handles actions of a given trigger
  95137. * @param trigger defines the trigger to be tested
  95138. * @return a boolean indicating whether the trigger is handeled by at least one action manager
  95139. **/
  95140. static HasSpecificTrigger(trigger: number): boolean;
  95141. }
  95142. }
  95143. declare module BABYLON {
  95144. /**
  95145. * Defines how a node can be built from a string name.
  95146. */
  95147. export type NodeConstructor = (name: string, scene: Scene, options?: any) => () => Node;
  95148. /**
  95149. * Node is the basic class for all scene objects (Mesh, Light, Camera.)
  95150. */
  95151. export class Node implements IBehaviorAware<Node> {
  95152. /** @hidden */
  95153. static _AnimationRangeFactory: (name: string, from: number, to: number) => AnimationRange;
  95154. private static _NodeConstructors;
  95155. /**
  95156. * Add a new node constructor
  95157. * @param type defines the type name of the node to construct
  95158. * @param constructorFunc defines the constructor function
  95159. */
  95160. static AddNodeConstructor(type: string, constructorFunc: NodeConstructor): void;
  95161. /**
  95162. * Returns a node constructor based on type name
  95163. * @param type defines the type name
  95164. * @param name defines the new node name
  95165. * @param scene defines the hosting scene
  95166. * @param options defines optional options to transmit to constructors
  95167. * @returns the new constructor or null
  95168. */
  95169. static Construct(type: string, name: string, scene: Scene, options?: any): Nullable<() => Node>;
  95170. /**
  95171. * Gets or sets the name of the node
  95172. */
  95173. name: string;
  95174. /**
  95175. * Gets or sets the id of the node
  95176. */
  95177. id: string;
  95178. /**
  95179. * Gets or sets the unique id of the node
  95180. */
  95181. uniqueId: number;
  95182. /**
  95183. * Gets or sets a string used to store user defined state for the node
  95184. */
  95185. state: string;
  95186. /**
  95187. * Gets or sets an object used to store user defined information for the node
  95188. */
  95189. metadata: any;
  95190. /**
  95191. * For internal use only. Please do not use.
  95192. */
  95193. reservedDataStore: any;
  95194. /**
  95195. * List of inspectable custom properties (used by the Inspector)
  95196. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  95197. */
  95198. inspectableCustomProperties: IInspectable[];
  95199. private _doNotSerialize;
  95200. /**
  95201. * Gets or sets a boolean used to define if the node must be serialized
  95202. */
  95203. doNotSerialize: boolean;
  95204. /** @hidden */
  95205. _isDisposed: boolean;
  95206. /**
  95207. * Gets a list of Animations associated with the node
  95208. */
  95209. animations: Animation[];
  95210. protected _ranges: {
  95211. [name: string]: Nullable<AnimationRange>;
  95212. };
  95213. /**
  95214. * Callback raised when the node is ready to be used
  95215. */
  95216. onReady: Nullable<(node: Node) => void>;
  95217. private _isEnabled;
  95218. private _isParentEnabled;
  95219. private _isReady;
  95220. /** @hidden */
  95221. _currentRenderId: number;
  95222. private _parentUpdateId;
  95223. /** @hidden */
  95224. _childUpdateId: number;
  95225. /** @hidden */
  95226. _waitingParentId: Nullable<string>;
  95227. /** @hidden */
  95228. _scene: Scene;
  95229. /** @hidden */
  95230. _cache: any;
  95231. private _parentNode;
  95232. private _children;
  95233. /** @hidden */
  95234. _worldMatrix: Matrix;
  95235. /** @hidden */
  95236. _worldMatrixDeterminant: number;
  95237. /** @hidden */
  95238. _worldMatrixDeterminantIsDirty: boolean;
  95239. /** @hidden */
  95240. private _sceneRootNodesIndex;
  95241. /**
  95242. * Gets a boolean indicating if the node has been disposed
  95243. * @returns true if the node was disposed
  95244. */
  95245. isDisposed(): boolean;
  95246. /**
  95247. * Gets or sets the parent of the node (without keeping the current position in the scene)
  95248. * @see https://doc.babylonjs.com/how_to/parenting
  95249. */
  95250. parent: Nullable<Node>;
  95251. /** @hidden */
  95252. _addToSceneRootNodes(): void;
  95253. /** @hidden */
  95254. _removeFromSceneRootNodes(): void;
  95255. private _animationPropertiesOverride;
  95256. /**
  95257. * Gets or sets the animation properties override
  95258. */
  95259. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  95260. /**
  95261. * Gets a string idenfifying the name of the class
  95262. * @returns "Node" string
  95263. */
  95264. getClassName(): string;
  95265. /** @hidden */
  95266. readonly _isNode: boolean;
  95267. /**
  95268. * An event triggered when the mesh is disposed
  95269. */
  95270. onDisposeObservable: Observable<Node>;
  95271. private _onDisposeObserver;
  95272. /**
  95273. * Sets a callback that will be raised when the node will be disposed
  95274. */
  95275. onDispose: () => void;
  95276. /**
  95277. * Creates a new Node
  95278. * @param name the name and id to be given to this node
  95279. * @param scene the scene this node will be added to
  95280. */
  95281. constructor(name: string, scene?: Nullable<Scene>);
  95282. /**
  95283. * Gets the scene of the node
  95284. * @returns a scene
  95285. */
  95286. getScene(): Scene;
  95287. /**
  95288. * Gets the engine of the node
  95289. * @returns a Engine
  95290. */
  95291. getEngine(): Engine;
  95292. private _behaviors;
  95293. /**
  95294. * Attach a behavior to the node
  95295. * @see http://doc.babylonjs.com/features/behaviour
  95296. * @param behavior defines the behavior to attach
  95297. * @param attachImmediately defines that the behavior must be attached even if the scene is still loading
  95298. * @returns the current Node
  95299. */
  95300. addBehavior(behavior: Behavior<Node>, attachImmediately?: boolean): Node;
  95301. /**
  95302. * Remove an attached behavior
  95303. * @see http://doc.babylonjs.com/features/behaviour
  95304. * @param behavior defines the behavior to attach
  95305. * @returns the current Node
  95306. */
  95307. removeBehavior(behavior: Behavior<Node>): Node;
  95308. /**
  95309. * Gets the list of attached behaviors
  95310. * @see http://doc.babylonjs.com/features/behaviour
  95311. */
  95312. readonly behaviors: Behavior<Node>[];
  95313. /**
  95314. * Gets an attached behavior by name
  95315. * @param name defines the name of the behavior to look for
  95316. * @see http://doc.babylonjs.com/features/behaviour
  95317. * @returns null if behavior was not found else the requested behavior
  95318. */
  95319. getBehaviorByName(name: string): Nullable<Behavior<Node>>;
  95320. /**
  95321. * Returns the latest update of the World matrix
  95322. * @returns a Matrix
  95323. */
  95324. getWorldMatrix(): Matrix;
  95325. /** @hidden */
  95326. _getWorldMatrixDeterminant(): number;
  95327. /**
  95328. * Returns directly the latest state of the mesh World matrix.
  95329. * A Matrix is returned.
  95330. */
  95331. readonly worldMatrixFromCache: Matrix;
  95332. /** @hidden */
  95333. _initCache(): void;
  95334. /** @hidden */
  95335. updateCache(force?: boolean): void;
  95336. /** @hidden */
  95337. _getActionManagerForTrigger(trigger?: number, initialCall?: boolean): Nullable<AbstractActionManager>;
  95338. /** @hidden */
  95339. _updateCache(ignoreParentClass?: boolean): void;
  95340. /** @hidden */
  95341. _isSynchronized(): boolean;
  95342. /** @hidden */
  95343. _markSyncedWithParent(): void;
  95344. /** @hidden */
  95345. isSynchronizedWithParent(): boolean;
  95346. /** @hidden */
  95347. isSynchronized(): boolean;
  95348. /**
  95349. * Is this node ready to be used/rendered
  95350. * @param completeCheck defines if a complete check (including materials and lights) has to be done (false by default)
  95351. * @return true if the node is ready
  95352. */
  95353. isReady(completeCheck?: boolean): boolean;
  95354. /**
  95355. * Is this node enabled?
  95356. * 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
  95357. * @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
  95358. * @return whether this node (and its parent) is enabled
  95359. */
  95360. isEnabled(checkAncestors?: boolean): boolean;
  95361. /** @hidden */
  95362. protected _syncParentEnabledState(): void;
  95363. /**
  95364. * Set the enabled state of this node
  95365. * @param value defines the new enabled state
  95366. */
  95367. setEnabled(value: boolean): void;
  95368. /**
  95369. * Is this node a descendant of the given node?
  95370. * The function will iterate up the hierarchy until the ancestor was found or no more parents defined
  95371. * @param ancestor defines the parent node to inspect
  95372. * @returns a boolean indicating if this node is a descendant of the given node
  95373. */
  95374. isDescendantOf(ancestor: Node): boolean;
  95375. /** @hidden */
  95376. _getDescendants(results: Node[], directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): void;
  95377. /**
  95378. * Will return all nodes that have this node as ascendant
  95379. * @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
  95380. * @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
  95381. * @return all children nodes of all types
  95382. */
  95383. getDescendants(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): Node[];
  95384. /**
  95385. * Get all child-meshes of this node
  95386. * @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)
  95387. * @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
  95388. * @returns an array of AbstractMesh
  95389. */
  95390. getChildMeshes(directDescendantsOnly?: boolean, predicate?: (node: Node) => boolean): AbstractMesh[];
  95391. /**
  95392. * Get all direct children of this node
  95393. * @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
  95394. * @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)
  95395. * @returns an array of Node
  95396. */
  95397. getChildren(predicate?: (node: Node) => boolean, directDescendantsOnly?: boolean): Node[];
  95398. /** @hidden */
  95399. _setReady(state: boolean): void;
  95400. /**
  95401. * Get an animation by name
  95402. * @param name defines the name of the animation to look for
  95403. * @returns null if not found else the requested animation
  95404. */
  95405. getAnimationByName(name: string): Nullable<Animation>;
  95406. /**
  95407. * Creates an animation range for this node
  95408. * @param name defines the name of the range
  95409. * @param from defines the starting key
  95410. * @param to defines the end key
  95411. */
  95412. createAnimationRange(name: string, from: number, to: number): void;
  95413. /**
  95414. * Delete a specific animation range
  95415. * @param name defines the name of the range to delete
  95416. * @param deleteFrames defines if animation frames from the range must be deleted as well
  95417. */
  95418. deleteAnimationRange(name: string, deleteFrames?: boolean): void;
  95419. /**
  95420. * Get an animation range by name
  95421. * @param name defines the name of the animation range to look for
  95422. * @returns null if not found else the requested animation range
  95423. */
  95424. getAnimationRange(name: string): Nullable<AnimationRange>;
  95425. /**
  95426. * Gets the list of all animation ranges defined on this node
  95427. * @returns an array
  95428. */
  95429. getAnimationRanges(): Nullable<AnimationRange>[];
  95430. /**
  95431. * Will start the animation sequence
  95432. * @param name defines the range frames for animation sequence
  95433. * @param loop defines if the animation should loop (false by default)
  95434. * @param speedRatio defines the speed factor in which to run the animation (1 by default)
  95435. * @param onAnimationEnd defines a function to be executed when the animation ended (undefined by default)
  95436. * @returns the object created for this animation. If range does not exist, it will return null
  95437. */
  95438. beginAnimation(name: string, loop?: boolean, speedRatio?: number, onAnimationEnd?: () => void): Nullable<Animatable>;
  95439. /**
  95440. * Serialize animation ranges into a JSON compatible object
  95441. * @returns serialization object
  95442. */
  95443. serializeAnimationRanges(): any;
  95444. /**
  95445. * Computes the world matrix of the node
  95446. * @param force defines if the cache version should be invalidated forcing the world matrix to be created from scratch
  95447. * @returns the world matrix
  95448. */
  95449. computeWorldMatrix(force?: boolean): Matrix;
  95450. /**
  95451. * Releases resources associated with this node.
  95452. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  95453. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  95454. */
  95455. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  95456. /**
  95457. * Parse animation range data from a serialization object and store them into a given node
  95458. * @param node defines where to store the animation ranges
  95459. * @param parsedNode defines the serialization object to read data from
  95460. * @param scene defines the hosting scene
  95461. */
  95462. static ParseAnimationRanges(node: Node, parsedNode: any, scene: Scene): void;
  95463. /**
  95464. * Return the minimum and maximum world vectors of the entire hierarchy under current node
  95465. * @param includeDescendants Include bounding info from descendants as well (true by default)
  95466. * @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
  95467. * @returns the new bounding vectors
  95468. */
  95469. getHierarchyBoundingVectors(includeDescendants?: boolean, predicate?: Nullable<(abstractMesh: AbstractMesh) => boolean>): {
  95470. min: Vector3;
  95471. max: Vector3;
  95472. };
  95473. }
  95474. }
  95475. declare module BABYLON {
  95476. /**
  95477. * @hidden
  95478. */
  95479. export class _IAnimationState {
  95480. key: number;
  95481. repeatCount: number;
  95482. workValue?: any;
  95483. loopMode?: number;
  95484. offsetValue?: any;
  95485. highLimitValue?: any;
  95486. }
  95487. /**
  95488. * Class used to store any kind of animation
  95489. */
  95490. export class Animation {
  95491. /**Name of the animation */
  95492. name: string;
  95493. /**Property to animate */
  95494. targetProperty: string;
  95495. /**The frames per second of the animation */
  95496. framePerSecond: number;
  95497. /**The data type of the animation */
  95498. dataType: number;
  95499. /**The loop mode of the animation */
  95500. loopMode?: number | undefined;
  95501. /**Specifies if blending should be enabled */
  95502. enableBlending?: boolean | undefined;
  95503. /**
  95504. * Use matrix interpolation instead of using direct key value when animating matrices
  95505. */
  95506. static AllowMatricesInterpolation: boolean;
  95507. /**
  95508. * When matrix interpolation is enabled, this boolean forces the system to use Matrix.DecomposeLerp instead of Matrix.Lerp. Interpolation is more precise but slower
  95509. */
  95510. static AllowMatrixDecomposeForInterpolation: boolean;
  95511. /**
  95512. * Stores the key frames of the animation
  95513. */
  95514. private _keys;
  95515. /**
  95516. * Stores the easing function of the animation
  95517. */
  95518. private _easingFunction;
  95519. /**
  95520. * @hidden Internal use only
  95521. */
  95522. _runtimeAnimations: RuntimeAnimation[];
  95523. /**
  95524. * The set of event that will be linked to this animation
  95525. */
  95526. private _events;
  95527. /**
  95528. * Stores an array of target property paths
  95529. */
  95530. targetPropertyPath: string[];
  95531. /**
  95532. * Stores the blending speed of the animation
  95533. */
  95534. blendingSpeed: number;
  95535. /**
  95536. * Stores the animation ranges for the animation
  95537. */
  95538. private _ranges;
  95539. /**
  95540. * @hidden Internal use
  95541. */
  95542. static _PrepareAnimation(name: string, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction): Nullable<Animation>;
  95543. /**
  95544. * Sets up an animation
  95545. * @param property The property to animate
  95546. * @param animationType The animation type to apply
  95547. * @param framePerSecond The frames per second of the animation
  95548. * @param easingFunction The easing function used in the animation
  95549. * @returns The created animation
  95550. */
  95551. static CreateAnimation(property: string, animationType: number, framePerSecond: number, easingFunction: EasingFunction): Animation;
  95552. /**
  95553. * Create and start an animation on a node
  95554. * @param name defines the name of the global animation that will be run on all nodes
  95555. * @param node defines the root node where the animation will take place
  95556. * @param targetProperty defines property to animate
  95557. * @param framePerSecond defines the number of frame per second yo use
  95558. * @param totalFrame defines the number of frames in total
  95559. * @param from defines the initial value
  95560. * @param to defines the final value
  95561. * @param loopMode defines which loop mode you want to use (off by default)
  95562. * @param easingFunction defines the easing function to use (linear by default)
  95563. * @param onAnimationEnd defines the callback to call when animation end
  95564. * @returns the animatable created for this animation
  95565. */
  95566. static CreateAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95567. /**
  95568. * Create and start an animation on a node and its descendants
  95569. * @param name defines the name of the global animation that will be run on all nodes
  95570. * @param node defines the root node where the animation will take place
  95571. * @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
  95572. * @param targetProperty defines property to animate
  95573. * @param framePerSecond defines the number of frame per second to use
  95574. * @param totalFrame defines the number of frames in total
  95575. * @param from defines the initial value
  95576. * @param to defines the final value
  95577. * @param loopMode defines which loop mode you want to use (off by default)
  95578. * @param easingFunction defines the easing function to use (linear by default)
  95579. * @param onAnimationEnd defines the callback to call when an animation ends (will be called once per node)
  95580. * @returns the list of animatables created for all nodes
  95581. * @example https://www.babylonjs-playground.com/#MH0VLI
  95582. */
  95583. 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[]>;
  95584. /**
  95585. * Creates a new animation, merges it with the existing animations and starts it
  95586. * @param name Name of the animation
  95587. * @param node Node which contains the scene that begins the animations
  95588. * @param targetProperty Specifies which property to animate
  95589. * @param framePerSecond The frames per second of the animation
  95590. * @param totalFrame The total number of frames
  95591. * @param from The frame at the beginning of the animation
  95592. * @param to The frame at the end of the animation
  95593. * @param loopMode Specifies the loop mode of the animation
  95594. * @param easingFunction (Optional) The easing function of the animation, which allow custom mathematical formulas for animations
  95595. * @param onAnimationEnd Callback to run once the animation is complete
  95596. * @returns Nullable animation
  95597. */
  95598. static CreateMergeAndStartAnimation(name: string, node: Node, targetProperty: string, framePerSecond: number, totalFrame: number, from: any, to: any, loopMode?: number, easingFunction?: EasingFunction, onAnimationEnd?: () => void): Nullable<Animatable>;
  95599. /**
  95600. * Transition property of an host to the target Value
  95601. * @param property The property to transition
  95602. * @param targetValue The target Value of the property
  95603. * @param host The object where the property to animate belongs
  95604. * @param scene Scene used to run the animation
  95605. * @param frameRate Framerate (in frame/s) to use
  95606. * @param transition The transition type we want to use
  95607. * @param duration The duration of the animation, in milliseconds
  95608. * @param onAnimationEnd Callback trigger at the end of the animation
  95609. * @returns Nullable animation
  95610. */
  95611. static TransitionTo(property: string, targetValue: any, host: any, scene: Scene, frameRate: number, transition: Animation, duration: number, onAnimationEnd?: Nullable<() => void>): Nullable<Animatable>;
  95612. /**
  95613. * Return the array of runtime animations currently using this animation
  95614. */
  95615. readonly runtimeAnimations: RuntimeAnimation[];
  95616. /**
  95617. * Specifies if any of the runtime animations are currently running
  95618. */
  95619. readonly hasRunningRuntimeAnimations: boolean;
  95620. /**
  95621. * Initializes the animation
  95622. * @param name Name of the animation
  95623. * @param targetProperty Property to animate
  95624. * @param framePerSecond The frames per second of the animation
  95625. * @param dataType The data type of the animation
  95626. * @param loopMode The loop mode of the animation
  95627. * @param enableBlending Specifies if blending should be enabled
  95628. */
  95629. constructor(
  95630. /**Name of the animation */
  95631. name: string,
  95632. /**Property to animate */
  95633. targetProperty: string,
  95634. /**The frames per second of the animation */
  95635. framePerSecond: number,
  95636. /**The data type of the animation */
  95637. dataType: number,
  95638. /**The loop mode of the animation */
  95639. loopMode?: number | undefined,
  95640. /**Specifies if blending should be enabled */
  95641. enableBlending?: boolean | undefined);
  95642. /**
  95643. * Converts the animation to a string
  95644. * @param fullDetails support for multiple levels of logging within scene loading
  95645. * @returns String form of the animation
  95646. */
  95647. toString(fullDetails?: boolean): string;
  95648. /**
  95649. * Add an event to this animation
  95650. * @param event Event to add
  95651. */
  95652. addEvent(event: AnimationEvent): void;
  95653. /**
  95654. * Remove all events found at the given frame
  95655. * @param frame The frame to remove events from
  95656. */
  95657. removeEvents(frame: number): void;
  95658. /**
  95659. * Retrieves all the events from the animation
  95660. * @returns Events from the animation
  95661. */
  95662. getEvents(): AnimationEvent[];
  95663. /**
  95664. * Creates an animation range
  95665. * @param name Name of the animation range
  95666. * @param from Starting frame of the animation range
  95667. * @param to Ending frame of the animation
  95668. */
  95669. createRange(name: string, from: number, to: number): void;
  95670. /**
  95671. * Deletes an animation range by name
  95672. * @param name Name of the animation range to delete
  95673. * @param deleteFrames Specifies if the key frames for the range should also be deleted (true) or not (false)
  95674. */
  95675. deleteRange(name: string, deleteFrames?: boolean): void;
  95676. /**
  95677. * Gets the animation range by name, or null if not defined
  95678. * @param name Name of the animation range
  95679. * @returns Nullable animation range
  95680. */
  95681. getRange(name: string): Nullable<AnimationRange>;
  95682. /**
  95683. * Gets the key frames from the animation
  95684. * @returns The key frames of the animation
  95685. */
  95686. getKeys(): Array<IAnimationKey>;
  95687. /**
  95688. * Gets the highest frame rate of the animation
  95689. * @returns Highest frame rate of the animation
  95690. */
  95691. getHighestFrame(): number;
  95692. /**
  95693. * Gets the easing function of the animation
  95694. * @returns Easing function of the animation
  95695. */
  95696. getEasingFunction(): IEasingFunction;
  95697. /**
  95698. * Sets the easing function of the animation
  95699. * @param easingFunction A custom mathematical formula for animation
  95700. */
  95701. setEasingFunction(easingFunction: EasingFunction): void;
  95702. /**
  95703. * Interpolates a scalar linearly
  95704. * @param startValue Start value of the animation curve
  95705. * @param endValue End value of the animation curve
  95706. * @param gradient Scalar amount to interpolate
  95707. * @returns Interpolated scalar value
  95708. */
  95709. floatInterpolateFunction(startValue: number, endValue: number, gradient: number): number;
  95710. /**
  95711. * Interpolates a scalar cubically
  95712. * @param startValue Start value of the animation curve
  95713. * @param outTangent End tangent of the animation
  95714. * @param endValue End value of the animation curve
  95715. * @param inTangent Start tangent of the animation curve
  95716. * @param gradient Scalar amount to interpolate
  95717. * @returns Interpolated scalar value
  95718. */
  95719. floatInterpolateFunctionWithTangents(startValue: number, outTangent: number, endValue: number, inTangent: number, gradient: number): number;
  95720. /**
  95721. * Interpolates a quaternion using a spherical linear interpolation
  95722. * @param startValue Start value of the animation curve
  95723. * @param endValue End value of the animation curve
  95724. * @param gradient Scalar amount to interpolate
  95725. * @returns Interpolated quaternion value
  95726. */
  95727. quaternionInterpolateFunction(startValue: Quaternion, endValue: Quaternion, gradient: number): Quaternion;
  95728. /**
  95729. * Interpolates a quaternion cubically
  95730. * @param startValue Start value of the animation curve
  95731. * @param outTangent End tangent of the animation curve
  95732. * @param endValue End value of the animation curve
  95733. * @param inTangent Start tangent of the animation curve
  95734. * @param gradient Scalar amount to interpolate
  95735. * @returns Interpolated quaternion value
  95736. */
  95737. quaternionInterpolateFunctionWithTangents(startValue: Quaternion, outTangent: Quaternion, endValue: Quaternion, inTangent: Quaternion, gradient: number): Quaternion;
  95738. /**
  95739. * Interpolates a Vector3 linearl
  95740. * @param startValue Start value of the animation curve
  95741. * @param endValue End value of the animation curve
  95742. * @param gradient Scalar amount to interpolate
  95743. * @returns Interpolated scalar value
  95744. */
  95745. vector3InterpolateFunction(startValue: Vector3, endValue: Vector3, gradient: number): Vector3;
  95746. /**
  95747. * Interpolates a Vector3 cubically
  95748. * @param startValue Start value of the animation curve
  95749. * @param outTangent End tangent of the animation
  95750. * @param endValue End value of the animation curve
  95751. * @param inTangent Start tangent of the animation curve
  95752. * @param gradient Scalar amount to interpolate
  95753. * @returns InterpolatedVector3 value
  95754. */
  95755. vector3InterpolateFunctionWithTangents(startValue: Vector3, outTangent: Vector3, endValue: Vector3, inTangent: Vector3, gradient: number): Vector3;
  95756. /**
  95757. * Interpolates a Vector2 linearly
  95758. * @param startValue Start value of the animation curve
  95759. * @param endValue End value of the animation curve
  95760. * @param gradient Scalar amount to interpolate
  95761. * @returns Interpolated Vector2 value
  95762. */
  95763. vector2InterpolateFunction(startValue: Vector2, endValue: Vector2, gradient: number): Vector2;
  95764. /**
  95765. * Interpolates a Vector2 cubically
  95766. * @param startValue Start value of the animation curve
  95767. * @param outTangent End tangent of the animation
  95768. * @param endValue End value of the animation curve
  95769. * @param inTangent Start tangent of the animation curve
  95770. * @param gradient Scalar amount to interpolate
  95771. * @returns Interpolated Vector2 value
  95772. */
  95773. vector2InterpolateFunctionWithTangents(startValue: Vector2, outTangent: Vector2, endValue: Vector2, inTangent: Vector2, gradient: number): Vector2;
  95774. /**
  95775. * Interpolates a size linearly
  95776. * @param startValue Start value of the animation curve
  95777. * @param endValue End value of the animation curve
  95778. * @param gradient Scalar amount to interpolate
  95779. * @returns Interpolated Size value
  95780. */
  95781. sizeInterpolateFunction(startValue: Size, endValue: Size, gradient: number): Size;
  95782. /**
  95783. * Interpolates a Color3 linearly
  95784. * @param startValue Start value of the animation curve
  95785. * @param endValue End value of the animation curve
  95786. * @param gradient Scalar amount to interpolate
  95787. * @returns Interpolated Color3 value
  95788. */
  95789. color3InterpolateFunction(startValue: Color3, endValue: Color3, gradient: number): Color3;
  95790. /**
  95791. * Interpolates a Color4 linearly
  95792. * @param startValue Start value of the animation curve
  95793. * @param endValue End value of the animation curve
  95794. * @param gradient Scalar amount to interpolate
  95795. * @returns Interpolated Color3 value
  95796. */
  95797. color4InterpolateFunction(startValue: Color4, endValue: Color4, gradient: number): Color4;
  95798. /**
  95799. * @hidden Internal use only
  95800. */
  95801. _getKeyValue(value: any): any;
  95802. /**
  95803. * @hidden Internal use only
  95804. */
  95805. _interpolate(currentFrame: number, state: _IAnimationState): any;
  95806. /**
  95807. * Defines the function to use to interpolate matrices
  95808. * @param startValue defines the start matrix
  95809. * @param endValue defines the end matrix
  95810. * @param gradient defines the gradient between both matrices
  95811. * @param result defines an optional target matrix where to store the interpolation
  95812. * @returns the interpolated matrix
  95813. */
  95814. matrixInterpolateFunction(startValue: Matrix, endValue: Matrix, gradient: number, result?: Matrix): Matrix;
  95815. /**
  95816. * Makes a copy of the animation
  95817. * @returns Cloned animation
  95818. */
  95819. clone(): Animation;
  95820. /**
  95821. * Sets the key frames of the animation
  95822. * @param values The animation key frames to set
  95823. */
  95824. setKeys(values: Array<IAnimationKey>): void;
  95825. /**
  95826. * Serializes the animation to an object
  95827. * @returns Serialized object
  95828. */
  95829. serialize(): any;
  95830. /**
  95831. * Float animation type
  95832. */
  95833. static readonly ANIMATIONTYPE_FLOAT: number;
  95834. /**
  95835. * Vector3 animation type
  95836. */
  95837. static readonly ANIMATIONTYPE_VECTOR3: number;
  95838. /**
  95839. * Quaternion animation type
  95840. */
  95841. static readonly ANIMATIONTYPE_QUATERNION: number;
  95842. /**
  95843. * Matrix animation type
  95844. */
  95845. static readonly ANIMATIONTYPE_MATRIX: number;
  95846. /**
  95847. * Color3 animation type
  95848. */
  95849. static readonly ANIMATIONTYPE_COLOR3: number;
  95850. /**
  95851. * Color3 animation type
  95852. */
  95853. static readonly ANIMATIONTYPE_COLOR4: number;
  95854. /**
  95855. * Vector2 animation type
  95856. */
  95857. static readonly ANIMATIONTYPE_VECTOR2: number;
  95858. /**
  95859. * Size animation type
  95860. */
  95861. static readonly ANIMATIONTYPE_SIZE: number;
  95862. /**
  95863. * Relative Loop Mode
  95864. */
  95865. static readonly ANIMATIONLOOPMODE_RELATIVE: number;
  95866. /**
  95867. * Cycle Loop Mode
  95868. */
  95869. static readonly ANIMATIONLOOPMODE_CYCLE: number;
  95870. /**
  95871. * Constant Loop Mode
  95872. */
  95873. static readonly ANIMATIONLOOPMODE_CONSTANT: number;
  95874. /** @hidden */
  95875. static _UniversalLerp(left: any, right: any, amount: number): any;
  95876. /**
  95877. * Parses an animation object and creates an animation
  95878. * @param parsedAnimation Parsed animation object
  95879. * @returns Animation object
  95880. */
  95881. static Parse(parsedAnimation: any): Animation;
  95882. /**
  95883. * Appends the serialized animations from the source animations
  95884. * @param source Source containing the animations
  95885. * @param destination Target to store the animations
  95886. */
  95887. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95888. }
  95889. }
  95890. declare module BABYLON {
  95891. /**
  95892. * Interface containing an array of animations
  95893. */
  95894. export interface IAnimatable {
  95895. /**
  95896. * Array of animations
  95897. */
  95898. animations: Nullable<Array<Animation>>;
  95899. }
  95900. }
  95901. declare module BABYLON {
  95902. /**
  95903. * This represents all the required information to add a fresnel effect on a material:
  95904. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  95905. */
  95906. export class FresnelParameters {
  95907. private _isEnabled;
  95908. /**
  95909. * Define if the fresnel effect is enable or not.
  95910. */
  95911. isEnabled: boolean;
  95912. /**
  95913. * Define the color used on edges (grazing angle)
  95914. */
  95915. leftColor: Color3;
  95916. /**
  95917. * Define the color used on center
  95918. */
  95919. rightColor: Color3;
  95920. /**
  95921. * Define bias applied to computed fresnel term
  95922. */
  95923. bias: number;
  95924. /**
  95925. * Defined the power exponent applied to fresnel term
  95926. */
  95927. power: number;
  95928. /**
  95929. * Clones the current fresnel and its valuues
  95930. * @returns a clone fresnel configuration
  95931. */
  95932. clone(): FresnelParameters;
  95933. /**
  95934. * Serializes the current fresnel parameters to a JSON representation.
  95935. * @return the JSON serialization
  95936. */
  95937. serialize(): any;
  95938. /**
  95939. * Parse a JSON object and deserialize it to a new Fresnel parameter object.
  95940. * @param parsedFresnelParameters Define the JSON representation
  95941. * @returns the parsed parameters
  95942. */
  95943. static Parse(parsedFresnelParameters: any): FresnelParameters;
  95944. }
  95945. }
  95946. declare module BABYLON {
  95947. export function expandToProperty(callback: string, targetKey?: Nullable<string>): (target: any, propertyKey: string) => void;
  95948. export function serialize(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95949. export function serializeAsTexture(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95950. export function serializeAsColor3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95951. export function serializeAsFresnelParameters(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95952. export function serializeAsVector2(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95953. export function serializeAsVector3(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95954. export function serializeAsMeshReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95955. export function serializeAsColorCurves(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95956. export function serializeAsColor4(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95957. export function serializeAsImageProcessingConfiguration(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95958. export function serializeAsQuaternion(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95959. export function serializeAsMatrix(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95960. /**
  95961. * Decorator used to define property that can be serialized as reference to a camera
  95962. * @param sourceName defines the name of the property to decorate
  95963. */
  95964. export function serializeAsCameraReference(sourceName?: string): (target: any, propertyKey: string | symbol) => void;
  95965. /**
  95966. * Class used to help serialization objects
  95967. */
  95968. export class SerializationHelper {
  95969. /** @hidden */
  95970. static _ImageProcessingConfigurationParser: (sourceProperty: any) => ImageProcessingConfiguration;
  95971. /** @hidden */
  95972. static _FresnelParametersParser: (sourceProperty: any) => FresnelParameters;
  95973. /** @hidden */
  95974. static _ColorCurvesParser: (sourceProperty: any) => ColorCurves;
  95975. /** @hidden */
  95976. static _TextureParser: (sourceProperty: any, scene: Scene, rootUrl: string) => Nullable<BaseTexture>;
  95977. /**
  95978. * Appends the serialized animations from the source animations
  95979. * @param source Source containing the animations
  95980. * @param destination Target to store the animations
  95981. */
  95982. static AppendSerializedAnimations(source: IAnimatable, destination: any): void;
  95983. /**
  95984. * Static function used to serialized a specific entity
  95985. * @param entity defines the entity to serialize
  95986. * @param serializationObject defines the optional target obecjt where serialization data will be stored
  95987. * @returns a JSON compatible object representing the serialization of the entity
  95988. */
  95989. static Serialize<T>(entity: T, serializationObject?: any): any;
  95990. /**
  95991. * Creates a new entity from a serialization data object
  95992. * @param creationFunction defines a function used to instanciated the new entity
  95993. * @param source defines the source serialization data
  95994. * @param scene defines the hosting scene
  95995. * @param rootUrl defines the root url for resources
  95996. * @returns a new entity
  95997. */
  95998. static Parse<T>(creationFunction: () => T, source: any, scene: Nullable<Scene>, rootUrl?: Nullable<string>): T;
  95999. /**
  96000. * Clones an object
  96001. * @param creationFunction defines the function used to instanciate the new object
  96002. * @param source defines the source object
  96003. * @returns the cloned object
  96004. */
  96005. static Clone<T>(creationFunction: () => T, source: T): T;
  96006. /**
  96007. * Instanciates a new object based on a source one (some data will be shared between both object)
  96008. * @param creationFunction defines the function used to instanciate the new object
  96009. * @param source defines the source object
  96010. * @returns the new object
  96011. */
  96012. static Instanciate<T>(creationFunction: () => T, source: T): T;
  96013. }
  96014. }
  96015. declare module BABYLON {
  96016. /**
  96017. * Class used to manipulate GUIDs
  96018. */
  96019. export class GUID {
  96020. /**
  96021. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  96022. * Be aware Math.random() could cause collisions, but:
  96023. * "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"
  96024. * @returns a pseudo random id
  96025. */
  96026. static RandomId(): string;
  96027. }
  96028. }
  96029. declare module BABYLON {
  96030. /**
  96031. * Base class of all the textures in babylon.
  96032. * It groups all the common properties the materials, post process, lights... might need
  96033. * in order to make a correct use of the texture.
  96034. */
  96035. export class BaseTexture implements IAnimatable {
  96036. /**
  96037. * Default anisotropic filtering level for the application.
  96038. * It is set to 4 as a good tradeoff between perf and quality.
  96039. */
  96040. static DEFAULT_ANISOTROPIC_FILTERING_LEVEL: number;
  96041. /**
  96042. * Gets or sets the unique id of the texture
  96043. */
  96044. uniqueId: number;
  96045. /**
  96046. * Define the name of the texture.
  96047. */
  96048. name: string;
  96049. /**
  96050. * Gets or sets an object used to store user defined information.
  96051. */
  96052. metadata: any;
  96053. /**
  96054. * For internal use only. Please do not use.
  96055. */
  96056. reservedDataStore: any;
  96057. private _hasAlpha;
  96058. /**
  96059. * Define if the texture is having a usable alpha value (can be use for transparency or glossiness for instance).
  96060. */
  96061. hasAlpha: boolean;
  96062. /**
  96063. * Defines if the alpha value should be determined via the rgb values.
  96064. * If true the luminance of the pixel might be used to find the corresponding alpha value.
  96065. */
  96066. getAlphaFromRGB: boolean;
  96067. /**
  96068. * Intensity or strength of the texture.
  96069. * It is commonly used by materials to fine tune the intensity of the texture
  96070. */
  96071. level: number;
  96072. /**
  96073. * Define the UV chanel to use starting from 0 and defaulting to 0.
  96074. * This is part of the texture as textures usually maps to one uv set.
  96075. */
  96076. coordinatesIndex: number;
  96077. private _coordinatesMode;
  96078. /**
  96079. * How a texture is mapped.
  96080. *
  96081. * | Value | Type | Description |
  96082. * | ----- | ----------------------------------- | ----------- |
  96083. * | 0 | EXPLICIT_MODE | |
  96084. * | 1 | SPHERICAL_MODE | |
  96085. * | 2 | PLANAR_MODE | |
  96086. * | 3 | CUBIC_MODE | |
  96087. * | 4 | PROJECTION_MODE | |
  96088. * | 5 | SKYBOX_MODE | |
  96089. * | 6 | INVCUBIC_MODE | |
  96090. * | 7 | EQUIRECTANGULAR_MODE | |
  96091. * | 8 | FIXED_EQUIRECTANGULAR_MODE | |
  96092. * | 9 | FIXED_EQUIRECTANGULAR_MIRRORED_MODE | |
  96093. */
  96094. coordinatesMode: number;
  96095. /**
  96096. * | Value | Type | Description |
  96097. * | ----- | ------------------ | ----------- |
  96098. * | 0 | CLAMP_ADDRESSMODE | |
  96099. * | 1 | WRAP_ADDRESSMODE | |
  96100. * | 2 | MIRROR_ADDRESSMODE | |
  96101. */
  96102. wrapU: number;
  96103. /**
  96104. * | Value | Type | Description |
  96105. * | ----- | ------------------ | ----------- |
  96106. * | 0 | CLAMP_ADDRESSMODE | |
  96107. * | 1 | WRAP_ADDRESSMODE | |
  96108. * | 2 | MIRROR_ADDRESSMODE | |
  96109. */
  96110. wrapV: number;
  96111. /**
  96112. * | Value | Type | Description |
  96113. * | ----- | ------------------ | ----------- |
  96114. * | 0 | CLAMP_ADDRESSMODE | |
  96115. * | 1 | WRAP_ADDRESSMODE | |
  96116. * | 2 | MIRROR_ADDRESSMODE | |
  96117. */
  96118. wrapR: number;
  96119. /**
  96120. * With compliant hardware and browser (supporting anisotropic filtering)
  96121. * this defines the level of anisotropic filtering in the texture.
  96122. * The higher the better but the slower. This defaults to 4 as it seems to be the best tradeoff.
  96123. */
  96124. anisotropicFilteringLevel: number;
  96125. /**
  96126. * Define if the texture is a cube texture or if false a 2d texture.
  96127. */
  96128. isCube: boolean;
  96129. /**
  96130. * Define if the texture is a 3d texture (webgl 2) or if false a 2d texture.
  96131. */
  96132. is3D: boolean;
  96133. /**
  96134. * Define if the texture is a 2d array texture (webgl 2) or if false a 2d texture.
  96135. */
  96136. is2DArray: boolean;
  96137. /**
  96138. * Define if the texture contains data in gamma space (most of the png/jpg aside bump).
  96139. * HDR texture are usually stored in linear space.
  96140. * This only impacts the PBR and Background materials
  96141. */
  96142. gammaSpace: boolean;
  96143. /**
  96144. * Gets or sets whether or not the texture contains RGBD data.
  96145. */
  96146. isRGBD: boolean;
  96147. /**
  96148. * Is Z inverted in the texture (useful in a cube texture).
  96149. */
  96150. invertZ: boolean;
  96151. /**
  96152. * Are mip maps generated for this texture or not.
  96153. */
  96154. readonly noMipmap: boolean;
  96155. /**
  96156. * @hidden
  96157. */
  96158. lodLevelInAlpha: boolean;
  96159. /**
  96160. * With prefiltered texture, defined the offset used during the prefiltering steps.
  96161. */
  96162. lodGenerationOffset: number;
  96163. /**
  96164. * With prefiltered texture, defined the scale used during the prefiltering steps.
  96165. */
  96166. lodGenerationScale: number;
  96167. /**
  96168. * With prefiltered texture, defined if the specular generation is based on a linear ramp.
  96169. * By default we are using a log2 of the linear roughness helping to keep a better resolution for
  96170. * average roughness values.
  96171. */
  96172. linearSpecularLOD: boolean;
  96173. /**
  96174. * In case a better definition than spherical harmonics is required for the diffuse part of the environment.
  96175. * You can set the irradiance texture to rely on a texture instead of the spherical approach.
  96176. * This texture need to have the same characteristics than its parent (Cube vs 2d, coordinates mode, Gamma/Linear, RGBD).
  96177. */
  96178. irradianceTexture: Nullable<BaseTexture>;
  96179. /**
  96180. * Define if the texture is a render target.
  96181. */
  96182. isRenderTarget: boolean;
  96183. /**
  96184. * Define the unique id of the texture in the scene.
  96185. */
  96186. readonly uid: string;
  96187. /**
  96188. * Return a string representation of the texture.
  96189. * @returns the texture as a string
  96190. */
  96191. toString(): string;
  96192. /**
  96193. * Get the class name of the texture.
  96194. * @returns "BaseTexture"
  96195. */
  96196. getClassName(): string;
  96197. /**
  96198. * Define the list of animation attached to the texture.
  96199. */
  96200. animations: Animation[];
  96201. /**
  96202. * An event triggered when the texture is disposed.
  96203. */
  96204. onDisposeObservable: Observable<BaseTexture>;
  96205. private _onDisposeObserver;
  96206. /**
  96207. * Callback triggered when the texture has been disposed.
  96208. * Kept for back compatibility, you can use the onDisposeObservable instead.
  96209. */
  96210. onDispose: () => void;
  96211. /**
  96212. * Define the current state of the loading sequence when in delayed load mode.
  96213. */
  96214. delayLoadState: number;
  96215. private _scene;
  96216. /** @hidden */
  96217. _texture: Nullable<InternalTexture>;
  96218. private _uid;
  96219. /**
  96220. * Define if the texture is preventinga material to render or not.
  96221. * If not and the texture is not ready, the engine will use a default black texture instead.
  96222. */
  96223. readonly isBlocking: boolean;
  96224. /**
  96225. * Instantiates a new BaseTexture.
  96226. * Base class of all the textures in babylon.
  96227. * It groups all the common properties the materials, post process, lights... might need
  96228. * in order to make a correct use of the texture.
  96229. * @param scene Define the scene the texture blongs to
  96230. */
  96231. constructor(scene: Nullable<Scene>);
  96232. /**
  96233. * Get the scene the texture belongs to.
  96234. * @returns the scene or null if undefined
  96235. */
  96236. getScene(): Nullable<Scene>;
  96237. /**
  96238. * Get the texture transform matrix used to offset tile the texture for istance.
  96239. * @returns the transformation matrix
  96240. */
  96241. getTextureMatrix(): Matrix;
  96242. /**
  96243. * Get the texture reflection matrix used to rotate/transform the reflection.
  96244. * @returns the reflection matrix
  96245. */
  96246. getReflectionTextureMatrix(): Matrix;
  96247. /**
  96248. * Get the underlying lower level texture from Babylon.
  96249. * @returns the insternal texture
  96250. */
  96251. getInternalTexture(): Nullable<InternalTexture>;
  96252. /**
  96253. * Get if the texture is ready to be consumed (either it is ready or it is not blocking)
  96254. * @returns true if ready or not blocking
  96255. */
  96256. isReadyOrNotBlocking(): boolean;
  96257. /**
  96258. * Get if the texture is ready to be used (downloaded, converted, mip mapped...).
  96259. * @returns true if fully ready
  96260. */
  96261. isReady(): boolean;
  96262. private _cachedSize;
  96263. /**
  96264. * Get the size of the texture.
  96265. * @returns the texture size.
  96266. */
  96267. getSize(): ISize;
  96268. /**
  96269. * Get the base size of the texture.
  96270. * It can be different from the size if the texture has been resized for POT for instance
  96271. * @returns the base size
  96272. */
  96273. getBaseSize(): ISize;
  96274. /**
  96275. * Update the sampling mode of the texture.
  96276. * Default is Trilinear mode.
  96277. *
  96278. * | Value | Type | Description |
  96279. * | ----- | ------------------ | ----------- |
  96280. * | 1 | NEAREST_SAMPLINGMODE or NEAREST_NEAREST_MIPLINEAR | Nearest is: mag = nearest, min = nearest, mip = linear |
  96281. * | 2 | BILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPNEAREST | Bilinear is: mag = linear, min = linear, mip = nearest |
  96282. * | 3 | TRILINEAR_SAMPLINGMODE or LINEAR_LINEAR_MIPLINEAR | Trilinear is: mag = linear, min = linear, mip = linear |
  96283. * | 4 | NEAREST_NEAREST_MIPNEAREST | |
  96284. * | 5 | NEAREST_LINEAR_MIPNEAREST | |
  96285. * | 6 | NEAREST_LINEAR_MIPLINEAR | |
  96286. * | 7 | NEAREST_LINEAR | |
  96287. * | 8 | NEAREST_NEAREST | |
  96288. * | 9 | LINEAR_NEAREST_MIPNEAREST | |
  96289. * | 10 | LINEAR_NEAREST_MIPLINEAR | |
  96290. * | 11 | LINEAR_LINEAR | |
  96291. * | 12 | LINEAR_NEAREST | |
  96292. *
  96293. * > _mag_: magnification filter (close to the viewer)
  96294. * > _min_: minification filter (far from the viewer)
  96295. * > _mip_: filter used between mip map levels
  96296. *@param samplingMode Define the new sampling mode of the texture
  96297. */
  96298. updateSamplingMode(samplingMode: number): void;
  96299. /**
  96300. * Scales the texture if is `canRescale()`
  96301. * @param ratio the resize factor we want to use to rescale
  96302. */
  96303. scale(ratio: number): void;
  96304. /**
  96305. * Get if the texture can rescale.
  96306. */
  96307. readonly canRescale: boolean;
  96308. /** @hidden */
  96309. _getFromCache(url: Nullable<string>, noMipmap: boolean, sampling?: number, invertY?: boolean): Nullable<InternalTexture>;
  96310. /** @hidden */
  96311. _rebuild(): void;
  96312. /**
  96313. * Triggers the load sequence in delayed load mode.
  96314. */
  96315. delayLoad(): void;
  96316. /**
  96317. * Clones the texture.
  96318. * @returns the cloned texture
  96319. */
  96320. clone(): Nullable<BaseTexture>;
  96321. /**
  96322. * Get the texture underlying type (INT, FLOAT...)
  96323. */
  96324. readonly textureType: number;
  96325. /**
  96326. * Get the texture underlying format (RGB, RGBA...)
  96327. */
  96328. readonly textureFormat: number;
  96329. /**
  96330. * Indicates that textures need to be re-calculated for all materials
  96331. */
  96332. protected _markAllSubMeshesAsTexturesDirty(): void;
  96333. /**
  96334. * Reads the pixels stored in the webgl texture and returns them as an ArrayBuffer.
  96335. * This will returns an RGBA array buffer containing either in values (0-255) or
  96336. * float values (0-1) depending of the underlying buffer type.
  96337. * @param faceIndex defines the face of the texture to read (in case of cube texture)
  96338. * @param level defines the LOD level of the texture to read (in case of Mip Maps)
  96339. * @param buffer defines a user defined buffer to fill with data (can be null)
  96340. * @returns The Array buffer containing the pixels data.
  96341. */
  96342. readPixels(faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): Nullable<ArrayBufferView>;
  96343. /**
  96344. * Release and destroy the underlying lower level texture aka internalTexture.
  96345. */
  96346. releaseInternalTexture(): void;
  96347. /** @hidden */
  96348. readonly _lodTextureHigh: Nullable<BaseTexture>;
  96349. /** @hidden */
  96350. readonly _lodTextureMid: Nullable<BaseTexture>;
  96351. /** @hidden */
  96352. readonly _lodTextureLow: Nullable<BaseTexture>;
  96353. /**
  96354. * Dispose the texture and release its associated resources.
  96355. */
  96356. dispose(): void;
  96357. /**
  96358. * Serialize the texture into a JSON representation that can be parsed later on.
  96359. * @returns the JSON representation of the texture
  96360. */
  96361. serialize(): any;
  96362. /**
  96363. * Helper function to be called back once a list of texture contains only ready textures.
  96364. * @param textures Define the list of textures to wait for
  96365. * @param callback Define the callback triggered once the entire list will be ready
  96366. */
  96367. static WhenAllReady(textures: BaseTexture[], callback: () => void): void;
  96368. }
  96369. }
  96370. declare module BABYLON {
  96371. /**
  96372. * Options to be used when creating an effect.
  96373. */
  96374. export interface IEffectCreationOptions {
  96375. /**
  96376. * Atrributes that will be used in the shader.
  96377. */
  96378. attributes: string[];
  96379. /**
  96380. * Uniform varible names that will be set in the shader.
  96381. */
  96382. uniformsNames: string[];
  96383. /**
  96384. * Uniform buffer varible names that will be set in the shader.
  96385. */
  96386. uniformBuffersNames: string[];
  96387. /**
  96388. * Sampler texture variable names that will be set in the shader.
  96389. */
  96390. samplers: string[];
  96391. /**
  96392. * Define statements that will be set in the shader.
  96393. */
  96394. defines: any;
  96395. /**
  96396. * Possible fallbacks for this effect to improve performance when needed.
  96397. */
  96398. fallbacks: Nullable<IEffectFallbacks>;
  96399. /**
  96400. * Callback that will be called when the shader is compiled.
  96401. */
  96402. onCompiled: Nullable<(effect: Effect) => void>;
  96403. /**
  96404. * Callback that will be called if an error occurs during shader compilation.
  96405. */
  96406. onError: Nullable<(effect: Effect, errors: string) => void>;
  96407. /**
  96408. * Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96409. */
  96410. indexParameters?: any;
  96411. /**
  96412. * Max number of lights that can be used in the shader.
  96413. */
  96414. maxSimultaneousLights?: number;
  96415. /**
  96416. * See https://developer.mozilla.org/en-US/docs/Web/API/WebGL2RenderingContext/transformFeedbackVaryings
  96417. */
  96418. transformFeedbackVaryings?: Nullable<string[]>;
  96419. }
  96420. /**
  96421. * Effect containing vertex and fragment shader that can be executed on an object.
  96422. */
  96423. export class Effect implements IDisposable {
  96424. /**
  96425. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  96426. */
  96427. static ShadersRepository: string;
  96428. /**
  96429. * Name of the effect.
  96430. */
  96431. name: any;
  96432. /**
  96433. * String container all the define statements that should be set on the shader.
  96434. */
  96435. defines: string;
  96436. /**
  96437. * Callback that will be called when the shader is compiled.
  96438. */
  96439. onCompiled: Nullable<(effect: Effect) => void>;
  96440. /**
  96441. * Callback that will be called if an error occurs during shader compilation.
  96442. */
  96443. onError: Nullable<(effect: Effect, errors: string) => void>;
  96444. /**
  96445. * Callback that will be called when effect is bound.
  96446. */
  96447. onBind: Nullable<(effect: Effect) => void>;
  96448. /**
  96449. * Unique ID of the effect.
  96450. */
  96451. uniqueId: number;
  96452. /**
  96453. * Observable that will be called when the shader is compiled.
  96454. * It is recommended to use executeWhenCompile() or to make sure that scene.isReady() is called to get this observable raised.
  96455. */
  96456. onCompileObservable: Observable<Effect>;
  96457. /**
  96458. * Observable that will be called if an error occurs during shader compilation.
  96459. */
  96460. onErrorObservable: Observable<Effect>;
  96461. /** @hidden */
  96462. _onBindObservable: Nullable<Observable<Effect>>;
  96463. /**
  96464. * Observable that will be called when effect is bound.
  96465. */
  96466. readonly onBindObservable: Observable<Effect>;
  96467. /** @hidden */
  96468. _bonesComputationForcedToCPU: boolean;
  96469. private static _uniqueIdSeed;
  96470. private _engine;
  96471. private _uniformBuffersNames;
  96472. private _uniformsNames;
  96473. private _samplerList;
  96474. private _samplers;
  96475. private _isReady;
  96476. private _compilationError;
  96477. private _allFallbacksProcessed;
  96478. private _attributesNames;
  96479. private _attributes;
  96480. private _uniforms;
  96481. /**
  96482. * Key for the effect.
  96483. * @hidden
  96484. */
  96485. _key: string;
  96486. private _indexParameters;
  96487. private _fallbacks;
  96488. private _vertexSourceCode;
  96489. private _fragmentSourceCode;
  96490. private _vertexSourceCodeOverride;
  96491. private _fragmentSourceCodeOverride;
  96492. private _transformFeedbackVaryings;
  96493. /**
  96494. * Compiled shader to webGL program.
  96495. * @hidden
  96496. */
  96497. _pipelineContext: Nullable<IPipelineContext>;
  96498. private _valueCache;
  96499. private static _baseCache;
  96500. /**
  96501. * Instantiates an effect.
  96502. * An effect can be used to create/manage/execute vertex and fragment shaders.
  96503. * @param baseName Name of the effect.
  96504. * @param attributesNamesOrOptions List of attribute names that will be passed to the shader or set of all options to create the effect.
  96505. * @param uniformsNamesOrEngine List of uniform variable names that will be passed to the shader or the engine that will be used to render effect.
  96506. * @param samplers List of sampler variables that will be passed to the shader.
  96507. * @param engine Engine to be used to render the effect
  96508. * @param defines Define statements to be added to the shader.
  96509. * @param fallbacks Possible fallbacks for this effect to improve performance when needed.
  96510. * @param onCompiled Callback that will be called when the shader is compiled.
  96511. * @param onError Callback that will be called if an error occurs during shader compilation.
  96512. * @param indexParameters Parameters to be used with Babylons include syntax to iterate over an array (eg. {lights: 10})
  96513. */
  96514. constructor(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: Nullable<string[]>, engine?: ThinEngine, defines?: Nullable<string>, fallbacks?: Nullable<IEffectFallbacks>, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any);
  96515. private _useFinalCode;
  96516. /**
  96517. * Unique key for this effect
  96518. */
  96519. readonly key: string;
  96520. /**
  96521. * If the effect has been compiled and prepared.
  96522. * @returns if the effect is compiled and prepared.
  96523. */
  96524. isReady(): boolean;
  96525. private _isReadyInternal;
  96526. /**
  96527. * The engine the effect was initialized with.
  96528. * @returns the engine.
  96529. */
  96530. getEngine(): Engine;
  96531. /**
  96532. * The pipeline context for this effect
  96533. * @returns the associated pipeline context
  96534. */
  96535. getPipelineContext(): Nullable<IPipelineContext>;
  96536. /**
  96537. * The set of names of attribute variables for the shader.
  96538. * @returns An array of attribute names.
  96539. */
  96540. getAttributesNames(): string[];
  96541. /**
  96542. * Returns the attribute at the given index.
  96543. * @param index The index of the attribute.
  96544. * @returns The location of the attribute.
  96545. */
  96546. getAttributeLocation(index: number): number;
  96547. /**
  96548. * Returns the attribute based on the name of the variable.
  96549. * @param name of the attribute to look up.
  96550. * @returns the attribute location.
  96551. */
  96552. getAttributeLocationByName(name: string): number;
  96553. /**
  96554. * The number of attributes.
  96555. * @returns the numnber of attributes.
  96556. */
  96557. getAttributesCount(): number;
  96558. /**
  96559. * Gets the index of a uniform variable.
  96560. * @param uniformName of the uniform to look up.
  96561. * @returns the index.
  96562. */
  96563. getUniformIndex(uniformName: string): number;
  96564. /**
  96565. * Returns the attribute based on the name of the variable.
  96566. * @param uniformName of the uniform to look up.
  96567. * @returns the location of the uniform.
  96568. */
  96569. getUniform(uniformName: string): Nullable<WebGLUniformLocation>;
  96570. /**
  96571. * Returns an array of sampler variable names
  96572. * @returns The array of sampler variable neames.
  96573. */
  96574. getSamplers(): string[];
  96575. /**
  96576. * The error from the last compilation.
  96577. * @returns the error string.
  96578. */
  96579. getCompilationError(): string;
  96580. /**
  96581. * Gets a boolean indicating that all fallbacks were used during compilation
  96582. * @returns true if all fallbacks were used
  96583. */
  96584. allFallbacksProcessed(): boolean;
  96585. /**
  96586. * Adds a callback to the onCompiled observable and call the callback imediatly if already ready.
  96587. * @param func The callback to be used.
  96588. */
  96589. executeWhenCompiled(func: (effect: Effect) => void): void;
  96590. private _checkIsReady;
  96591. private _loadShader;
  96592. /**
  96593. * Recompiles the webGL program
  96594. * @param vertexSourceCode The source code for the vertex shader.
  96595. * @param fragmentSourceCode The source code for the fragment shader.
  96596. * @param onCompiled Callback called when completed.
  96597. * @param onError Callback called on error.
  96598. * @hidden
  96599. */
  96600. _rebuildProgram(vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (pipelineContext: IPipelineContext) => void, onError: (message: string) => void): void;
  96601. /**
  96602. * Prepares the effect
  96603. * @hidden
  96604. */
  96605. _prepareEffect(): void;
  96606. private _processCompilationErrors;
  96607. /**
  96608. * Checks if the effect is supported. (Must be called after compilation)
  96609. */
  96610. readonly isSupported: boolean;
  96611. /**
  96612. * Binds a texture to the engine to be used as output of the shader.
  96613. * @param channel Name of the output variable.
  96614. * @param texture Texture to bind.
  96615. * @hidden
  96616. */
  96617. _bindTexture(channel: string, texture: InternalTexture): void;
  96618. /**
  96619. * Sets a texture on the engine to be used in the shader.
  96620. * @param channel Name of the sampler variable.
  96621. * @param texture Texture to set.
  96622. */
  96623. setTexture(channel: string, texture: Nullable<BaseTexture>): void;
  96624. /**
  96625. * Sets a depth stencil texture from a render target on the engine to be used in the shader.
  96626. * @param channel Name of the sampler variable.
  96627. * @param texture Texture to set.
  96628. */
  96629. setDepthStencilTexture(channel: string, texture: Nullable<RenderTargetTexture>): void;
  96630. /**
  96631. * Sets an array of textures on the engine to be used in the shader.
  96632. * @param channel Name of the variable.
  96633. * @param textures Textures to set.
  96634. */
  96635. setTextureArray(channel: string, textures: BaseTexture[]): void;
  96636. /**
  96637. * 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)
  96638. * @param channel Name of the sampler variable.
  96639. * @param postProcess Post process to get the input texture from.
  96640. */
  96641. setTextureFromPostProcess(channel: string, postProcess: Nullable<PostProcess>): void;
  96642. /**
  96643. * (Warning! setTextureFromPostProcessOutput may be desired instead)
  96644. * 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)
  96645. * @param channel Name of the sampler variable.
  96646. * @param postProcess Post process to get the output texture from.
  96647. */
  96648. setTextureFromPostProcessOutput(channel: string, postProcess: Nullable<PostProcess>): void;
  96649. /** @hidden */
  96650. _cacheMatrix(uniformName: string, matrix: IMatrixLike): boolean;
  96651. /** @hidden */
  96652. _cacheFloat2(uniformName: string, x: number, y: number): boolean;
  96653. /** @hidden */
  96654. _cacheFloat3(uniformName: string, x: number, y: number, z: number): boolean;
  96655. /** @hidden */
  96656. _cacheFloat4(uniformName: string, x: number, y: number, z: number, w: number): boolean;
  96657. /**
  96658. * Binds a buffer to a uniform.
  96659. * @param buffer Buffer to bind.
  96660. * @param name Name of the uniform variable to bind to.
  96661. */
  96662. bindUniformBuffer(buffer: DataBuffer, name: string): void;
  96663. /**
  96664. * Binds block to a uniform.
  96665. * @param blockName Name of the block to bind.
  96666. * @param index Index to bind.
  96667. */
  96668. bindUniformBlock(blockName: string, index: number): void;
  96669. /**
  96670. * Sets an interger value on a uniform variable.
  96671. * @param uniformName Name of the variable.
  96672. * @param value Value to be set.
  96673. * @returns this effect.
  96674. */
  96675. setInt(uniformName: string, value: number): Effect;
  96676. /**
  96677. * Sets an int array on a uniform variable.
  96678. * @param uniformName Name of the variable.
  96679. * @param array array to be set.
  96680. * @returns this effect.
  96681. */
  96682. setIntArray(uniformName: string, array: Int32Array): Effect;
  96683. /**
  96684. * 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)
  96685. * @param uniformName Name of the variable.
  96686. * @param array array to be set.
  96687. * @returns this effect.
  96688. */
  96689. setIntArray2(uniformName: string, array: Int32Array): Effect;
  96690. /**
  96691. * 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)
  96692. * @param uniformName Name of the variable.
  96693. * @param array array to be set.
  96694. * @returns this effect.
  96695. */
  96696. setIntArray3(uniformName: string, array: Int32Array): Effect;
  96697. /**
  96698. * 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)
  96699. * @param uniformName Name of the variable.
  96700. * @param array array to be set.
  96701. * @returns this effect.
  96702. */
  96703. setIntArray4(uniformName: string, array: Int32Array): Effect;
  96704. /**
  96705. * Sets an float array on a uniform variable.
  96706. * @param uniformName Name of the variable.
  96707. * @param array array to be set.
  96708. * @returns this effect.
  96709. */
  96710. setFloatArray(uniformName: string, array: Float32Array): Effect;
  96711. /**
  96712. * 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)
  96713. * @param uniformName Name of the variable.
  96714. * @param array array to be set.
  96715. * @returns this effect.
  96716. */
  96717. setFloatArray2(uniformName: string, array: Float32Array): Effect;
  96718. /**
  96719. * 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)
  96720. * @param uniformName Name of the variable.
  96721. * @param array array to be set.
  96722. * @returns this effect.
  96723. */
  96724. setFloatArray3(uniformName: string, array: Float32Array): Effect;
  96725. /**
  96726. * 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)
  96727. * @param uniformName Name of the variable.
  96728. * @param array array to be set.
  96729. * @returns this effect.
  96730. */
  96731. setFloatArray4(uniformName: string, array: Float32Array): Effect;
  96732. /**
  96733. * Sets an array on a uniform variable.
  96734. * @param uniformName Name of the variable.
  96735. * @param array array to be set.
  96736. * @returns this effect.
  96737. */
  96738. setArray(uniformName: string, array: number[]): Effect;
  96739. /**
  96740. * 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)
  96741. * @param uniformName Name of the variable.
  96742. * @param array array to be set.
  96743. * @returns this effect.
  96744. */
  96745. setArray2(uniformName: string, array: number[]): Effect;
  96746. /**
  96747. * 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)
  96748. * @param uniformName Name of the variable.
  96749. * @param array array to be set.
  96750. * @returns this effect.
  96751. */
  96752. setArray3(uniformName: string, array: number[]): Effect;
  96753. /**
  96754. * 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)
  96755. * @param uniformName Name of the variable.
  96756. * @param array array to be set.
  96757. * @returns this effect.
  96758. */
  96759. setArray4(uniformName: string, array: number[]): Effect;
  96760. /**
  96761. * Sets matrices on a uniform variable.
  96762. * @param uniformName Name of the variable.
  96763. * @param matrices matrices to be set.
  96764. * @returns this effect.
  96765. */
  96766. setMatrices(uniformName: string, matrices: Float32Array): Effect;
  96767. /**
  96768. * Sets matrix on a uniform variable.
  96769. * @param uniformName Name of the variable.
  96770. * @param matrix matrix to be set.
  96771. * @returns this effect.
  96772. */
  96773. setMatrix(uniformName: string, matrix: IMatrixLike): Effect;
  96774. /**
  96775. * 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)
  96776. * @param uniformName Name of the variable.
  96777. * @param matrix matrix to be set.
  96778. * @returns this effect.
  96779. */
  96780. setMatrix3x3(uniformName: string, matrix: Float32Array): Effect;
  96781. /**
  96782. * Sets a 2x2 matrix on a uniform variable. (Speicified as [1,2,3,4] will result in [1,2][3,4] matrix)
  96783. * @param uniformName Name of the variable.
  96784. * @param matrix matrix to be set.
  96785. * @returns this effect.
  96786. */
  96787. setMatrix2x2(uniformName: string, matrix: Float32Array): Effect;
  96788. /**
  96789. * Sets a float on a uniform variable.
  96790. * @param uniformName Name of the variable.
  96791. * @param value value to be set.
  96792. * @returns this effect.
  96793. */
  96794. setFloat(uniformName: string, value: number): Effect;
  96795. /**
  96796. * Sets a boolean on a uniform variable.
  96797. * @param uniformName Name of the variable.
  96798. * @param bool value to be set.
  96799. * @returns this effect.
  96800. */
  96801. setBool(uniformName: string, bool: boolean): Effect;
  96802. /**
  96803. * Sets a Vector2 on a uniform variable.
  96804. * @param uniformName Name of the variable.
  96805. * @param vector2 vector2 to be set.
  96806. * @returns this effect.
  96807. */
  96808. setVector2(uniformName: string, vector2: IVector2Like): Effect;
  96809. /**
  96810. * Sets a float2 on a uniform variable.
  96811. * @param uniformName Name of the variable.
  96812. * @param x First float in float2.
  96813. * @param y Second float in float2.
  96814. * @returns this effect.
  96815. */
  96816. setFloat2(uniformName: string, x: number, y: number): Effect;
  96817. /**
  96818. * Sets a Vector3 on a uniform variable.
  96819. * @param uniformName Name of the variable.
  96820. * @param vector3 Value to be set.
  96821. * @returns this effect.
  96822. */
  96823. setVector3(uniformName: string, vector3: IVector3Like): Effect;
  96824. /**
  96825. * Sets a float3 on a uniform variable.
  96826. * @param uniformName Name of the variable.
  96827. * @param x First float in float3.
  96828. * @param y Second float in float3.
  96829. * @param z Third float in float3.
  96830. * @returns this effect.
  96831. */
  96832. setFloat3(uniformName: string, x: number, y: number, z: number): Effect;
  96833. /**
  96834. * Sets a Vector4 on a uniform variable.
  96835. * @param uniformName Name of the variable.
  96836. * @param vector4 Value to be set.
  96837. * @returns this effect.
  96838. */
  96839. setVector4(uniformName: string, vector4: IVector4Like): Effect;
  96840. /**
  96841. * Sets a float4 on a uniform variable.
  96842. * @param uniformName Name of the variable.
  96843. * @param x First float in float4.
  96844. * @param y Second float in float4.
  96845. * @param z Third float in float4.
  96846. * @param w Fourth float in float4.
  96847. * @returns this effect.
  96848. */
  96849. setFloat4(uniformName: string, x: number, y: number, z: number, w: number): Effect;
  96850. /**
  96851. * Sets a Color3 on a uniform variable.
  96852. * @param uniformName Name of the variable.
  96853. * @param color3 Value to be set.
  96854. * @returns this effect.
  96855. */
  96856. setColor3(uniformName: string, color3: IColor3Like): Effect;
  96857. /**
  96858. * Sets a Color4 on a uniform variable.
  96859. * @param uniformName Name of the variable.
  96860. * @param color3 Value to be set.
  96861. * @param alpha Alpha value to be set.
  96862. * @returns this effect.
  96863. */
  96864. setColor4(uniformName: string, color3: IColor3Like, alpha: number): Effect;
  96865. /**
  96866. * Sets a Color4 on a uniform variable
  96867. * @param uniformName defines the name of the variable
  96868. * @param color4 defines the value to be set
  96869. * @returns this effect.
  96870. */
  96871. setDirectColor4(uniformName: string, color4: IColor4Like): Effect;
  96872. /** Release all associated resources */
  96873. dispose(): void;
  96874. /**
  96875. * This function will add a new shader to the shader store
  96876. * @param name the name of the shader
  96877. * @param pixelShader optional pixel shader content
  96878. * @param vertexShader optional vertex shader content
  96879. */
  96880. static RegisterShader(name: string, pixelShader?: string, vertexShader?: string): void;
  96881. /**
  96882. * Store of each shader (The can be looked up using effect.key)
  96883. */
  96884. static ShadersStore: {
  96885. [key: string]: string;
  96886. };
  96887. /**
  96888. * Store of each included file for a shader (The can be looked up using effect.key)
  96889. */
  96890. static IncludesShadersStore: {
  96891. [key: string]: string;
  96892. };
  96893. /**
  96894. * Resets the cache of effects.
  96895. */
  96896. static ResetCache(): void;
  96897. }
  96898. }
  96899. declare module BABYLON {
  96900. /**
  96901. * Interface used to describe the capabilities of the engine relatively to the current browser
  96902. */
  96903. export interface EngineCapabilities {
  96904. /** Maximum textures units per fragment shader */
  96905. maxTexturesImageUnits: number;
  96906. /** Maximum texture units per vertex shader */
  96907. maxVertexTextureImageUnits: number;
  96908. /** Maximum textures units in the entire pipeline */
  96909. maxCombinedTexturesImageUnits: number;
  96910. /** Maximum texture size */
  96911. maxTextureSize: number;
  96912. /** Maximum cube texture size */
  96913. maxCubemapTextureSize: number;
  96914. /** Maximum render texture size */
  96915. maxRenderTextureSize: number;
  96916. /** Maximum number of vertex attributes */
  96917. maxVertexAttribs: number;
  96918. /** Maximum number of varyings */
  96919. maxVaryingVectors: number;
  96920. /** Maximum number of uniforms per vertex shader */
  96921. maxVertexUniformVectors: number;
  96922. /** Maximum number of uniforms per fragment shader */
  96923. maxFragmentUniformVectors: number;
  96924. /** Defines if standard derivates (dx/dy) are supported */
  96925. standardDerivatives: boolean;
  96926. /** Defines if s3tc texture compression is supported */
  96927. s3tc?: WEBGL_compressed_texture_s3tc;
  96928. /** Defines if pvrtc texture compression is supported */
  96929. pvrtc: any;
  96930. /** Defines if etc1 texture compression is supported */
  96931. etc1: any;
  96932. /** Defines if etc2 texture compression is supported */
  96933. etc2: any;
  96934. /** Defines if astc texture compression is supported */
  96935. astc: any;
  96936. /** Defines if float textures are supported */
  96937. textureFloat: boolean;
  96938. /** Defines if vertex array objects are supported */
  96939. vertexArrayObject: boolean;
  96940. /** Gets the webgl extension for anisotropic filtering (null if not supported) */
  96941. textureAnisotropicFilterExtension?: EXT_texture_filter_anisotropic;
  96942. /** Gets the maximum level of anisotropy supported */
  96943. maxAnisotropy: number;
  96944. /** Defines if instancing is supported */
  96945. instancedArrays: boolean;
  96946. /** Defines if 32 bits indices are supported */
  96947. uintIndices: boolean;
  96948. /** Defines if high precision shaders are supported */
  96949. highPrecisionShaderSupported: boolean;
  96950. /** Defines if depth reading in the fragment shader is supported */
  96951. fragmentDepthSupported: boolean;
  96952. /** Defines if float texture linear filtering is supported*/
  96953. textureFloatLinearFiltering: boolean;
  96954. /** Defines if rendering to float textures is supported */
  96955. textureFloatRender: boolean;
  96956. /** Defines if half float textures are supported*/
  96957. textureHalfFloat: boolean;
  96958. /** Defines if half float texture linear filtering is supported*/
  96959. textureHalfFloatLinearFiltering: boolean;
  96960. /** Defines if rendering to half float textures is supported */
  96961. textureHalfFloatRender: boolean;
  96962. /** Defines if textureLOD shader command is supported */
  96963. textureLOD: boolean;
  96964. /** Defines if draw buffers extension is supported */
  96965. drawBuffersExtension: boolean;
  96966. /** Defines if depth textures are supported */
  96967. depthTextureExtension: boolean;
  96968. /** Defines if float color buffer are supported */
  96969. colorBufferFloat: boolean;
  96970. /** Gets disjoint timer query extension (null if not supported) */
  96971. timerQuery?: EXT_disjoint_timer_query;
  96972. /** Defines if timestamp can be used with timer query */
  96973. canUseTimestampForTimerQuery: boolean;
  96974. /** Defines if multiview is supported (https://www.khronos.org/registry/webgl/extensions/WEBGL_multiview/) */
  96975. multiview?: any;
  96976. /** Function used to let the system compiles shaders in background */
  96977. parallelShaderCompile?: {
  96978. COMPLETION_STATUS_KHR: number;
  96979. };
  96980. /** Max number of texture samples for MSAA */
  96981. maxMSAASamples: number;
  96982. /** Defines if the blend min max extension is supported */
  96983. blendMinMax: boolean;
  96984. }
  96985. }
  96986. declare module BABYLON {
  96987. /**
  96988. * @hidden
  96989. **/
  96990. export class DepthCullingState {
  96991. private _isDepthTestDirty;
  96992. private _isDepthMaskDirty;
  96993. private _isDepthFuncDirty;
  96994. private _isCullFaceDirty;
  96995. private _isCullDirty;
  96996. private _isZOffsetDirty;
  96997. private _isFrontFaceDirty;
  96998. private _depthTest;
  96999. private _depthMask;
  97000. private _depthFunc;
  97001. private _cull;
  97002. private _cullFace;
  97003. private _zOffset;
  97004. private _frontFace;
  97005. /**
  97006. * Initializes the state.
  97007. */
  97008. constructor();
  97009. readonly isDirty: boolean;
  97010. zOffset: number;
  97011. cullFace: Nullable<number>;
  97012. cull: Nullable<boolean>;
  97013. depthFunc: Nullable<number>;
  97014. depthMask: boolean;
  97015. depthTest: boolean;
  97016. frontFace: Nullable<number>;
  97017. reset(): void;
  97018. apply(gl: WebGLRenderingContext): void;
  97019. }
  97020. }
  97021. declare module BABYLON {
  97022. /**
  97023. * @hidden
  97024. **/
  97025. export class StencilState {
  97026. /** 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 */
  97027. static readonly ALWAYS: number;
  97028. /** Passed to stencilOperation to specify that stencil value must be kept */
  97029. static readonly KEEP: number;
  97030. /** Passed to stencilOperation to specify that stencil value must be replaced */
  97031. static readonly REPLACE: number;
  97032. private _isStencilTestDirty;
  97033. private _isStencilMaskDirty;
  97034. private _isStencilFuncDirty;
  97035. private _isStencilOpDirty;
  97036. private _stencilTest;
  97037. private _stencilMask;
  97038. private _stencilFunc;
  97039. private _stencilFuncRef;
  97040. private _stencilFuncMask;
  97041. private _stencilOpStencilFail;
  97042. private _stencilOpDepthFail;
  97043. private _stencilOpStencilDepthPass;
  97044. readonly isDirty: boolean;
  97045. stencilFunc: number;
  97046. stencilFuncRef: number;
  97047. stencilFuncMask: number;
  97048. stencilOpStencilFail: number;
  97049. stencilOpDepthFail: number;
  97050. stencilOpStencilDepthPass: number;
  97051. stencilMask: number;
  97052. stencilTest: boolean;
  97053. constructor();
  97054. reset(): void;
  97055. apply(gl: WebGLRenderingContext): void;
  97056. }
  97057. }
  97058. declare module BABYLON {
  97059. /**
  97060. * @hidden
  97061. **/
  97062. export class AlphaState {
  97063. private _isAlphaBlendDirty;
  97064. private _isBlendFunctionParametersDirty;
  97065. private _isBlendEquationParametersDirty;
  97066. private _isBlendConstantsDirty;
  97067. private _alphaBlend;
  97068. private _blendFunctionParameters;
  97069. private _blendEquationParameters;
  97070. private _blendConstants;
  97071. /**
  97072. * Initializes the state.
  97073. */
  97074. constructor();
  97075. readonly isDirty: boolean;
  97076. alphaBlend: boolean;
  97077. setAlphaBlendConstants(r: number, g: number, b: number, a: number): void;
  97078. setAlphaBlendFunctionParameters(value0: number, value1: number, value2: number, value3: number): void;
  97079. setAlphaEquationParameters(rgb: number, alpha: number): void;
  97080. reset(): void;
  97081. apply(gl: WebGLRenderingContext): void;
  97082. }
  97083. }
  97084. declare module BABYLON {
  97085. /** @hidden */
  97086. export class WebGL2ShaderProcessor implements IShaderProcessor {
  97087. attributeProcessor(attribute: string): string;
  97088. varyingProcessor(varying: string, isFragment: boolean): string;
  97089. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  97090. }
  97091. }
  97092. declare module BABYLON {
  97093. /**
  97094. * Interface for attribute information associated with buffer instanciation
  97095. */
  97096. export interface InstancingAttributeInfo {
  97097. /**
  97098. * Index/offset of the attribute in the vertex shader
  97099. */
  97100. index: number;
  97101. /**
  97102. * size of the attribute, 1, 2, 3 or 4
  97103. */
  97104. attributeSize: number;
  97105. /**
  97106. * type of the attribute, gl.BYTE, gl.UNSIGNED_BYTE, gl.SHORT, gl.UNSIGNED_SHORT, gl.FIXED, gl.FLOAT.
  97107. * default is FLOAT
  97108. */
  97109. attributeType: number;
  97110. /**
  97111. * normalization of fixed-point data. behavior unclear, use FALSE, default is FALSE
  97112. */
  97113. normalized: boolean;
  97114. /**
  97115. * Offset of the data in the Vertex Buffer acting as the instancing buffer
  97116. */
  97117. offset: number;
  97118. /**
  97119. * Name of the GLSL attribute, for debugging purpose only
  97120. */
  97121. attributeName: string;
  97122. }
  97123. }
  97124. declare module BABYLON {
  97125. interface ThinEngine {
  97126. /**
  97127. * Update a video texture
  97128. * @param texture defines the texture to update
  97129. * @param video defines the video element to use
  97130. * @param invertY defines if data must be stored with Y axis inverted
  97131. */
  97132. updateVideoTexture(texture: Nullable<InternalTexture>, video: HTMLVideoElement, invertY: boolean): void;
  97133. }
  97134. }
  97135. declare module BABYLON {
  97136. /**
  97137. * Settings for finer control over video usage
  97138. */
  97139. export interface VideoTextureSettings {
  97140. /**
  97141. * Applies `autoplay` to video, if specified
  97142. */
  97143. autoPlay?: boolean;
  97144. /**
  97145. * Applies `loop` to video, if specified
  97146. */
  97147. loop?: boolean;
  97148. /**
  97149. * Automatically updates internal texture from video at every frame in the render loop
  97150. */
  97151. autoUpdateTexture: boolean;
  97152. /**
  97153. * Image src displayed during the video loading or until the user interacts with the video.
  97154. */
  97155. poster?: string;
  97156. }
  97157. /**
  97158. * If you want to display a video in your scene, this is the special texture for that.
  97159. * This special texture works similar to other textures, with the exception of a few parameters.
  97160. * @see https://doc.babylonjs.com/how_to/video_texture
  97161. */
  97162. export class VideoTexture extends Texture {
  97163. /**
  97164. * Tells whether textures will be updated automatically or user is required to call `updateTexture` manually
  97165. */
  97166. readonly autoUpdateTexture: boolean;
  97167. /**
  97168. * The video instance used by the texture internally
  97169. */
  97170. readonly video: HTMLVideoElement;
  97171. private _onUserActionRequestedObservable;
  97172. /**
  97173. * Event triggerd when a dom action is required by the user to play the video.
  97174. * This happens due to recent changes in browser policies preventing video to auto start.
  97175. */
  97176. readonly onUserActionRequestedObservable: Observable<Texture>;
  97177. private _generateMipMaps;
  97178. private _engine;
  97179. private _stillImageCaptured;
  97180. private _displayingPosterTexture;
  97181. private _settings;
  97182. private _createInternalTextureOnEvent;
  97183. private _frameId;
  97184. /**
  97185. * Creates a video texture.
  97186. * If you want to display a video in your scene, this is the special texture for that.
  97187. * This special texture works similar to other textures, with the exception of a few parameters.
  97188. * @see https://doc.babylonjs.com/how_to/video_texture
  97189. * @param name optional name, will detect from video source, if not defined
  97190. * @param src can be used to provide an url, array of urls or an already setup HTML video element.
  97191. * @param scene is obviously the current scene.
  97192. * @param generateMipMaps can be used to turn on mipmaps (Can be expensive for videoTextures because they are often updated).
  97193. * @param invertY is false by default but can be used to invert video on Y axis
  97194. * @param samplingMode controls the sampling method and is set to TRILINEAR_SAMPLINGMODE by default
  97195. * @param settings allows finer control over video usage
  97196. */
  97197. constructor(name: Nullable<string>, src: string | string[] | HTMLVideoElement, scene: Nullable<Scene>, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, settings?: VideoTextureSettings);
  97198. private _getName;
  97199. private _getVideo;
  97200. private _createInternalTexture;
  97201. private reset;
  97202. /**
  97203. * @hidden Internal method to initiate `update`.
  97204. */
  97205. _rebuild(): void;
  97206. /**
  97207. * Update Texture in the `auto` mode. Does not do anything if `settings.autoUpdateTexture` is false.
  97208. */
  97209. update(): void;
  97210. /**
  97211. * Update Texture in `manual` mode. Does not do anything if not visible or paused.
  97212. * @param isVisible Visibility state, detected by user using `scene.getActiveMeshes()` or othervise.
  97213. */
  97214. updateTexture(isVisible: boolean): void;
  97215. protected _updateInternalTexture: () => void;
  97216. /**
  97217. * Change video content. Changing video instance or setting multiple urls (as in constructor) is not supported.
  97218. * @param url New url.
  97219. */
  97220. updateURL(url: string): void;
  97221. /**
  97222. * Dispose the texture and release its associated resources.
  97223. */
  97224. dispose(): void;
  97225. /**
  97226. * Creates a video texture straight from a stream.
  97227. * @param scene Define the scene the texture should be created in
  97228. * @param stream Define the stream the texture should be created from
  97229. * @returns The created video texture as a promise
  97230. */
  97231. static CreateFromStreamAsync(scene: Scene, stream: MediaStream): Promise<VideoTexture>;
  97232. /**
  97233. * Creates a video texture straight from your WebCam video feed.
  97234. * @param scene Define the scene the texture should be created in
  97235. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97236. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97237. * @returns The created video texture as a promise
  97238. */
  97239. static CreateFromWebCamAsync(scene: Scene, constraints: {
  97240. minWidth: number;
  97241. maxWidth: number;
  97242. minHeight: number;
  97243. maxHeight: number;
  97244. deviceId: string;
  97245. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): Promise<VideoTexture>;
  97246. /**
  97247. * Creates a video texture straight from your WebCam video feed.
  97248. * @param scene Define the scene the texture should be created in
  97249. * @param onReady Define a callback to triggered once the texture will be ready
  97250. * @param constraints Define the constraints to use to create the web cam feed from WebRTC
  97251. * @param audioConstaints Define the audio constraints to use to create the web cam feed from WebRTC
  97252. */
  97253. static CreateFromWebCam(scene: Scene, onReady: (videoTexture: VideoTexture) => void, constraints: {
  97254. minWidth: number;
  97255. maxWidth: number;
  97256. minHeight: number;
  97257. maxHeight: number;
  97258. deviceId: string;
  97259. } & MediaTrackConstraints, audioConstaints?: boolean | MediaTrackConstraints): void;
  97260. }
  97261. }
  97262. declare module BABYLON {
  97263. /**
  97264. * Defines the interface used by objects working like Scene
  97265. * @hidden
  97266. */
  97267. interface ISceneLike {
  97268. _addPendingData(data: any): void;
  97269. _removePendingData(data: any): void;
  97270. offlineProvider: IOfflineProvider;
  97271. }
  97272. /** Interface defining initialization parameters for Engine class */
  97273. export interface EngineOptions extends WebGLContextAttributes {
  97274. /**
  97275. * Defines if the engine should no exceed a specified device ratio
  97276. * @see https://developer.mozilla.org/en-US/docs/Web/API/Window/devicePixelRatio
  97277. */
  97278. limitDeviceRatio?: number;
  97279. /**
  97280. * Defines if webvr should be enabled automatically
  97281. * @see http://doc.babylonjs.com/how_to/webvr_camera
  97282. */
  97283. autoEnableWebVR?: boolean;
  97284. /**
  97285. * Defines if webgl2 should be turned off even if supported
  97286. * @see http://doc.babylonjs.com/features/webgl2
  97287. */
  97288. disableWebGL2Support?: boolean;
  97289. /**
  97290. * Defines if webaudio should be initialized as well
  97291. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  97292. */
  97293. audioEngine?: boolean;
  97294. /**
  97295. * Defines if animations should run using a deterministic lock step
  97296. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  97297. */
  97298. deterministicLockstep?: boolean;
  97299. /** Defines the maximum steps to use with deterministic lock step mode */
  97300. lockstepMaxSteps?: number;
  97301. /**
  97302. * Defines that engine should ignore context lost events
  97303. * If this event happens when this parameter is true, you will have to reload the page to restore rendering
  97304. */
  97305. doNotHandleContextLost?: boolean;
  97306. /**
  97307. * Defines that engine should ignore modifying touch action attribute and style
  97308. * If not handle, you might need to set it up on your side for expected touch devices behavior.
  97309. */
  97310. doNotHandleTouchAction?: boolean;
  97311. /**
  97312. * Defines that engine should compile shaders with high precision floats (if supported). True by default
  97313. */
  97314. useHighPrecisionFloats?: boolean;
  97315. }
  97316. /**
  97317. * The base engine class (root of all engines)
  97318. */
  97319. export class ThinEngine {
  97320. /** Use this array to turn off some WebGL2 features on known buggy browsers version */
  97321. static ExceptionList: ({
  97322. key: string;
  97323. capture: string;
  97324. captureConstraint: number;
  97325. targets: string[];
  97326. } | {
  97327. key: string;
  97328. capture: null;
  97329. captureConstraint: null;
  97330. targets: string[];
  97331. })[];
  97332. /** @hidden */
  97333. static _TextureLoaders: IInternalTextureLoader[];
  97334. /**
  97335. * Returns the current npm package of the sdk
  97336. */
  97337. static readonly NpmPackage: string;
  97338. /**
  97339. * Returns the current version of the framework
  97340. */
  97341. static readonly Version: string;
  97342. /**
  97343. * Returns a string describing the current engine
  97344. */
  97345. readonly description: string;
  97346. /**
  97347. * Gets or sets the epsilon value used by collision engine
  97348. */
  97349. static CollisionsEpsilon: number;
  97350. /**
  97351. * Gets or sets the relative url used to load shaders if using the engine in non-minified mode
  97352. */
  97353. static ShadersRepository: string;
  97354. /** @hidden */
  97355. _shaderProcessor: IShaderProcessor;
  97356. /**
  97357. * Gets or sets a boolean that indicates if textures must be forced to power of 2 size even if not required
  97358. */
  97359. forcePOTTextures: boolean;
  97360. /**
  97361. * Gets a boolean indicating if the engine is currently rendering in fullscreen mode
  97362. */
  97363. isFullscreen: boolean;
  97364. /**
  97365. * Gets or sets a boolean indicating if back faces must be culled (true by default)
  97366. */
  97367. cullBackFaces: boolean;
  97368. /**
  97369. * Gets or sets a boolean indicating if the engine must keep rendering even if the window is not in foregroun
  97370. */
  97371. renderEvenInBackground: boolean;
  97372. /**
  97373. * Gets or sets a boolean indicating that cache can be kept between frames
  97374. */
  97375. preventCacheWipeBetweenFrames: boolean;
  97376. /** Gets or sets a boolean indicating if the engine should validate programs after compilation */
  97377. validateShaderPrograms: boolean;
  97378. /**
  97379. * Gets or sets a boolean indicating that uniform buffers must be disabled even if they are supported
  97380. */
  97381. disableUniformBuffers: boolean;
  97382. /** @hidden */
  97383. _uniformBuffers: UniformBuffer[];
  97384. /**
  97385. * Gets a boolean indicating that the engine supports uniform buffers
  97386. * @see http://doc.babylonjs.com/features/webgl2#uniform-buffer-objets
  97387. */
  97388. readonly supportsUniformBuffers: boolean;
  97389. /** @hidden */
  97390. _gl: WebGLRenderingContext;
  97391. protected _renderingCanvas: Nullable<HTMLCanvasElement>;
  97392. protected _windowIsBackground: boolean;
  97393. protected _webGLVersion: number;
  97394. protected _creationOptions: EngineOptions;
  97395. protected _highPrecisionShadersAllowed: boolean;
  97396. /** @hidden */
  97397. readonly _shouldUseHighPrecisionShader: boolean;
  97398. /**
  97399. * Gets a boolean indicating that only power of 2 textures are supported
  97400. * Please note that you can still use non power of 2 textures but in this case the engine will forcefully convert them
  97401. */
  97402. readonly needPOTTextures: boolean;
  97403. /** @hidden */
  97404. _badOS: boolean;
  97405. /** @hidden */
  97406. _badDesktopOS: boolean;
  97407. private _hardwareScalingLevel;
  97408. /** @hidden */
  97409. _caps: EngineCapabilities;
  97410. private _isStencilEnable;
  97411. protected _colorWrite: boolean;
  97412. private _glVersion;
  97413. private _glRenderer;
  97414. private _glVendor;
  97415. /** @hidden */
  97416. _videoTextureSupported: boolean;
  97417. protected _renderingQueueLaunched: boolean;
  97418. protected _activeRenderLoops: (() => void)[];
  97419. /**
  97420. * Observable signaled when a context lost event is raised
  97421. */
  97422. onContextLostObservable: Observable<ThinEngine>;
  97423. /**
  97424. * Observable signaled when a context restored event is raised
  97425. */
  97426. onContextRestoredObservable: Observable<ThinEngine>;
  97427. private _onContextLost;
  97428. private _onContextRestored;
  97429. protected _contextWasLost: boolean;
  97430. /** @hidden */
  97431. _doNotHandleContextLost: boolean;
  97432. /**
  97433. * Gets or sets a boolean indicating if resources should be retained to be able to handle context lost events
  97434. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#handling-webgl-context-lost
  97435. */
  97436. doNotHandleContextLost: boolean;
  97437. /**
  97438. * Gets or sets a boolean indicating that vertex array object must be disabled even if they are supported
  97439. */
  97440. disableVertexArrayObjects: boolean;
  97441. /** @hidden */
  97442. protected _depthCullingState: DepthCullingState;
  97443. /** @hidden */
  97444. protected _stencilState: StencilState;
  97445. /** @hidden */
  97446. protected _alphaState: AlphaState;
  97447. /** @hidden */
  97448. _internalTexturesCache: InternalTexture[];
  97449. /** @hidden */
  97450. protected _activeChannel: number;
  97451. private _currentTextureChannel;
  97452. /** @hidden */
  97453. protected _boundTexturesCache: {
  97454. [key: string]: Nullable<InternalTexture>;
  97455. };
  97456. /** @hidden */
  97457. protected _currentEffect: Nullable<Effect>;
  97458. /** @hidden */
  97459. protected _currentProgram: Nullable<WebGLProgram>;
  97460. private _compiledEffects;
  97461. private _vertexAttribArraysEnabled;
  97462. /** @hidden */
  97463. protected _cachedViewport: Nullable<IViewportLike>;
  97464. private _cachedVertexArrayObject;
  97465. /** @hidden */
  97466. protected _cachedVertexBuffers: any;
  97467. /** @hidden */
  97468. protected _cachedIndexBuffer: Nullable<DataBuffer>;
  97469. /** @hidden */
  97470. protected _cachedEffectForVertexBuffers: Nullable<Effect>;
  97471. /** @hidden */
  97472. _currentRenderTarget: Nullable<InternalTexture>;
  97473. private _uintIndicesCurrentlySet;
  97474. protected _currentBoundBuffer: Nullable<WebGLBuffer>[];
  97475. /** @hidden */
  97476. protected _currentFramebuffer: Nullable<WebGLFramebuffer>;
  97477. private _currentBufferPointers;
  97478. private _currentInstanceLocations;
  97479. private _currentInstanceBuffers;
  97480. private _textureUnits;
  97481. /** @hidden */
  97482. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  97483. /** @hidden */
  97484. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  97485. /** @hidden */
  97486. _boundRenderFunction: any;
  97487. private _vaoRecordInProgress;
  97488. private _mustWipeVertexAttributes;
  97489. private _emptyTexture;
  97490. private _emptyCubeTexture;
  97491. private _emptyTexture3D;
  97492. private _emptyTexture2DArray;
  97493. /** @hidden */
  97494. _frameHandler: number;
  97495. private _nextFreeTextureSlots;
  97496. private _maxSimultaneousTextures;
  97497. private _activeRequests;
  97498. protected _texturesSupported: string[];
  97499. /** @hidden */
  97500. _textureFormatInUse: Nullable<string>;
  97501. protected readonly _supportsHardwareTextureRescaling: boolean;
  97502. /**
  97503. * Gets the list of texture formats supported
  97504. */
  97505. readonly texturesSupported: Array<string>;
  97506. /**
  97507. * Gets the list of texture formats in use
  97508. */
  97509. readonly textureFormatInUse: Nullable<string>;
  97510. /**
  97511. * Gets the current viewport
  97512. */
  97513. readonly currentViewport: Nullable<IViewportLike>;
  97514. /**
  97515. * Gets the default empty texture
  97516. */
  97517. readonly emptyTexture: InternalTexture;
  97518. /**
  97519. * Gets the default empty 3D texture
  97520. */
  97521. readonly emptyTexture3D: InternalTexture;
  97522. /**
  97523. * Gets the default empty 2D array texture
  97524. */
  97525. readonly emptyTexture2DArray: InternalTexture;
  97526. /**
  97527. * Gets the default empty cube texture
  97528. */
  97529. readonly emptyCubeTexture: InternalTexture;
  97530. /**
  97531. * Defines whether the engine has been created with the premultipliedAlpha option on or not.
  97532. */
  97533. readonly premultipliedAlpha: boolean;
  97534. /**
  97535. * Observable event triggered before each texture is initialized
  97536. */
  97537. onBeforeTextureInitObservable: Observable<Texture>;
  97538. /**
  97539. * Creates a new engine
  97540. * @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
  97541. * @param antialias defines enable antialiasing (default: false)
  97542. * @param options defines further options to be sent to the getContext() function
  97543. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  97544. */
  97545. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  97546. private _rebuildInternalTextures;
  97547. private _rebuildEffects;
  97548. /**
  97549. * Gets a boolean indicating if all created effects are ready
  97550. * @returns true if all effects are ready
  97551. */
  97552. areAllEffectsReady(): boolean;
  97553. protected _rebuildBuffers(): void;
  97554. private _initGLContext;
  97555. /**
  97556. * Gets version of the current webGL context
  97557. */
  97558. readonly webGLVersion: number;
  97559. /**
  97560. * Gets a string idenfifying the name of the class
  97561. * @returns "Engine" string
  97562. */
  97563. getClassName(): string;
  97564. /**
  97565. * Returns true if the stencil buffer has been enabled through the creation option of the context.
  97566. */
  97567. readonly isStencilEnable: boolean;
  97568. /** @hidden */
  97569. _prepareWorkingCanvas(): void;
  97570. /**
  97571. * Reset the texture cache to empty state
  97572. */
  97573. resetTextureCache(): void;
  97574. /**
  97575. * Gets an object containing information about the current webGL context
  97576. * @returns an object containing the vender, the renderer and the version of the current webGL context
  97577. */
  97578. getGlInfo(): {
  97579. vendor: string;
  97580. renderer: string;
  97581. version: string;
  97582. };
  97583. /**
  97584. * Defines the hardware scaling level.
  97585. * By default the hardware scaling level is computed from the window device ratio.
  97586. * 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.
  97587. * @param level defines the level to use
  97588. */
  97589. setHardwareScalingLevel(level: number): void;
  97590. /**
  97591. * Gets the current hardware scaling level.
  97592. * By default the hardware scaling level is computed from the window device ratio.
  97593. * 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.
  97594. * @returns a number indicating the current hardware scaling level
  97595. */
  97596. getHardwareScalingLevel(): number;
  97597. /**
  97598. * Gets the list of loaded textures
  97599. * @returns an array containing all loaded textures
  97600. */
  97601. getLoadedTexturesCache(): InternalTexture[];
  97602. /**
  97603. * Gets the object containing all engine capabilities
  97604. * @returns the EngineCapabilities object
  97605. */
  97606. getCaps(): EngineCapabilities;
  97607. /**
  97608. * stop executing a render loop function and remove it from the execution array
  97609. * @param renderFunction defines the function to be removed. If not provided all functions will be removed.
  97610. */
  97611. stopRenderLoop(renderFunction?: () => void): void;
  97612. /** @hidden */
  97613. _renderLoop(): void;
  97614. /**
  97615. * Gets the HTML canvas attached with the current webGL context
  97616. * @returns a HTML canvas
  97617. */
  97618. getRenderingCanvas(): Nullable<HTMLCanvasElement>;
  97619. /**
  97620. * Gets host window
  97621. * @returns the host window object
  97622. */
  97623. getHostWindow(): Nullable<Window>;
  97624. /**
  97625. * Gets the current render width
  97626. * @param useScreen defines if screen size must be used (or the current render target if any)
  97627. * @returns a number defining the current render width
  97628. */
  97629. getRenderWidth(useScreen?: boolean): number;
  97630. /**
  97631. * Gets the current render height
  97632. * @param useScreen defines if screen size must be used (or the current render target if any)
  97633. * @returns a number defining the current render height
  97634. */
  97635. getRenderHeight(useScreen?: boolean): number;
  97636. /**
  97637. * Can be used to override the current requestAnimationFrame requester.
  97638. * @hidden
  97639. */
  97640. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  97641. /**
  97642. * Register and execute a render loop. The engine can have more than one render function
  97643. * @param renderFunction defines the function to continuously execute
  97644. */
  97645. runRenderLoop(renderFunction: () => void): void;
  97646. /**
  97647. * Clear the current render buffer or the current render target (if any is set up)
  97648. * @param color defines the color to use
  97649. * @param backBuffer defines if the back buffer must be cleared
  97650. * @param depth defines if the depth buffer must be cleared
  97651. * @param stencil defines if the stencil buffer must be cleared
  97652. */
  97653. clear(color: Nullable<IColor4Like>, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  97654. private _viewportCached;
  97655. /** @hidden */
  97656. _viewport(x: number, y: number, width: number, height: number): void;
  97657. /**
  97658. * Set the WebGL's viewport
  97659. * @param viewport defines the viewport element to be used
  97660. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  97661. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  97662. */
  97663. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  97664. /**
  97665. * Begin a new frame
  97666. */
  97667. beginFrame(): void;
  97668. /**
  97669. * Enf the current frame
  97670. */
  97671. endFrame(): void;
  97672. /**
  97673. * Resize the view according to the canvas' size
  97674. */
  97675. resize(): void;
  97676. /**
  97677. * Force a specific size of the canvas
  97678. * @param width defines the new canvas' width
  97679. * @param height defines the new canvas' height
  97680. */
  97681. setSize(width: number, height: number): void;
  97682. /**
  97683. * Binds the frame buffer to the specified texture.
  97684. * @param texture The texture to render to or null for the default canvas
  97685. * @param faceIndex The face of the texture to render to in case of cube texture
  97686. * @param requiredWidth The width of the target to render to
  97687. * @param requiredHeight The height of the target to render to
  97688. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  97689. * @param depthStencilTexture The depth stencil texture to use to render
  97690. * @param lodLevel defines le lod level to bind to the frame buffer
  97691. */
  97692. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean, depthStencilTexture?: InternalTexture, lodLevel?: number): void;
  97693. /** @hidden */
  97694. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  97695. /**
  97696. * Unbind the current render target texture from the webGL context
  97697. * @param texture defines the render target texture to unbind
  97698. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  97699. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  97700. */
  97701. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  97702. /**
  97703. * Force a webGL flush (ie. a flush of all waiting webGL commands)
  97704. */
  97705. flushFramebuffer(): void;
  97706. /**
  97707. * Unbind the current render target and bind the default framebuffer
  97708. */
  97709. restoreDefaultFramebuffer(): void;
  97710. /** @hidden */
  97711. protected _resetVertexBufferBinding(): void;
  97712. /**
  97713. * Creates a vertex buffer
  97714. * @param data the data for the vertex buffer
  97715. * @returns the new WebGL static buffer
  97716. */
  97717. createVertexBuffer(data: DataArray): DataBuffer;
  97718. private _createVertexBuffer;
  97719. /**
  97720. * Creates a dynamic vertex buffer
  97721. * @param data the data for the dynamic vertex buffer
  97722. * @returns the new WebGL dynamic buffer
  97723. */
  97724. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  97725. protected _resetIndexBufferBinding(): void;
  97726. /**
  97727. * Creates a new index buffer
  97728. * @param indices defines the content of the index buffer
  97729. * @param updatable defines if the index buffer must be updatable
  97730. * @returns a new webGL buffer
  97731. */
  97732. createIndexBuffer(indices: IndicesArray, updatable?: boolean): DataBuffer;
  97733. protected _normalizeIndexData(indices: IndicesArray): Uint16Array | Uint32Array;
  97734. /**
  97735. * Bind a webGL buffer to the webGL context
  97736. * @param buffer defines the buffer to bind
  97737. */
  97738. bindArrayBuffer(buffer: Nullable<DataBuffer>): void;
  97739. protected bindIndexBuffer(buffer: Nullable<DataBuffer>): void;
  97740. private bindBuffer;
  97741. /**
  97742. * update the bound buffer with the given data
  97743. * @param data defines the data to update
  97744. */
  97745. updateArrayBuffer(data: Float32Array): void;
  97746. private _vertexAttribPointer;
  97747. private _bindIndexBufferWithCache;
  97748. private _bindVertexBuffersAttributes;
  97749. /**
  97750. * Records a vertex array object
  97751. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97752. * @param vertexBuffers defines the list of vertex buffers to store
  97753. * @param indexBuffer defines the index buffer to store
  97754. * @param effect defines the effect to store
  97755. * @returns the new vertex array object
  97756. */
  97757. recordVertexArrayObject(vertexBuffers: {
  97758. [key: string]: VertexBuffer;
  97759. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): WebGLVertexArrayObject;
  97760. /**
  97761. * Bind a specific vertex array object
  97762. * @see http://doc.babylonjs.com/features/webgl2#vertex-array-objects
  97763. * @param vertexArrayObject defines the vertex array object to bind
  97764. * @param indexBuffer defines the index buffer to bind
  97765. */
  97766. bindVertexArrayObject(vertexArrayObject: WebGLVertexArrayObject, indexBuffer: Nullable<DataBuffer>): void;
  97767. /**
  97768. * Bind webGl buffers directly to the webGL context
  97769. * @param vertexBuffer defines the vertex buffer to bind
  97770. * @param indexBuffer defines the index buffer to bind
  97771. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  97772. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  97773. * @param effect defines the effect associated with the vertex buffer
  97774. */
  97775. bindBuffersDirectly(vertexBuffer: DataBuffer, indexBuffer: DataBuffer, vertexDeclaration: number[], vertexStrideSize: number, effect: Effect): void;
  97776. private _unbindVertexArrayObject;
  97777. /**
  97778. * Bind a list of vertex buffers to the webGL context
  97779. * @param vertexBuffers defines the list of vertex buffers to bind
  97780. * @param indexBuffer defines the index buffer to bind
  97781. * @param effect defines the effect associated with the vertex buffers
  97782. */
  97783. bindBuffers(vertexBuffers: {
  97784. [key: string]: Nullable<VertexBuffer>;
  97785. }, indexBuffer: Nullable<DataBuffer>, effect: Effect): void;
  97786. /**
  97787. * Unbind all instance attributes
  97788. */
  97789. unbindInstanceAttributes(): void;
  97790. /**
  97791. * Release and free the memory of a vertex array object
  97792. * @param vao defines the vertex array object to delete
  97793. */
  97794. releaseVertexArrayObject(vao: WebGLVertexArrayObject): void;
  97795. /** @hidden */
  97796. _releaseBuffer(buffer: DataBuffer): boolean;
  97797. protected _deleteBuffer(buffer: DataBuffer): void;
  97798. /**
  97799. * Update the content of a webGL buffer used with instanciation and bind it to the webGL context
  97800. * @param instancesBuffer defines the webGL buffer to update and bind
  97801. * @param data defines the data to store in the buffer
  97802. * @param offsetLocations defines the offsets or attributes information used to determine where data must be stored in the buffer
  97803. */
  97804. updateAndBindInstancesBuffer(instancesBuffer: DataBuffer, data: Float32Array, offsetLocations: number[] | InstancingAttributeInfo[]): void;
  97805. /**
  97806. * Apply all cached states (depth, culling, stencil and alpha)
  97807. */
  97808. applyStates(): void;
  97809. /**
  97810. * Send a draw order
  97811. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97812. * @param indexStart defines the starting index
  97813. * @param indexCount defines the number of index to draw
  97814. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97815. */
  97816. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  97817. /**
  97818. * Draw a list of points
  97819. * @param verticesStart defines the index of first vertex to draw
  97820. * @param verticesCount defines the count of vertices to draw
  97821. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97822. */
  97823. drawPointClouds(verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97824. /**
  97825. * Draw a list of unindexed primitives
  97826. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  97827. * @param verticesStart defines the index of first vertex to draw
  97828. * @param verticesCount defines the count of vertices to draw
  97829. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97830. */
  97831. drawUnIndexed(useTriangles: boolean, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97832. /**
  97833. * Draw a list of indexed primitives
  97834. * @param fillMode defines the primitive to use
  97835. * @param indexStart defines the starting index
  97836. * @param indexCount defines the number of index to draw
  97837. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97838. */
  97839. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  97840. /**
  97841. * Draw a list of unindexed primitives
  97842. * @param fillMode defines the primitive to use
  97843. * @param verticesStart defines the index of first vertex to draw
  97844. * @param verticesCount defines the count of vertices to draw
  97845. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  97846. */
  97847. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  97848. private _drawMode;
  97849. /** @hidden */
  97850. protected _reportDrawCall(): void;
  97851. /** @hidden */
  97852. _releaseEffect(effect: Effect): void;
  97853. /** @hidden */
  97854. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  97855. /**
  97856. * Create a new effect (used to store vertex/fragment shaders)
  97857. * @param baseName defines the base name of the effect (The name of file without .fragment.fx or .vertex.fx)
  97858. * @param attributesNamesOrOptions defines either a list of attribute names or an IEffectCreationOptions object
  97859. * @param uniformsNamesOrEngine defines either a list of uniform names or the engine to use
  97860. * @param samplers defines an array of string used to represent textures
  97861. * @param defines defines the string containing the defines to use to compile the shaders
  97862. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  97863. * @param onCompiled defines a function to call when the effect creation is successful
  97864. * @param onError defines a function to call when the effect creation has failed
  97865. * @param indexParameters defines an object containing the index values to use to compile shaders (like the maximum number of simultaneous lights)
  97866. * @returns the new Effect
  97867. */
  97868. createEffect(baseName: any, attributesNamesOrOptions: string[] | IEffectCreationOptions, uniformsNamesOrEngine: string[] | ThinEngine, samplers?: string[], defines?: string, fallbacks?: IEffectFallbacks, onCompiled?: Nullable<(effect: Effect) => void>, onError?: Nullable<(effect: Effect, errors: string) => void>, indexParameters?: any): Effect;
  97869. protected static _ConcatenateShader(source: string, defines: Nullable<string>, shaderVersion?: string): string;
  97870. private _compileShader;
  97871. private _compileRawShader;
  97872. /**
  97873. * Directly creates a webGL program
  97874. * @param pipelineContext defines the pipeline context to attach to
  97875. * @param vertexCode defines the vertex shader code to use
  97876. * @param fragmentCode defines the fragment shader code to use
  97877. * @param context defines the webGL context to use (if not set, the current one will be used)
  97878. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97879. * @returns the new webGL program
  97880. */
  97881. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97882. /**
  97883. * Creates a webGL program
  97884. * @param pipelineContext defines the pipeline context to attach to
  97885. * @param vertexCode defines the vertex shader code to use
  97886. * @param fragmentCode defines the fragment shader code to use
  97887. * @param defines defines the string containing the defines to use to compile the shaders
  97888. * @param context defines the webGL context to use (if not set, the current one will be used)
  97889. * @param transformFeedbackVaryings defines the list of transform feedback varyings to use
  97890. * @returns the new webGL program
  97891. */
  97892. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97893. /**
  97894. * Creates a new pipeline context
  97895. * @returns the new pipeline
  97896. */
  97897. createPipelineContext(): IPipelineContext;
  97898. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  97899. protected _finalizePipelineContext(pipelineContext: WebGLPipelineContext): void;
  97900. /** @hidden */
  97901. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  97902. /** @hidden */
  97903. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  97904. /** @hidden */
  97905. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  97906. /**
  97907. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  97908. * @param pipelineContext defines the pipeline context to use
  97909. * @param uniformsNames defines the list of uniform names
  97910. * @returns an array of webGL uniform locations
  97911. */
  97912. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  97913. /**
  97914. * Gets the lsit of active attributes for a given webGL program
  97915. * @param pipelineContext defines the pipeline context to use
  97916. * @param attributesNames defines the list of attribute names to get
  97917. * @returns an array of indices indicating the offset of each attribute
  97918. */
  97919. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  97920. /**
  97921. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  97922. * @param effect defines the effect to activate
  97923. */
  97924. enableEffect(effect: Nullable<Effect>): void;
  97925. /**
  97926. * Set the value of an uniform to a number (int)
  97927. * @param uniform defines the webGL uniform location where to store the value
  97928. * @param value defines the int number to store
  97929. */
  97930. setInt(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  97931. /**
  97932. * Set the value of an uniform to an array of int32
  97933. * @param uniform defines the webGL uniform location where to store the value
  97934. * @param array defines the array of int32 to store
  97935. */
  97936. setIntArray(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97937. /**
  97938. * Set the value of an uniform to an array of int32 (stored as vec2)
  97939. * @param uniform defines the webGL uniform location where to store the value
  97940. * @param array defines the array of int32 to store
  97941. */
  97942. setIntArray2(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97943. /**
  97944. * Set the value of an uniform to an array of int32 (stored as vec3)
  97945. * @param uniform defines the webGL uniform location where to store the value
  97946. * @param array defines the array of int32 to store
  97947. */
  97948. setIntArray3(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97949. /**
  97950. * Set the value of an uniform to an array of int32 (stored as vec4)
  97951. * @param uniform defines the webGL uniform location where to store the value
  97952. * @param array defines the array of int32 to store
  97953. */
  97954. setIntArray4(uniform: Nullable<WebGLUniformLocation>, array: Int32Array): void;
  97955. /**
  97956. * Set the value of an uniform to an array of number
  97957. * @param uniform defines the webGL uniform location where to store the value
  97958. * @param array defines the array of number to store
  97959. */
  97960. setArray(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97961. /**
  97962. * Set the value of an uniform to an array of number (stored as vec2)
  97963. * @param uniform defines the webGL uniform location where to store the value
  97964. * @param array defines the array of number to store
  97965. */
  97966. setArray2(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97967. /**
  97968. * Set the value of an uniform to an array of number (stored as vec3)
  97969. * @param uniform defines the webGL uniform location where to store the value
  97970. * @param array defines the array of number to store
  97971. */
  97972. setArray3(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97973. /**
  97974. * Set the value of an uniform to an array of number (stored as vec4)
  97975. * @param uniform defines the webGL uniform location where to store the value
  97976. * @param array defines the array of number to store
  97977. */
  97978. setArray4(uniform: Nullable<WebGLUniformLocation>, array: number[] | Float32Array): void;
  97979. /**
  97980. * Set the value of an uniform to an array of float32 (stored as matrices)
  97981. * @param uniform defines the webGL uniform location where to store the value
  97982. * @param matrices defines the array of float32 to store
  97983. */
  97984. setMatrices(uniform: Nullable<WebGLUniformLocation>, matrices: Float32Array): void;
  97985. /**
  97986. * Set the value of an uniform to a matrix (3x3)
  97987. * @param uniform defines the webGL uniform location where to store the value
  97988. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  97989. */
  97990. setMatrix3x3(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97991. /**
  97992. * Set the value of an uniform to a matrix (2x2)
  97993. * @param uniform defines the webGL uniform location where to store the value
  97994. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  97995. */
  97996. setMatrix2x2(uniform: Nullable<WebGLUniformLocation>, matrix: Float32Array): void;
  97997. /**
  97998. * Set the value of an uniform to a number (float)
  97999. * @param uniform defines the webGL uniform location where to store the value
  98000. * @param value defines the float number to store
  98001. */
  98002. setFloat(uniform: Nullable<WebGLUniformLocation>, value: number): void;
  98003. /**
  98004. * Set the value of an uniform to a vec2
  98005. * @param uniform defines the webGL uniform location where to store the value
  98006. * @param x defines the 1st component of the value
  98007. * @param y defines the 2nd component of the value
  98008. */
  98009. setFloat2(uniform: Nullable<WebGLUniformLocation>, x: number, y: number): void;
  98010. /**
  98011. * Set the value of an uniform to a vec3
  98012. * @param uniform defines the webGL uniform location where to store the value
  98013. * @param x defines the 1st component of the value
  98014. * @param y defines the 2nd component of the value
  98015. * @param z defines the 3rd component of the value
  98016. */
  98017. setFloat3(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number): void;
  98018. /**
  98019. * Set the value of an uniform to a vec4
  98020. * @param uniform defines the webGL uniform location where to store the value
  98021. * @param x defines the 1st component of the value
  98022. * @param y defines the 2nd component of the value
  98023. * @param z defines the 3rd component of the value
  98024. * @param w defines the 4th component of the value
  98025. */
  98026. setFloat4(uniform: Nullable<WebGLUniformLocation>, x: number, y: number, z: number, w: number): void;
  98027. /**
  98028. * Gets the depth culling state manager
  98029. */
  98030. readonly depthCullingState: DepthCullingState;
  98031. /**
  98032. * Gets the alpha state manager
  98033. */
  98034. readonly alphaState: AlphaState;
  98035. /**
  98036. * Gets the stencil state manager
  98037. */
  98038. readonly stencilState: StencilState;
  98039. /**
  98040. * Clears the list of texture accessible through engine.
  98041. * This can help preventing texture load conflict due to name collision.
  98042. */
  98043. clearInternalTexturesCache(): void;
  98044. /**
  98045. * Force the entire cache to be cleared
  98046. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  98047. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  98048. */
  98049. wipeCaches(bruteForce?: boolean): void;
  98050. /** @hidden */
  98051. _getSamplingParameters(samplingMode: number, generateMipMaps: boolean): {
  98052. min: number;
  98053. mag: number;
  98054. };
  98055. /** @hidden */
  98056. _createTexture(): WebGLTexture;
  98057. /**
  98058. * Usually called from Texture.ts.
  98059. * Passed information to create a WebGLTexture
  98060. * @param urlArg defines a value which contains one of the following:
  98061. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  98062. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  98063. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  98064. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  98065. * @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)
  98066. * @param scene needed for loading to the correct scene
  98067. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  98068. * @param onLoad optional callback to be called upon successful completion
  98069. * @param onError optional callback to be called upon failure
  98070. * @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
  98071. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  98072. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  98073. * @param forcedExtension defines the extension to use to pick the right loader
  98074. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  98075. * @param mimeType defines an optional mime type
  98076. * @returns a InternalTexture for assignment back into BABYLON.Texture
  98077. */
  98078. createTexture(urlArg: Nullable<string>, noMipmap: boolean, invertY: boolean, scene: Nullable<ISceneLike>, samplingMode?: number, onLoad?: Nullable<() => void>, onError?: Nullable<(message: string, exception: any) => void>, buffer?: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>, excludeLoaders?: Array<IInternalTextureLoader>, mimeType?: string): InternalTexture;
  98079. /**
  98080. * @hidden
  98081. */
  98082. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  98083. /**
  98084. * Creates a raw texture
  98085. * @param data defines the data to store in the texture
  98086. * @param width defines the width of the texture
  98087. * @param height defines the height of the texture
  98088. * @param format defines the format of the data
  98089. * @param generateMipMaps defines if the engine should generate the mip levels
  98090. * @param invertY defines if data must be stored with Y axis inverted
  98091. * @param samplingMode defines the required sampling mode (Texture.NEAREST_SAMPLINGMODE by default)
  98092. * @param compression defines the compression used (null by default)
  98093. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  98094. * @returns the raw texture inside an InternalTexture
  98095. */
  98096. createRawTexture(data: Nullable<ArrayBufferView>, width: number, height: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, type?: number): InternalTexture;
  98097. /**
  98098. * Creates a new raw cube texture
  98099. * @param data defines the array of data to use to create each face
  98100. * @param size defines the size of the textures
  98101. * @param format defines the format of the data
  98102. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  98103. * @param generateMipMaps defines if the engine should generate the mip levels
  98104. * @param invertY defines if data must be stored with Y axis inverted
  98105. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98106. * @param compression defines the compression used (null by default)
  98107. * @returns the cube texture as an InternalTexture
  98108. */
  98109. createRawCubeTexture(data: Nullable<ArrayBufferView[]>, size: number, format: number, type: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>): InternalTexture;
  98110. /**
  98111. * Creates a new raw 3D texture
  98112. * @param data defines the data used to create the texture
  98113. * @param width defines the width of the texture
  98114. * @param height defines the height of the texture
  98115. * @param depth defines the depth of the texture
  98116. * @param format defines the format of the texture
  98117. * @param generateMipMaps defines if the engine must generate mip levels
  98118. * @param invertY defines if data must be stored with Y axis inverted
  98119. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98120. * @param compression defines the compressed used (can be null)
  98121. * @param textureType defines the compressed used (can be null)
  98122. * @returns a new raw 3D texture (stored in an InternalTexture)
  98123. */
  98124. createRawTexture3D(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98125. /**
  98126. * Creates a new raw 2D array texture
  98127. * @param data defines the data used to create the texture
  98128. * @param width defines the width of the texture
  98129. * @param height defines the height of the texture
  98130. * @param depth defines the number of layers of the texture
  98131. * @param format defines the format of the texture
  98132. * @param generateMipMaps defines if the engine must generate mip levels
  98133. * @param invertY defines if data must be stored with Y axis inverted
  98134. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  98135. * @param compression defines the compressed used (can be null)
  98136. * @param textureType defines the compressed used (can be null)
  98137. * @returns a new raw 2D array texture (stored in an InternalTexture)
  98138. */
  98139. createRawTexture2DArray(data: Nullable<ArrayBufferView>, width: number, height: number, depth: number, format: number, generateMipMaps: boolean, invertY: boolean, samplingMode: number, compression?: Nullable<string>, textureType?: number): InternalTexture;
  98140. private _unpackFlipYCached;
  98141. /**
  98142. * In case you are sharing the context with other applications, it might
  98143. * be interested to not cache the unpack flip y state to ensure a consistent
  98144. * value would be set.
  98145. */
  98146. enableUnpackFlipYCached: boolean;
  98147. /** @hidden */
  98148. _unpackFlipY(value: boolean): void;
  98149. /** @hidden */
  98150. _getUnpackAlignement(): number;
  98151. /**
  98152. * Update the sampling mode of a given texture
  98153. * @param samplingMode defines the required sampling mode
  98154. * @param texture defines the texture to update
  98155. */
  98156. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  98157. /** @hidden */
  98158. _setupDepthStencilTexture(internalTexture: InternalTexture, size: number | {
  98159. width: number;
  98160. height: number;
  98161. }, generateStencil: boolean, bilinearFiltering: boolean, comparisonFunction: number): void;
  98162. /** @hidden */
  98163. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98164. /** @hidden */
  98165. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number, babylonInternalFormat?: number, useTextureWidthAndHeight?: boolean): void;
  98166. /** @hidden */
  98167. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  98168. protected _prepareWebGLTextureContinuation(texture: InternalTexture, scene: Nullable<ISceneLike>, noMipmap: boolean, isCompressed: boolean, samplingMode: number): void;
  98169. private _prepareWebGLTexture;
  98170. /** @hidden */
  98171. _setupFramebufferDepthAttachments(generateStencilBuffer: boolean, generateDepthBuffer: boolean, width: number, height: number, samples?: number): Nullable<WebGLRenderbuffer>;
  98172. /** @hidden */
  98173. _releaseFramebufferObjects(texture: InternalTexture): void;
  98174. /** @hidden */
  98175. _releaseTexture(texture: InternalTexture): void;
  98176. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  98177. protected _setProgram(program: WebGLProgram): void;
  98178. protected _boundUniforms: {
  98179. [key: number]: WebGLUniformLocation;
  98180. };
  98181. /**
  98182. * Binds an effect to the webGL context
  98183. * @param effect defines the effect to bind
  98184. */
  98185. bindSamplers(effect: Effect): void;
  98186. private _activateCurrentTexture;
  98187. /** @hidden */
  98188. _bindTextureDirectly(target: number, texture: Nullable<InternalTexture>, forTextureDataUpdate?: boolean, force?: boolean): boolean;
  98189. /** @hidden */
  98190. _bindTexture(channel: number, texture: Nullable<InternalTexture>): void;
  98191. /**
  98192. * Unbind all textures from the webGL context
  98193. */
  98194. unbindAllTextures(): void;
  98195. /**
  98196. * Sets a texture to the according uniform.
  98197. * @param channel The texture channel
  98198. * @param uniform The uniform to set
  98199. * @param texture The texture to apply
  98200. */
  98201. setTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<BaseTexture>): void;
  98202. private _bindSamplerUniformToChannel;
  98203. private _getTextureWrapMode;
  98204. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  98205. /**
  98206. * Sets an array of texture to the webGL context
  98207. * @param channel defines the channel where the texture array must be set
  98208. * @param uniform defines the associated uniform location
  98209. * @param textures defines the array of textures to bind
  98210. */
  98211. setTextureArray(channel: number, uniform: Nullable<WebGLUniformLocation>, textures: BaseTexture[]): void;
  98212. /** @hidden */
  98213. _setAnisotropicLevel(target: number, texture: BaseTexture): void;
  98214. private _setTextureParameterFloat;
  98215. private _setTextureParameterInteger;
  98216. /**
  98217. * Unbind all vertex attributes from the webGL context
  98218. */
  98219. unbindAllAttributes(): void;
  98220. /**
  98221. * 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
  98222. */
  98223. releaseEffects(): void;
  98224. /**
  98225. * Dispose and release all associated resources
  98226. */
  98227. dispose(): void;
  98228. /**
  98229. * Attach a new callback raised when context lost event is fired
  98230. * @param callback defines the callback to call
  98231. */
  98232. attachContextLostEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98233. /**
  98234. * Attach a new callback raised when context restored event is fired
  98235. * @param callback defines the callback to call
  98236. */
  98237. attachContextRestoredEvent(callback: ((event: WebGLContextEvent) => void)): void;
  98238. /**
  98239. * Get the current error code of the webGL context
  98240. * @returns the error code
  98241. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  98242. */
  98243. getError(): number;
  98244. private _canRenderToFloatFramebuffer;
  98245. private _canRenderToHalfFloatFramebuffer;
  98246. private _canRenderToFramebuffer;
  98247. /** @hidden */
  98248. _getWebGLTextureType(type: number): number;
  98249. /** @hidden */
  98250. _getInternalFormat(format: number): number;
  98251. /** @hidden */
  98252. _getRGBABufferInternalSizedFormat(type: number, format?: number): number;
  98253. /** @hidden */
  98254. _getRGBAMultiSampleBufferFormat(type: number): number;
  98255. /** @hidden */
  98256. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (data: any) => void, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean, onError?: (request?: IWebRequest, exception?: any) => void): IFileRequest;
  98257. /**
  98258. * Gets a boolean indicating if the engine can be instanciated (ie. if a webGL context can be found)
  98259. * @returns true if the engine can be created
  98260. * @ignorenaming
  98261. */
  98262. static isSupported(): boolean;
  98263. /**
  98264. * Find the next highest power of two.
  98265. * @param x Number to start search from.
  98266. * @return Next highest power of two.
  98267. */
  98268. static CeilingPOT(x: number): number;
  98269. /**
  98270. * Find the next lowest power of two.
  98271. * @param x Number to start search from.
  98272. * @return Next lowest power of two.
  98273. */
  98274. static FloorPOT(x: number): number;
  98275. /**
  98276. * Find the nearest power of two.
  98277. * @param x Number to start search from.
  98278. * @return Next nearest power of two.
  98279. */
  98280. static NearestPOT(x: number): number;
  98281. /**
  98282. * Get the closest exponent of two
  98283. * @param value defines the value to approximate
  98284. * @param max defines the maximum value to return
  98285. * @param mode defines how to define the closest value
  98286. * @returns closest exponent of two of the given value
  98287. */
  98288. static GetExponentOfTwo(value: number, max: number, mode?: number): number;
  98289. /**
  98290. * Queue a new function into the requested animation frame pool (ie. this function will be executed byt the browser for the next frame)
  98291. * @param func - the function to be called
  98292. * @param requester - the object that will request the next frame. Falls back to window.
  98293. * @returns frame number
  98294. */
  98295. static QueueNewFrame(func: () => void, requester?: any): number;
  98296. }
  98297. }
  98298. declare module BABYLON {
  98299. /**
  98300. * Class representing spherical harmonics coefficients to the 3rd degree
  98301. */
  98302. export class SphericalHarmonics {
  98303. /**
  98304. * Defines whether or not the harmonics have been prescaled for rendering.
  98305. */
  98306. preScaled: boolean;
  98307. /**
  98308. * The l0,0 coefficients of the spherical harmonics
  98309. */
  98310. l00: Vector3;
  98311. /**
  98312. * The l1,-1 coefficients of the spherical harmonics
  98313. */
  98314. l1_1: Vector3;
  98315. /**
  98316. * The l1,0 coefficients of the spherical harmonics
  98317. */
  98318. l10: Vector3;
  98319. /**
  98320. * The l1,1 coefficients of the spherical harmonics
  98321. */
  98322. l11: Vector3;
  98323. /**
  98324. * The l2,-2 coefficients of the spherical harmonics
  98325. */
  98326. l2_2: Vector3;
  98327. /**
  98328. * The l2,-1 coefficients of the spherical harmonics
  98329. */
  98330. l2_1: Vector3;
  98331. /**
  98332. * The l2,0 coefficients of the spherical harmonics
  98333. */
  98334. l20: Vector3;
  98335. /**
  98336. * The l2,1 coefficients of the spherical harmonics
  98337. */
  98338. l21: Vector3;
  98339. /**
  98340. * The l2,2 coefficients of the spherical harmonics
  98341. */
  98342. l22: Vector3;
  98343. /**
  98344. * Adds a light to the spherical harmonics
  98345. * @param direction the direction of the light
  98346. * @param color the color of the light
  98347. * @param deltaSolidAngle the delta solid angle of the light
  98348. */
  98349. addLight(direction: Vector3, color: Color3, deltaSolidAngle: number): void;
  98350. /**
  98351. * Scales the spherical harmonics by the given amount
  98352. * @param scale the amount to scale
  98353. */
  98354. scaleInPlace(scale: number): void;
  98355. /**
  98356. * Convert from incident radiance (Li) to irradiance (E) by applying convolution with the cosine-weighted hemisphere.
  98357. *
  98358. * ```
  98359. * E_lm = A_l * L_lm
  98360. * ```
  98361. *
  98362. * In spherical harmonics this convolution amounts to scaling factors for each frequency band.
  98363. * This corresponds to equation 5 in "An Efficient Representation for Irradiance Environment Maps", where
  98364. * the scaling factors are given in equation 9.
  98365. */
  98366. convertIncidentRadianceToIrradiance(): void;
  98367. /**
  98368. * Convert from irradiance to outgoing radiance for Lambertian BDRF, suitable for efficient shader evaluation.
  98369. *
  98370. * ```
  98371. * L = (1/pi) * E * rho
  98372. * ```
  98373. *
  98374. * This is done by an additional scale by 1/pi, so is a fairly trivial operation but important conceptually.
  98375. */
  98376. convertIrradianceToLambertianRadiance(): void;
  98377. /**
  98378. * Integrates the reconstruction coefficients directly in to the SH preventing further
  98379. * required operations at run time.
  98380. *
  98381. * This is simply done by scaling back the SH with Ylm constants parameter.
  98382. * The trigonometric part being applied by the shader at run time.
  98383. */
  98384. preScaleForRendering(): void;
  98385. /**
  98386. * Constructs a spherical harmonics from an array.
  98387. * @param data defines the 9x3 coefficients (l00, l1-1, l10, l11, l2-2, l2-1, l20, l21, l22)
  98388. * @returns the spherical harmonics
  98389. */
  98390. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalHarmonics;
  98391. /**
  98392. * Gets the spherical harmonics from polynomial
  98393. * @param polynomial the spherical polynomial
  98394. * @returns the spherical harmonics
  98395. */
  98396. static FromPolynomial(polynomial: SphericalPolynomial): SphericalHarmonics;
  98397. }
  98398. /**
  98399. * Class representing spherical polynomial coefficients to the 3rd degree
  98400. */
  98401. export class SphericalPolynomial {
  98402. private _harmonics;
  98403. /**
  98404. * The spherical harmonics used to create the polynomials.
  98405. */
  98406. readonly preScaledHarmonics: SphericalHarmonics;
  98407. /**
  98408. * The x coefficients of the spherical polynomial
  98409. */
  98410. x: Vector3;
  98411. /**
  98412. * The y coefficients of the spherical polynomial
  98413. */
  98414. y: Vector3;
  98415. /**
  98416. * The z coefficients of the spherical polynomial
  98417. */
  98418. z: Vector3;
  98419. /**
  98420. * The xx coefficients of the spherical polynomial
  98421. */
  98422. xx: Vector3;
  98423. /**
  98424. * The yy coefficients of the spherical polynomial
  98425. */
  98426. yy: Vector3;
  98427. /**
  98428. * The zz coefficients of the spherical polynomial
  98429. */
  98430. zz: Vector3;
  98431. /**
  98432. * The xy coefficients of the spherical polynomial
  98433. */
  98434. xy: Vector3;
  98435. /**
  98436. * The yz coefficients of the spherical polynomial
  98437. */
  98438. yz: Vector3;
  98439. /**
  98440. * The zx coefficients of the spherical polynomial
  98441. */
  98442. zx: Vector3;
  98443. /**
  98444. * Adds an ambient color to the spherical polynomial
  98445. * @param color the color to add
  98446. */
  98447. addAmbient(color: Color3): void;
  98448. /**
  98449. * Scales the spherical polynomial by the given amount
  98450. * @param scale the amount to scale
  98451. */
  98452. scaleInPlace(scale: number): void;
  98453. /**
  98454. * Gets the spherical polynomial from harmonics
  98455. * @param harmonics the spherical harmonics
  98456. * @returns the spherical polynomial
  98457. */
  98458. static FromHarmonics(harmonics: SphericalHarmonics): SphericalPolynomial;
  98459. /**
  98460. * Constructs a spherical polynomial from an array.
  98461. * @param data defines the 9x3 coefficients (x, y, z, xx, yy, zz, yz, zx, xy)
  98462. * @returns the spherical polynomial
  98463. */
  98464. static FromArray(data: ArrayLike<ArrayLike<number>>): SphericalPolynomial;
  98465. }
  98466. }
  98467. declare module BABYLON {
  98468. /**
  98469. * Defines the source of the internal texture
  98470. */
  98471. export enum InternalTextureSource {
  98472. /**
  98473. * The source of the texture data is unknown
  98474. */
  98475. Unknown = 0,
  98476. /**
  98477. * Texture data comes from an URL
  98478. */
  98479. Url = 1,
  98480. /**
  98481. * Texture data is only used for temporary storage
  98482. */
  98483. Temp = 2,
  98484. /**
  98485. * Texture data comes from raw data (ArrayBuffer)
  98486. */
  98487. Raw = 3,
  98488. /**
  98489. * Texture content is dynamic (video or dynamic texture)
  98490. */
  98491. Dynamic = 4,
  98492. /**
  98493. * Texture content is generated by rendering to it
  98494. */
  98495. RenderTarget = 5,
  98496. /**
  98497. * Texture content is part of a multi render target process
  98498. */
  98499. MultiRenderTarget = 6,
  98500. /**
  98501. * Texture data comes from a cube data file
  98502. */
  98503. Cube = 7,
  98504. /**
  98505. * Texture data comes from a raw cube data
  98506. */
  98507. CubeRaw = 8,
  98508. /**
  98509. * Texture data come from a prefiltered cube data file
  98510. */
  98511. CubePrefiltered = 9,
  98512. /**
  98513. * Texture content is raw 3D data
  98514. */
  98515. Raw3D = 10,
  98516. /**
  98517. * Texture content is raw 2D array data
  98518. */
  98519. Raw2DArray = 11,
  98520. /**
  98521. * Texture content is a depth texture
  98522. */
  98523. Depth = 12,
  98524. /**
  98525. * Texture data comes from a raw cube data encoded with RGBD
  98526. */
  98527. CubeRawRGBD = 13
  98528. }
  98529. /**
  98530. * Class used to store data associated with WebGL texture data for the engine
  98531. * This class should not be used directly
  98532. */
  98533. export class InternalTexture {
  98534. /** @hidden */
  98535. static _UpdateRGBDAsync: (internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number) => Promise<void>;
  98536. /**
  98537. * Defines if the texture is ready
  98538. */
  98539. isReady: boolean;
  98540. /**
  98541. * Defines if the texture is a cube texture
  98542. */
  98543. isCube: boolean;
  98544. /**
  98545. * Defines if the texture contains 3D data
  98546. */
  98547. is3D: boolean;
  98548. /**
  98549. * Defines if the texture contains 2D array data
  98550. */
  98551. is2DArray: boolean;
  98552. /**
  98553. * Defines if the texture contains multiview data
  98554. */
  98555. isMultiview: boolean;
  98556. /**
  98557. * Gets the URL used to load this texture
  98558. */
  98559. url: string;
  98560. /**
  98561. * Gets the sampling mode of the texture
  98562. */
  98563. samplingMode: number;
  98564. /**
  98565. * Gets a boolean indicating if the texture needs mipmaps generation
  98566. */
  98567. generateMipMaps: boolean;
  98568. /**
  98569. * Gets the number of samples used by the texture (WebGL2+ only)
  98570. */
  98571. samples: number;
  98572. /**
  98573. * Gets the type of the texture (int, float...)
  98574. */
  98575. type: number;
  98576. /**
  98577. * Gets the format of the texture (RGB, RGBA...)
  98578. */
  98579. format: number;
  98580. /**
  98581. * Observable called when the texture is loaded
  98582. */
  98583. onLoadedObservable: Observable<InternalTexture>;
  98584. /**
  98585. * Gets the width of the texture
  98586. */
  98587. width: number;
  98588. /**
  98589. * Gets the height of the texture
  98590. */
  98591. height: number;
  98592. /**
  98593. * Gets the depth of the texture
  98594. */
  98595. depth: number;
  98596. /**
  98597. * Gets the initial width of the texture (It could be rescaled if the current system does not support non power of two textures)
  98598. */
  98599. baseWidth: number;
  98600. /**
  98601. * Gets the initial height of the texture (It could be rescaled if the current system does not support non power of two textures)
  98602. */
  98603. baseHeight: number;
  98604. /**
  98605. * Gets the initial depth of the texture (It could be rescaled if the current system does not support non power of two textures)
  98606. */
  98607. baseDepth: number;
  98608. /**
  98609. * Gets a boolean indicating if the texture is inverted on Y axis
  98610. */
  98611. invertY: boolean;
  98612. /** @hidden */
  98613. _invertVScale: boolean;
  98614. /** @hidden */
  98615. _associatedChannel: number;
  98616. /** @hidden */
  98617. _source: InternalTextureSource;
  98618. /** @hidden */
  98619. _buffer: Nullable<string | ArrayBuffer | ArrayBufferView | HTMLImageElement | Blob | ImageBitmap>;
  98620. /** @hidden */
  98621. _bufferView: Nullable<ArrayBufferView>;
  98622. /** @hidden */
  98623. _bufferViewArray: Nullable<ArrayBufferView[]>;
  98624. /** @hidden */
  98625. _bufferViewArrayArray: Nullable<ArrayBufferView[][]>;
  98626. /** @hidden */
  98627. _size: number;
  98628. /** @hidden */
  98629. _extension: string;
  98630. /** @hidden */
  98631. _files: Nullable<string[]>;
  98632. /** @hidden */
  98633. _workingCanvas: Nullable<HTMLCanvasElement | OffscreenCanvas>;
  98634. /** @hidden */
  98635. _workingContext: Nullable<CanvasRenderingContext2D | OffscreenCanvasRenderingContext2D>;
  98636. /** @hidden */
  98637. _framebuffer: Nullable<WebGLFramebuffer>;
  98638. /** @hidden */
  98639. _depthStencilBuffer: Nullable<WebGLRenderbuffer>;
  98640. /** @hidden */
  98641. _MSAAFramebuffer: Nullable<WebGLFramebuffer>;
  98642. /** @hidden */
  98643. _MSAARenderBuffer: Nullable<WebGLRenderbuffer>;
  98644. /** @hidden */
  98645. _attachments: Nullable<number[]>;
  98646. /** @hidden */
  98647. _cachedCoordinatesMode: Nullable<number>;
  98648. /** @hidden */
  98649. _cachedWrapU: Nullable<number>;
  98650. /** @hidden */
  98651. _cachedWrapV: Nullable<number>;
  98652. /** @hidden */
  98653. _cachedWrapR: Nullable<number>;
  98654. /** @hidden */
  98655. _cachedAnisotropicFilteringLevel: Nullable<number>;
  98656. /** @hidden */
  98657. _isDisabled: boolean;
  98658. /** @hidden */
  98659. _compression: Nullable<string>;
  98660. /** @hidden */
  98661. _generateStencilBuffer: boolean;
  98662. /** @hidden */
  98663. _generateDepthBuffer: boolean;
  98664. /** @hidden */
  98665. _comparisonFunction: number;
  98666. /** @hidden */
  98667. _sphericalPolynomial: Nullable<SphericalPolynomial>;
  98668. /** @hidden */
  98669. _lodGenerationScale: number;
  98670. /** @hidden */
  98671. _lodGenerationOffset: number;
  98672. /** @hidden */
  98673. _colorTextureArray: Nullable<WebGLTexture>;
  98674. /** @hidden */
  98675. _depthStencilTextureArray: Nullable<WebGLTexture>;
  98676. /** @hidden */
  98677. _lodTextureHigh: Nullable<BaseTexture>;
  98678. /** @hidden */
  98679. _lodTextureMid: Nullable<BaseTexture>;
  98680. /** @hidden */
  98681. _lodTextureLow: Nullable<BaseTexture>;
  98682. /** @hidden */
  98683. _isRGBD: boolean;
  98684. /** @hidden */
  98685. _linearSpecularLOD: boolean;
  98686. /** @hidden */
  98687. _irradianceTexture: Nullable<BaseTexture>;
  98688. /** @hidden */
  98689. _webGLTexture: Nullable<WebGLTexture>;
  98690. /** @hidden */
  98691. _references: number;
  98692. private _engine;
  98693. /**
  98694. * Gets the Engine the texture belongs to.
  98695. * @returns The babylon engine
  98696. */
  98697. getEngine(): ThinEngine;
  98698. /**
  98699. * Gets the data source type of the texture
  98700. */
  98701. readonly source: InternalTextureSource;
  98702. /**
  98703. * Creates a new InternalTexture
  98704. * @param engine defines the engine to use
  98705. * @param source defines the type of data that will be used
  98706. * @param delayAllocation if the texture allocation should be delayed (default: false)
  98707. */
  98708. constructor(engine: ThinEngine, source: InternalTextureSource, delayAllocation?: boolean);
  98709. /**
  98710. * Increments the number of references (ie. the number of Texture that point to it)
  98711. */
  98712. incrementReferences(): void;
  98713. /**
  98714. * Change the size of the texture (not the size of the content)
  98715. * @param width defines the new width
  98716. * @param height defines the new height
  98717. * @param depth defines the new depth (1 by default)
  98718. */
  98719. updateSize(width: int, height: int, depth?: int): void;
  98720. /** @hidden */
  98721. _rebuild(): void;
  98722. /** @hidden */
  98723. _swapAndDie(target: InternalTexture): void;
  98724. /**
  98725. * Dispose the current allocated resources
  98726. */
  98727. dispose(): void;
  98728. }
  98729. }
  98730. declare module BABYLON {
  98731. /**
  98732. * Class used to work with sound analyzer using fast fourier transform (FFT)
  98733. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98734. */
  98735. export class Analyser {
  98736. /**
  98737. * Gets or sets the smoothing
  98738. * @ignorenaming
  98739. */
  98740. SMOOTHING: number;
  98741. /**
  98742. * Gets or sets the FFT table size
  98743. * @ignorenaming
  98744. */
  98745. FFT_SIZE: number;
  98746. /**
  98747. * Gets or sets the bar graph amplitude
  98748. * @ignorenaming
  98749. */
  98750. BARGRAPHAMPLITUDE: number;
  98751. /**
  98752. * Gets or sets the position of the debug canvas
  98753. * @ignorenaming
  98754. */
  98755. DEBUGCANVASPOS: {
  98756. x: number;
  98757. y: number;
  98758. };
  98759. /**
  98760. * Gets or sets the debug canvas size
  98761. * @ignorenaming
  98762. */
  98763. DEBUGCANVASSIZE: {
  98764. width: number;
  98765. height: number;
  98766. };
  98767. private _byteFreqs;
  98768. private _byteTime;
  98769. private _floatFreqs;
  98770. private _webAudioAnalyser;
  98771. private _debugCanvas;
  98772. private _debugCanvasContext;
  98773. private _scene;
  98774. private _registerFunc;
  98775. private _audioEngine;
  98776. /**
  98777. * Creates a new analyser
  98778. * @param scene defines hosting scene
  98779. */
  98780. constructor(scene: Scene);
  98781. /**
  98782. * Get the number of data values you will have to play with for the visualization
  98783. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/frequencyBinCount
  98784. * @returns a number
  98785. */
  98786. getFrequencyBinCount(): number;
  98787. /**
  98788. * Gets the current frequency data as a byte array
  98789. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98790. * @returns a Uint8Array
  98791. */
  98792. getByteFrequencyData(): Uint8Array;
  98793. /**
  98794. * Gets the current waveform as a byte array
  98795. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteTimeDomainData
  98796. * @returns a Uint8Array
  98797. */
  98798. getByteTimeDomainData(): Uint8Array;
  98799. /**
  98800. * Gets the current frequency data as a float array
  98801. * @see https://developer.mozilla.org/en-US/docs/Web/API/AnalyserNode/getByteFrequencyData
  98802. * @returns a Float32Array
  98803. */
  98804. getFloatFrequencyData(): Float32Array;
  98805. /**
  98806. * Renders the debug canvas
  98807. */
  98808. drawDebugCanvas(): void;
  98809. /**
  98810. * Stops rendering the debug canvas and removes it
  98811. */
  98812. stopDebugCanvas(): void;
  98813. /**
  98814. * Connects two audio nodes
  98815. * @param inputAudioNode defines first node to connect
  98816. * @param outputAudioNode defines second node to connect
  98817. */
  98818. connectAudioNodes(inputAudioNode: AudioNode, outputAudioNode: AudioNode): void;
  98819. /**
  98820. * Releases all associated resources
  98821. */
  98822. dispose(): void;
  98823. }
  98824. }
  98825. declare module BABYLON {
  98826. /**
  98827. * This represents an audio engine and it is responsible
  98828. * to play, synchronize and analyse sounds throughout the application.
  98829. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98830. */
  98831. export interface IAudioEngine extends IDisposable {
  98832. /**
  98833. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98834. */
  98835. readonly canUseWebAudio: boolean;
  98836. /**
  98837. * Gets the current AudioContext if available.
  98838. */
  98839. readonly audioContext: Nullable<AudioContext>;
  98840. /**
  98841. * The master gain node defines the global audio volume of your audio engine.
  98842. */
  98843. readonly masterGain: GainNode;
  98844. /**
  98845. * Gets whether or not mp3 are supported by your browser.
  98846. */
  98847. readonly isMP3supported: boolean;
  98848. /**
  98849. * Gets whether or not ogg are supported by your browser.
  98850. */
  98851. readonly isOGGsupported: boolean;
  98852. /**
  98853. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98854. * @ignoreNaming
  98855. */
  98856. WarnedWebAudioUnsupported: boolean;
  98857. /**
  98858. * Defines if the audio engine relies on a custom unlocked button.
  98859. * In this case, the embedded button will not be displayed.
  98860. */
  98861. useCustomUnlockedButton: boolean;
  98862. /**
  98863. * Gets whether or not the audio engine is unlocked (require first a user gesture on some browser).
  98864. */
  98865. readonly unlocked: boolean;
  98866. /**
  98867. * Event raised when audio has been unlocked on the browser.
  98868. */
  98869. onAudioUnlockedObservable: Observable<AudioEngine>;
  98870. /**
  98871. * Event raised when audio has been locked on the browser.
  98872. */
  98873. onAudioLockedObservable: Observable<AudioEngine>;
  98874. /**
  98875. * Flags the audio engine in Locked state.
  98876. * This happens due to new browser policies preventing audio to autoplay.
  98877. */
  98878. lock(): void;
  98879. /**
  98880. * Unlocks the audio engine once a user action has been done on the dom.
  98881. * This is helpful to resume play once browser policies have been satisfied.
  98882. */
  98883. unlock(): void;
  98884. }
  98885. /**
  98886. * This represents the default audio engine used in babylon.
  98887. * It is responsible to play, synchronize and analyse sounds throughout the application.
  98888. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  98889. */
  98890. export class AudioEngine implements IAudioEngine {
  98891. private _audioContext;
  98892. private _audioContextInitialized;
  98893. private _muteButton;
  98894. private _hostElement;
  98895. /**
  98896. * Gets whether the current host supports Web Audio and thus could create AudioContexts.
  98897. */
  98898. canUseWebAudio: boolean;
  98899. /**
  98900. * The master gain node defines the global audio volume of your audio engine.
  98901. */
  98902. masterGain: GainNode;
  98903. /**
  98904. * Defines if Babylon should emit a warning if WebAudio is not supported.
  98905. * @ignoreNaming
  98906. */
  98907. WarnedWebAudioUnsupported: boolean;
  98908. /**
  98909. * Gets whether or not mp3 are supported by your browser.
  98910. */
  98911. isMP3supported: boolean;
  98912. /**
  98913. * Gets whether or not ogg are supported by your browser.
  98914. */
  98915. isOGGsupported: boolean;
  98916. /**
  98917. * Gets whether audio has been unlocked on the device.
  98918. * Some Browsers have strong restrictions about Audio and won t autoplay unless
  98919. * a user interaction has happened.
  98920. */
  98921. unlocked: boolean;
  98922. /**
  98923. * Defines if the audio engine relies on a custom unlocked button.
  98924. * In this case, the embedded button will not be displayed.
  98925. */
  98926. useCustomUnlockedButton: boolean;
  98927. /**
  98928. * Event raised when audio has been unlocked on the browser.
  98929. */
  98930. onAudioUnlockedObservable: Observable<AudioEngine>;
  98931. /**
  98932. * Event raised when audio has been locked on the browser.
  98933. */
  98934. onAudioLockedObservable: Observable<AudioEngine>;
  98935. /**
  98936. * Gets the current AudioContext if available.
  98937. */
  98938. readonly audioContext: Nullable<AudioContext>;
  98939. private _connectedAnalyser;
  98940. /**
  98941. * Instantiates a new audio engine.
  98942. *
  98943. * There should be only one per page as some browsers restrict the number
  98944. * of audio contexts you can create.
  98945. * @param hostElement defines the host element where to display the mute icon if necessary
  98946. */
  98947. constructor(hostElement?: Nullable<HTMLElement>);
  98948. /**
  98949. * Flags the audio engine in Locked state.
  98950. * This happens due to new browser policies preventing audio to autoplay.
  98951. */
  98952. lock(): void;
  98953. /**
  98954. * Unlocks the audio engine once a user action has been done on the dom.
  98955. * This is helpful to resume play once browser policies have been satisfied.
  98956. */
  98957. unlock(): void;
  98958. private _resumeAudioContext;
  98959. private _initializeAudioContext;
  98960. private _tryToRun;
  98961. private _triggerRunningState;
  98962. private _triggerSuspendedState;
  98963. private _displayMuteButton;
  98964. private _moveButtonToTopLeft;
  98965. private _onResize;
  98966. private _hideMuteButton;
  98967. /**
  98968. * Destroy and release the resources associated with the audio ccontext.
  98969. */
  98970. dispose(): void;
  98971. /**
  98972. * Gets the global volume sets on the master gain.
  98973. * @returns the global volume if set or -1 otherwise
  98974. */
  98975. getGlobalVolume(): number;
  98976. /**
  98977. * Sets the global volume of your experience (sets on the master gain).
  98978. * @param newVolume Defines the new global volume of the application
  98979. */
  98980. setGlobalVolume(newVolume: number): void;
  98981. /**
  98982. * Connect the audio engine to an audio analyser allowing some amazing
  98983. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  98984. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  98985. * @param analyser The analyser to connect to the engine
  98986. */
  98987. connectToAnalyser(analyser: Analyser): void;
  98988. }
  98989. }
  98990. declare module BABYLON {
  98991. /**
  98992. * Interface used to present a loading screen while loading a scene
  98993. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  98994. */
  98995. export interface ILoadingScreen {
  98996. /**
  98997. * Function called to display the loading screen
  98998. */
  98999. displayLoadingUI: () => void;
  99000. /**
  99001. * Function called to hide the loading screen
  99002. */
  99003. hideLoadingUI: () => void;
  99004. /**
  99005. * Gets or sets the color to use for the background
  99006. */
  99007. loadingUIBackgroundColor: string;
  99008. /**
  99009. * Gets or sets the text to display while loading
  99010. */
  99011. loadingUIText: string;
  99012. }
  99013. /**
  99014. * Class used for the default loading screen
  99015. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  99016. */
  99017. export class DefaultLoadingScreen implements ILoadingScreen {
  99018. private _renderingCanvas;
  99019. private _loadingText;
  99020. private _loadingDivBackgroundColor;
  99021. private _loadingDiv;
  99022. private _loadingTextDiv;
  99023. /** Gets or sets the logo url to use for the default loading screen */
  99024. static DefaultLogoUrl: string;
  99025. /** Gets or sets the spinner url to use for the default loading screen */
  99026. static DefaultSpinnerUrl: string;
  99027. /**
  99028. * Creates a new default loading screen
  99029. * @param _renderingCanvas defines the canvas used to render the scene
  99030. * @param _loadingText defines the default text to display
  99031. * @param _loadingDivBackgroundColor defines the default background color
  99032. */
  99033. constructor(_renderingCanvas: HTMLCanvasElement, _loadingText?: string, _loadingDivBackgroundColor?: string);
  99034. /**
  99035. * Function called to display the loading screen
  99036. */
  99037. displayLoadingUI(): void;
  99038. /**
  99039. * Function called to hide the loading screen
  99040. */
  99041. hideLoadingUI(): void;
  99042. /**
  99043. * Gets or sets the text to display while loading
  99044. */
  99045. loadingUIText: string;
  99046. /**
  99047. * Gets or sets the color to use for the background
  99048. */
  99049. loadingUIBackgroundColor: string;
  99050. private _resizeLoadingUI;
  99051. }
  99052. }
  99053. declare module BABYLON {
  99054. /**
  99055. * Interface for any object that can request an animation frame
  99056. */
  99057. export interface ICustomAnimationFrameRequester {
  99058. /**
  99059. * This function will be called when the render loop is ready. If this is not populated, the engine's renderloop function will be called
  99060. */
  99061. renderFunction?: Function;
  99062. /**
  99063. * Called to request the next frame to render to
  99064. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame
  99065. */
  99066. requestAnimationFrame: Function;
  99067. /**
  99068. * You can pass this value to cancelAnimationFrame() to cancel the refresh callback request
  99069. * @see https://developer.mozilla.org/en-US/docs/Web/API/window/requestAnimationFrame#Return_value
  99070. */
  99071. requestID?: number;
  99072. }
  99073. }
  99074. declare module BABYLON {
  99075. /**
  99076. * Performance monitor tracks rolling average frame-time and frame-time variance over a user defined sliding-window
  99077. */
  99078. export class PerformanceMonitor {
  99079. private _enabled;
  99080. private _rollingFrameTime;
  99081. private _lastFrameTimeMs;
  99082. /**
  99083. * constructor
  99084. * @param frameSampleSize The number of samples required to saturate the sliding window
  99085. */
  99086. constructor(frameSampleSize?: number);
  99087. /**
  99088. * Samples current frame
  99089. * @param timeMs A timestamp in milliseconds of the current frame to compare with other frames
  99090. */
  99091. sampleFrame(timeMs?: number): void;
  99092. /**
  99093. * Returns the average frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99094. */
  99095. readonly averageFrameTime: number;
  99096. /**
  99097. * Returns the variance frame time in milliseconds over the sliding window (or the subset of frames sampled so far)
  99098. */
  99099. readonly averageFrameTimeVariance: number;
  99100. /**
  99101. * Returns the frame time of the most recent frame
  99102. */
  99103. readonly instantaneousFrameTime: number;
  99104. /**
  99105. * Returns the average framerate in frames per second over the sliding window (or the subset of frames sampled so far)
  99106. */
  99107. readonly averageFPS: number;
  99108. /**
  99109. * Returns the average framerate in frames per second using the most recent frame time
  99110. */
  99111. readonly instantaneousFPS: number;
  99112. /**
  99113. * Returns true if enough samples have been taken to completely fill the sliding window
  99114. */
  99115. readonly isSaturated: boolean;
  99116. /**
  99117. * Enables contributions to the sliding window sample set
  99118. */
  99119. enable(): void;
  99120. /**
  99121. * Disables contributions to the sliding window sample set
  99122. * Samples will not be interpolated over the disabled period
  99123. */
  99124. disable(): void;
  99125. /**
  99126. * Returns true if sampling is enabled
  99127. */
  99128. readonly isEnabled: boolean;
  99129. /**
  99130. * Resets performance monitor
  99131. */
  99132. reset(): void;
  99133. }
  99134. /**
  99135. * RollingAverage
  99136. *
  99137. * Utility to efficiently compute the rolling average and variance over a sliding window of samples
  99138. */
  99139. export class RollingAverage {
  99140. /**
  99141. * Current average
  99142. */
  99143. average: number;
  99144. /**
  99145. * Current variance
  99146. */
  99147. variance: number;
  99148. protected _samples: Array<number>;
  99149. protected _sampleCount: number;
  99150. protected _pos: number;
  99151. protected _m2: number;
  99152. /**
  99153. * constructor
  99154. * @param length The number of samples required to saturate the sliding window
  99155. */
  99156. constructor(length: number);
  99157. /**
  99158. * Adds a sample to the sample set
  99159. * @param v The sample value
  99160. */
  99161. add(v: number): void;
  99162. /**
  99163. * Returns previously added values or null if outside of history or outside the sliding window domain
  99164. * @param i Index in history. For example, pass 0 for the most recent value and 1 for the value before that
  99165. * @return Value previously recorded with add() or null if outside of range
  99166. */
  99167. history(i: number): number;
  99168. /**
  99169. * Returns true if enough samples have been taken to completely fill the sliding window
  99170. * @return true if sample-set saturated
  99171. */
  99172. isSaturated(): boolean;
  99173. /**
  99174. * Resets the rolling average (equivalent to 0 samples taken so far)
  99175. */
  99176. reset(): void;
  99177. /**
  99178. * Wraps a value around the sample range boundaries
  99179. * @param i Position in sample range, for example if the sample length is 5, and i is -3, then 2 will be returned.
  99180. * @return Wrapped position in sample range
  99181. */
  99182. protected _wrapPosition(i: number): number;
  99183. }
  99184. }
  99185. declare module BABYLON {
  99186. /**
  99187. * This class is used to track a performance counter which is number based.
  99188. * The user has access to many properties which give statistics of different nature.
  99189. *
  99190. * The implementer can track two kinds of Performance Counter: time and count.
  99191. * 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.
  99192. * 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.
  99193. */
  99194. export class PerfCounter {
  99195. /**
  99196. * Gets or sets a global boolean to turn on and off all the counters
  99197. */
  99198. static Enabled: boolean;
  99199. /**
  99200. * Returns the smallest value ever
  99201. */
  99202. readonly min: number;
  99203. /**
  99204. * Returns the biggest value ever
  99205. */
  99206. readonly max: number;
  99207. /**
  99208. * Returns the average value since the performance counter is running
  99209. */
  99210. readonly average: number;
  99211. /**
  99212. * Returns the average value of the last second the counter was monitored
  99213. */
  99214. readonly lastSecAverage: number;
  99215. /**
  99216. * Returns the current value
  99217. */
  99218. readonly current: number;
  99219. /**
  99220. * Gets the accumulated total
  99221. */
  99222. readonly total: number;
  99223. /**
  99224. * Gets the total value count
  99225. */
  99226. readonly count: number;
  99227. /**
  99228. * Creates a new counter
  99229. */
  99230. constructor();
  99231. /**
  99232. * Call this method to start monitoring a new frame.
  99233. * 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.
  99234. */
  99235. fetchNewFrame(): void;
  99236. /**
  99237. * Call this method to monitor a count of something (e.g. mesh drawn in viewport count)
  99238. * @param newCount the count value to add to the monitored count
  99239. * @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.
  99240. */
  99241. addCount(newCount: number, fetchResult: boolean): void;
  99242. /**
  99243. * Start monitoring this performance counter
  99244. */
  99245. beginMonitoring(): void;
  99246. /**
  99247. * Compute the time lapsed since the previous beginMonitoring() call.
  99248. * @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
  99249. */
  99250. endMonitoring(newFrame?: boolean): void;
  99251. private _fetchResult;
  99252. private _startMonitoringTime;
  99253. private _min;
  99254. private _max;
  99255. private _average;
  99256. private _current;
  99257. private _totalValueCount;
  99258. private _totalAccumulated;
  99259. private _lastSecAverage;
  99260. private _lastSecAccumulated;
  99261. private _lastSecTime;
  99262. private _lastSecValueCount;
  99263. }
  99264. }
  99265. declare module BABYLON {
  99266. /**
  99267. * Defines the interface used by display changed events
  99268. */
  99269. export interface IDisplayChangedEventArgs {
  99270. /** Gets the vrDisplay object (if any) */
  99271. vrDisplay: Nullable<any>;
  99272. /** Gets a boolean indicating if webVR is supported */
  99273. vrSupported: boolean;
  99274. }
  99275. /**
  99276. * Defines the interface used by objects containing a viewport (like a camera)
  99277. */
  99278. interface IViewportOwnerLike {
  99279. /**
  99280. * Gets or sets the viewport
  99281. */
  99282. viewport: IViewportLike;
  99283. }
  99284. /**
  99285. * The engine class is responsible for interfacing with all lower-level APIs such as WebGL and Audio
  99286. */
  99287. export class Engine extends ThinEngine {
  99288. /** Defines that alpha blending is disabled */
  99289. static readonly ALPHA_DISABLE: number;
  99290. /** Defines that alpha blending to SRC ALPHA * SRC + DEST */
  99291. static readonly ALPHA_ADD: number;
  99292. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC ALPHA) * DEST */
  99293. static readonly ALPHA_COMBINE: number;
  99294. /** Defines that alpha blending to DEST - SRC * DEST */
  99295. static readonly ALPHA_SUBTRACT: number;
  99296. /** Defines that alpha blending to SRC * DEST */
  99297. static readonly ALPHA_MULTIPLY: number;
  99298. /** Defines that alpha blending to SRC ALPHA * SRC + (1 - SRC) * DEST */
  99299. static readonly ALPHA_MAXIMIZED: number;
  99300. /** Defines that alpha blending to SRC + DEST */
  99301. static readonly ALPHA_ONEONE: number;
  99302. /** Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST */
  99303. static readonly ALPHA_PREMULTIPLIED: number;
  99304. /**
  99305. * Defines that alpha blending to SRC + (1 - SRC ALPHA) * DEST
  99306. * Alpha will be set to (1 - SRC ALPHA) * DEST ALPHA
  99307. */
  99308. static readonly ALPHA_PREMULTIPLIED_PORTERDUFF: number;
  99309. /** Defines that alpha blending to CST * SRC + (1 - CST) * DEST */
  99310. static readonly ALPHA_INTERPOLATE: number;
  99311. /**
  99312. * Defines that alpha blending to SRC + (1 - SRC) * DEST
  99313. * Alpha will be set to SRC ALPHA + (1 - SRC ALPHA) * DEST ALPHA
  99314. */
  99315. static readonly ALPHA_SCREENMODE: number;
  99316. /** Defines that the ressource is not delayed*/
  99317. static readonly DELAYLOADSTATE_NONE: number;
  99318. /** Defines that the ressource was successfully delay loaded */
  99319. static readonly DELAYLOADSTATE_LOADED: number;
  99320. /** Defines that the ressource is currently delay loading */
  99321. static readonly DELAYLOADSTATE_LOADING: number;
  99322. /** Defines that the ressource is delayed and has not started loading */
  99323. static readonly DELAYLOADSTATE_NOTLOADED: number;
  99324. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will never pass. i.e. Nothing will be drawn */
  99325. static readonly NEVER: number;
  99326. /** 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 */
  99327. static readonly ALWAYS: number;
  99328. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is less than the stored value */
  99329. static readonly LESS: number;
  99330. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is equals to the stored value */
  99331. static readonly EQUAL: number;
  99332. /** 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 */
  99333. static readonly LEQUAL: number;
  99334. /** Passed to depthFunction or stencilFunction to specify depth or stencil tests will pass if the new depth value is greater than the stored value */
  99335. static readonly GREATER: number;
  99336. /** 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 */
  99337. static readonly GEQUAL: number;
  99338. /** 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 */
  99339. static readonly NOTEQUAL: number;
  99340. /** Passed to stencilOperation to specify that stencil value must be kept */
  99341. static readonly KEEP: number;
  99342. /** Passed to stencilOperation to specify that stencil value must be replaced */
  99343. static readonly REPLACE: number;
  99344. /** Passed to stencilOperation to specify that stencil value must be incremented */
  99345. static readonly INCR: number;
  99346. /** Passed to stencilOperation to specify that stencil value must be decremented */
  99347. static readonly DECR: number;
  99348. /** Passed to stencilOperation to specify that stencil value must be inverted */
  99349. static readonly INVERT: number;
  99350. /** Passed to stencilOperation to specify that stencil value must be incremented with wrapping */
  99351. static readonly INCR_WRAP: number;
  99352. /** Passed to stencilOperation to specify that stencil value must be decremented with wrapping */
  99353. static readonly DECR_WRAP: number;
  99354. /** Texture is not repeating outside of 0..1 UVs */
  99355. static readonly TEXTURE_CLAMP_ADDRESSMODE: number;
  99356. /** Texture is repeating outside of 0..1 UVs */
  99357. static readonly TEXTURE_WRAP_ADDRESSMODE: number;
  99358. /** Texture is repeating and mirrored */
  99359. static readonly TEXTURE_MIRROR_ADDRESSMODE: number;
  99360. /** ALPHA */
  99361. static readonly TEXTUREFORMAT_ALPHA: number;
  99362. /** LUMINANCE */
  99363. static readonly TEXTUREFORMAT_LUMINANCE: number;
  99364. /** LUMINANCE_ALPHA */
  99365. static readonly TEXTUREFORMAT_LUMINANCE_ALPHA: number;
  99366. /** RGB */
  99367. static readonly TEXTUREFORMAT_RGB: number;
  99368. /** RGBA */
  99369. static readonly TEXTUREFORMAT_RGBA: number;
  99370. /** RED */
  99371. static readonly TEXTUREFORMAT_RED: number;
  99372. /** RED (2nd reference) */
  99373. static readonly TEXTUREFORMAT_R: number;
  99374. /** RG */
  99375. static readonly TEXTUREFORMAT_RG: number;
  99376. /** RED_INTEGER */
  99377. static readonly TEXTUREFORMAT_RED_INTEGER: number;
  99378. /** RED_INTEGER (2nd reference) */
  99379. static readonly TEXTUREFORMAT_R_INTEGER: number;
  99380. /** RG_INTEGER */
  99381. static readonly TEXTUREFORMAT_RG_INTEGER: number;
  99382. /** RGB_INTEGER */
  99383. static readonly TEXTUREFORMAT_RGB_INTEGER: number;
  99384. /** RGBA_INTEGER */
  99385. static readonly TEXTUREFORMAT_RGBA_INTEGER: number;
  99386. /** UNSIGNED_BYTE */
  99387. static readonly TEXTURETYPE_UNSIGNED_BYTE: number;
  99388. /** UNSIGNED_BYTE (2nd reference) */
  99389. static readonly TEXTURETYPE_UNSIGNED_INT: number;
  99390. /** FLOAT */
  99391. static readonly TEXTURETYPE_FLOAT: number;
  99392. /** HALF_FLOAT */
  99393. static readonly TEXTURETYPE_HALF_FLOAT: number;
  99394. /** BYTE */
  99395. static readonly TEXTURETYPE_BYTE: number;
  99396. /** SHORT */
  99397. static readonly TEXTURETYPE_SHORT: number;
  99398. /** UNSIGNED_SHORT */
  99399. static readonly TEXTURETYPE_UNSIGNED_SHORT: number;
  99400. /** INT */
  99401. static readonly TEXTURETYPE_INT: number;
  99402. /** UNSIGNED_INT */
  99403. static readonly TEXTURETYPE_UNSIGNED_INTEGER: number;
  99404. /** UNSIGNED_SHORT_4_4_4_4 */
  99405. static readonly TEXTURETYPE_UNSIGNED_SHORT_4_4_4_4: number;
  99406. /** UNSIGNED_SHORT_5_5_5_1 */
  99407. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_5_5_1: number;
  99408. /** UNSIGNED_SHORT_5_6_5 */
  99409. static readonly TEXTURETYPE_UNSIGNED_SHORT_5_6_5: number;
  99410. /** UNSIGNED_INT_2_10_10_10_REV */
  99411. static readonly TEXTURETYPE_UNSIGNED_INT_2_10_10_10_REV: number;
  99412. /** UNSIGNED_INT_24_8 */
  99413. static readonly TEXTURETYPE_UNSIGNED_INT_24_8: number;
  99414. /** UNSIGNED_INT_10F_11F_11F_REV */
  99415. static readonly TEXTURETYPE_UNSIGNED_INT_10F_11F_11F_REV: number;
  99416. /** UNSIGNED_INT_5_9_9_9_REV */
  99417. static readonly TEXTURETYPE_UNSIGNED_INT_5_9_9_9_REV: number;
  99418. /** FLOAT_32_UNSIGNED_INT_24_8_REV */
  99419. static readonly TEXTURETYPE_FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  99420. /** nearest is mag = nearest and min = nearest and mip = linear */
  99421. static readonly TEXTURE_NEAREST_SAMPLINGMODE: number;
  99422. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99423. static readonly TEXTURE_BILINEAR_SAMPLINGMODE: number;
  99424. /** Trilinear is mag = linear and min = linear and mip = linear */
  99425. static readonly TEXTURE_TRILINEAR_SAMPLINGMODE: number;
  99426. /** nearest is mag = nearest and min = nearest and mip = linear */
  99427. static readonly TEXTURE_NEAREST_NEAREST_MIPLINEAR: number;
  99428. /** Bilinear is mag = linear and min = linear and mip = nearest */
  99429. static readonly TEXTURE_LINEAR_LINEAR_MIPNEAREST: number;
  99430. /** Trilinear is mag = linear and min = linear and mip = linear */
  99431. static readonly TEXTURE_LINEAR_LINEAR_MIPLINEAR: number;
  99432. /** mag = nearest and min = nearest and mip = nearest */
  99433. static readonly TEXTURE_NEAREST_NEAREST_MIPNEAREST: number;
  99434. /** mag = nearest and min = linear and mip = nearest */
  99435. static readonly TEXTURE_NEAREST_LINEAR_MIPNEAREST: number;
  99436. /** mag = nearest and min = linear and mip = linear */
  99437. static readonly TEXTURE_NEAREST_LINEAR_MIPLINEAR: number;
  99438. /** mag = nearest and min = linear and mip = none */
  99439. static readonly TEXTURE_NEAREST_LINEAR: number;
  99440. /** mag = nearest and min = nearest and mip = none */
  99441. static readonly TEXTURE_NEAREST_NEAREST: number;
  99442. /** mag = linear and min = nearest and mip = nearest */
  99443. static readonly TEXTURE_LINEAR_NEAREST_MIPNEAREST: number;
  99444. /** mag = linear and min = nearest and mip = linear */
  99445. static readonly TEXTURE_LINEAR_NEAREST_MIPLINEAR: number;
  99446. /** mag = linear and min = linear and mip = none */
  99447. static readonly TEXTURE_LINEAR_LINEAR: number;
  99448. /** mag = linear and min = nearest and mip = none */
  99449. static readonly TEXTURE_LINEAR_NEAREST: number;
  99450. /** Explicit coordinates mode */
  99451. static readonly TEXTURE_EXPLICIT_MODE: number;
  99452. /** Spherical coordinates mode */
  99453. static readonly TEXTURE_SPHERICAL_MODE: number;
  99454. /** Planar coordinates mode */
  99455. static readonly TEXTURE_PLANAR_MODE: number;
  99456. /** Cubic coordinates mode */
  99457. static readonly TEXTURE_CUBIC_MODE: number;
  99458. /** Projection coordinates mode */
  99459. static readonly TEXTURE_PROJECTION_MODE: number;
  99460. /** Skybox coordinates mode */
  99461. static readonly TEXTURE_SKYBOX_MODE: number;
  99462. /** Inverse Cubic coordinates mode */
  99463. static readonly TEXTURE_INVCUBIC_MODE: number;
  99464. /** Equirectangular coordinates mode */
  99465. static readonly TEXTURE_EQUIRECTANGULAR_MODE: number;
  99466. /** Equirectangular Fixed coordinates mode */
  99467. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MODE: number;
  99468. /** Equirectangular Fixed Mirrored coordinates mode */
  99469. static readonly TEXTURE_FIXED_EQUIRECTANGULAR_MIRRORED_MODE: number;
  99470. /** Defines that texture rescaling will use a floor to find the closer power of 2 size */
  99471. static readonly SCALEMODE_FLOOR: number;
  99472. /** Defines that texture rescaling will look for the nearest power of 2 size */
  99473. static readonly SCALEMODE_NEAREST: number;
  99474. /** Defines that texture rescaling will use a ceil to find the closer power of 2 size */
  99475. static readonly SCALEMODE_CEILING: number;
  99476. /**
  99477. * Returns the current npm package of the sdk
  99478. */
  99479. static readonly NpmPackage: string;
  99480. /**
  99481. * Returns the current version of the framework
  99482. */
  99483. static readonly Version: string;
  99484. /** Gets the list of created engines */
  99485. static readonly Instances: Engine[];
  99486. /**
  99487. * Gets the latest created engine
  99488. */
  99489. static readonly LastCreatedEngine: Nullable<Engine>;
  99490. /**
  99491. * Gets the latest created scene
  99492. */
  99493. static readonly LastCreatedScene: Nullable<Scene>;
  99494. /**
  99495. * Will flag all materials in all scenes in all engines as dirty to trigger new shader compilation
  99496. * @param flag defines which part of the materials must be marked as dirty
  99497. * @param predicate defines a predicate used to filter which materials should be affected
  99498. */
  99499. static MarkAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  99500. /**
  99501. * Method called to create the default loading screen.
  99502. * This can be overriden in your own app.
  99503. * @param canvas The rendering canvas element
  99504. * @returns The loading screen
  99505. */
  99506. static DefaultLoadingScreenFactory(canvas: HTMLCanvasElement): ILoadingScreen;
  99507. /**
  99508. * Method called to create the default rescale post process on each engine.
  99509. */
  99510. static _RescalePostProcessFactory: Nullable<(engine: Engine) => PostProcess>;
  99511. /**
  99512. * Gets or sets a boolean to enable/disable IndexedDB support and avoid XHR on .manifest
  99513. **/
  99514. enableOfflineSupport: boolean;
  99515. /**
  99516. * 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)
  99517. **/
  99518. disableManifestCheck: boolean;
  99519. /**
  99520. * Gets the list of created scenes
  99521. */
  99522. scenes: Scene[];
  99523. /**
  99524. * Event raised when a new scene is created
  99525. */
  99526. onNewSceneAddedObservable: Observable<Scene>;
  99527. /**
  99528. * Gets the list of created postprocesses
  99529. */
  99530. postProcesses: PostProcess[];
  99531. /**
  99532. * Gets a boolean indicating if the pointer is currently locked
  99533. */
  99534. isPointerLock: boolean;
  99535. /**
  99536. * Observable event triggered each time the rendering canvas is resized
  99537. */
  99538. onResizeObservable: Observable<Engine>;
  99539. /**
  99540. * Observable event triggered each time the canvas loses focus
  99541. */
  99542. onCanvasBlurObservable: Observable<Engine>;
  99543. /**
  99544. * Observable event triggered each time the canvas gains focus
  99545. */
  99546. onCanvasFocusObservable: Observable<Engine>;
  99547. /**
  99548. * Observable event triggered each time the canvas receives pointerout event
  99549. */
  99550. onCanvasPointerOutObservable: Observable<PointerEvent>;
  99551. /**
  99552. * Observable raised when the engine begins a new frame
  99553. */
  99554. onBeginFrameObservable: Observable<Engine>;
  99555. /**
  99556. * If set, will be used to request the next animation frame for the render loop
  99557. */
  99558. customAnimationFrameRequester: Nullable<ICustomAnimationFrameRequester>;
  99559. /**
  99560. * Observable raised when the engine ends the current frame
  99561. */
  99562. onEndFrameObservable: Observable<Engine>;
  99563. /**
  99564. * Observable raised when the engine is about to compile a shader
  99565. */
  99566. onBeforeShaderCompilationObservable: Observable<Engine>;
  99567. /**
  99568. * Observable raised when the engine has jsut compiled a shader
  99569. */
  99570. onAfterShaderCompilationObservable: Observable<Engine>;
  99571. /**
  99572. * Gets the audio engine
  99573. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  99574. * @ignorenaming
  99575. */
  99576. static audioEngine: IAudioEngine;
  99577. /**
  99578. * Default AudioEngine factory responsible of creating the Audio Engine.
  99579. * By default, this will create a BabylonJS Audio Engine if the workload has been embedded.
  99580. */
  99581. static AudioEngineFactory: (hostElement: Nullable<HTMLElement>) => IAudioEngine;
  99582. /**
  99583. * Default offline support factory responsible of creating a tool used to store data locally.
  99584. * By default, this will create a Database object if the workload has been embedded.
  99585. */
  99586. static OfflineProviderFactory: (urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck: boolean) => IOfflineProvider;
  99587. private _loadingScreen;
  99588. private _pointerLockRequested;
  99589. private _dummyFramebuffer;
  99590. private _rescalePostProcess;
  99591. /** @hidden */
  99592. protected _alphaMode: number;
  99593. /** @hidden */
  99594. protected _alphaEquation: number;
  99595. private _deterministicLockstep;
  99596. private _lockstepMaxSteps;
  99597. protected readonly _supportsHardwareTextureRescaling: boolean;
  99598. private _fps;
  99599. private _deltaTime;
  99600. /** @hidden */
  99601. _drawCalls: PerfCounter;
  99602. /**
  99603. * Turn this value on if you want to pause FPS computation when in background
  99604. */
  99605. disablePerformanceMonitorInBackground: boolean;
  99606. private _performanceMonitor;
  99607. /**
  99608. * Gets the performance monitor attached to this engine
  99609. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  99610. */
  99611. readonly performanceMonitor: PerformanceMonitor;
  99612. private _onFocus;
  99613. private _onBlur;
  99614. private _onCanvasPointerOut;
  99615. private _onCanvasBlur;
  99616. private _onCanvasFocus;
  99617. private _onFullscreenChange;
  99618. private _onPointerLockChange;
  99619. /**
  99620. * Gets the HTML element used to attach event listeners
  99621. * @returns a HTML element
  99622. */
  99623. getInputElement(): Nullable<HTMLElement>;
  99624. /**
  99625. * Creates a new engine
  99626. * @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
  99627. * @param antialias defines enable antialiasing (default: false)
  99628. * @param options defines further options to be sent to the getContext() function
  99629. * @param adaptToDeviceRatio defines whether to adapt to the device's viewport characteristics (default: false)
  99630. */
  99631. constructor(canvasOrContext: Nullable<HTMLCanvasElement | WebGLRenderingContext>, antialias?: boolean, options?: EngineOptions, adaptToDeviceRatio?: boolean);
  99632. /**
  99633. * Gets current aspect ratio
  99634. * @param viewportOwner defines the camera to use to get the aspect ratio
  99635. * @param useScreen defines if screen size must be used (or the current render target if any)
  99636. * @returns a number defining the aspect ratio
  99637. */
  99638. getAspectRatio(viewportOwner: IViewportOwnerLike, useScreen?: boolean): number;
  99639. /**
  99640. * Gets current screen aspect ratio
  99641. * @returns a number defining the aspect ratio
  99642. */
  99643. getScreenAspectRatio(): number;
  99644. /**
  99645. * Gets host document
  99646. * @returns the host document object
  99647. */
  99648. getHostDocument(): Document;
  99649. /**
  99650. * Gets the client rect of the HTML canvas attached with the current webGL context
  99651. * @returns a client rectanglee
  99652. */
  99653. getRenderingCanvasClientRect(): Nullable<ClientRect>;
  99654. /**
  99655. * Gets the client rect of the HTML element used for events
  99656. * @returns a client rectanglee
  99657. */
  99658. getInputElementClientRect(): Nullable<ClientRect>;
  99659. /**
  99660. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  99661. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99662. * @returns true if engine is in deterministic lock step mode
  99663. */
  99664. isDeterministicLockStep(): boolean;
  99665. /**
  99666. * Gets the max steps when engine is running in deterministic lock step
  99667. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  99668. * @returns the max steps
  99669. */
  99670. getLockstepMaxSteps(): number;
  99671. /**
  99672. * Force the mipmap generation for the given render target texture
  99673. * @param texture defines the render target texture to use
  99674. */
  99675. generateMipMapsForCubemap(texture: InternalTexture): void;
  99676. /** States */
  99677. /**
  99678. * Set various states to the webGL context
  99679. * @param culling defines backface culling state
  99680. * @param zOffset defines the value to apply to zOffset (0 by default)
  99681. * @param force defines if states must be applied even if cache is up to date
  99682. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  99683. */
  99684. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  99685. /**
  99686. * Set the z offset to apply to current rendering
  99687. * @param value defines the offset to apply
  99688. */
  99689. setZOffset(value: number): void;
  99690. /**
  99691. * Gets the current value of the zOffset
  99692. * @returns the current zOffset state
  99693. */
  99694. getZOffset(): number;
  99695. /**
  99696. * Enable or disable depth buffering
  99697. * @param enable defines the state to set
  99698. */
  99699. setDepthBuffer(enable: boolean): void;
  99700. /**
  99701. * Gets a boolean indicating if depth writing is enabled
  99702. * @returns the current depth writing state
  99703. */
  99704. getDepthWrite(): boolean;
  99705. /**
  99706. * Enable or disable depth writing
  99707. * @param enable defines the state to set
  99708. */
  99709. setDepthWrite(enable: boolean): void;
  99710. /**
  99711. * Enable or disable color writing
  99712. * @param enable defines the state to set
  99713. */
  99714. setColorWrite(enable: boolean): void;
  99715. /**
  99716. * Gets a boolean indicating if color writing is enabled
  99717. * @returns the current color writing state
  99718. */
  99719. getColorWrite(): boolean;
  99720. /**
  99721. * Sets alpha constants used by some alpha blending modes
  99722. * @param r defines the red component
  99723. * @param g defines the green component
  99724. * @param b defines the blue component
  99725. * @param a defines the alpha component
  99726. */
  99727. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  99728. /**
  99729. * Sets the current alpha mode
  99730. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  99731. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  99732. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99733. */
  99734. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  99735. /**
  99736. * Gets the current alpha mode
  99737. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  99738. * @returns the current alpha mode
  99739. */
  99740. getAlphaMode(): number;
  99741. /**
  99742. * Sets the current alpha equation
  99743. * @param equation defines the equation to use (one of the Engine.ALPHA_EQUATION_XXX)
  99744. */
  99745. setAlphaEquation(equation: number): void;
  99746. /**
  99747. * Gets the current alpha equation.
  99748. * @returns the current alpha equation
  99749. */
  99750. getAlphaEquation(): number;
  99751. /**
  99752. * Gets a boolean indicating if stencil buffer is enabled
  99753. * @returns the current stencil buffer state
  99754. */
  99755. getStencilBuffer(): boolean;
  99756. /**
  99757. * Enable or disable the stencil buffer
  99758. * @param enable defines if the stencil buffer must be enabled or disabled
  99759. */
  99760. setStencilBuffer(enable: boolean): void;
  99761. /**
  99762. * Gets the current stencil mask
  99763. * @returns a number defining the new stencil mask to use
  99764. */
  99765. getStencilMask(): number;
  99766. /**
  99767. * Sets the current stencil mask
  99768. * @param mask defines the new stencil mask to use
  99769. */
  99770. setStencilMask(mask: number): void;
  99771. /**
  99772. * Gets the current stencil function
  99773. * @returns a number defining the stencil function to use
  99774. */
  99775. getStencilFunction(): number;
  99776. /**
  99777. * Gets the current stencil reference value
  99778. * @returns a number defining the stencil reference value to use
  99779. */
  99780. getStencilFunctionReference(): number;
  99781. /**
  99782. * Gets the current stencil mask
  99783. * @returns a number defining the stencil mask to use
  99784. */
  99785. getStencilFunctionMask(): number;
  99786. /**
  99787. * Sets the current stencil function
  99788. * @param stencilFunc defines the new stencil function to use
  99789. */
  99790. setStencilFunction(stencilFunc: number): void;
  99791. /**
  99792. * Sets the current stencil reference
  99793. * @param reference defines the new stencil reference to use
  99794. */
  99795. setStencilFunctionReference(reference: number): void;
  99796. /**
  99797. * Sets the current stencil mask
  99798. * @param mask defines the new stencil mask to use
  99799. */
  99800. setStencilFunctionMask(mask: number): void;
  99801. /**
  99802. * Gets the current stencil operation when stencil fails
  99803. * @returns a number defining stencil operation to use when stencil fails
  99804. */
  99805. getStencilOperationFail(): number;
  99806. /**
  99807. * Gets the current stencil operation when depth fails
  99808. * @returns a number defining stencil operation to use when depth fails
  99809. */
  99810. getStencilOperationDepthFail(): number;
  99811. /**
  99812. * Gets the current stencil operation when stencil passes
  99813. * @returns a number defining stencil operation to use when stencil passes
  99814. */
  99815. getStencilOperationPass(): number;
  99816. /**
  99817. * Sets the stencil operation to use when stencil fails
  99818. * @param operation defines the stencil operation to use when stencil fails
  99819. */
  99820. setStencilOperationFail(operation: number): void;
  99821. /**
  99822. * Sets the stencil operation to use when depth fails
  99823. * @param operation defines the stencil operation to use when depth fails
  99824. */
  99825. setStencilOperationDepthFail(operation: number): void;
  99826. /**
  99827. * Sets the stencil operation to use when stencil passes
  99828. * @param operation defines the stencil operation to use when stencil passes
  99829. */
  99830. setStencilOperationPass(operation: number): void;
  99831. /**
  99832. * Sets a boolean indicating if the dithering state is enabled or disabled
  99833. * @param value defines the dithering state
  99834. */
  99835. setDitheringState(value: boolean): void;
  99836. /**
  99837. * Sets a boolean indicating if the rasterizer state is enabled or disabled
  99838. * @param value defines the rasterizer state
  99839. */
  99840. setRasterizerState(value: boolean): void;
  99841. /**
  99842. * Gets the current depth function
  99843. * @returns a number defining the depth function
  99844. */
  99845. getDepthFunction(): Nullable<number>;
  99846. /**
  99847. * Sets the current depth function
  99848. * @param depthFunc defines the function to use
  99849. */
  99850. setDepthFunction(depthFunc: number): void;
  99851. /**
  99852. * Sets the current depth function to GREATER
  99853. */
  99854. setDepthFunctionToGreater(): void;
  99855. /**
  99856. * Sets the current depth function to GEQUAL
  99857. */
  99858. setDepthFunctionToGreaterOrEqual(): void;
  99859. /**
  99860. * Sets the current depth function to LESS
  99861. */
  99862. setDepthFunctionToLess(): void;
  99863. /**
  99864. * Sets the current depth function to LEQUAL
  99865. */
  99866. setDepthFunctionToLessOrEqual(): void;
  99867. private _cachedStencilBuffer;
  99868. private _cachedStencilFunction;
  99869. private _cachedStencilMask;
  99870. private _cachedStencilOperationPass;
  99871. private _cachedStencilOperationFail;
  99872. private _cachedStencilOperationDepthFail;
  99873. private _cachedStencilReference;
  99874. /**
  99875. * Caches the the state of the stencil buffer
  99876. */
  99877. cacheStencilState(): void;
  99878. /**
  99879. * Restores the state of the stencil buffer
  99880. */
  99881. restoreStencilState(): void;
  99882. /**
  99883. * Directly set the WebGL Viewport
  99884. * @param x defines the x coordinate of the viewport (in screen space)
  99885. * @param y defines the y coordinate of the viewport (in screen space)
  99886. * @param width defines the width of the viewport (in screen space)
  99887. * @param height defines the height of the viewport (in screen space)
  99888. * @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
  99889. */
  99890. setDirectViewport(x: number, y: number, width: number, height: number): Nullable<IViewportLike>;
  99891. /**
  99892. * Executes a scissor clear (ie. a clear on a specific portion of the screen)
  99893. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99894. * @param y defines the y-coordinate of the corner of the clear rectangle
  99895. * @param width defines the width of the clear rectangle
  99896. * @param height defines the height of the clear rectangle
  99897. * @param clearColor defines the clear color
  99898. */
  99899. scissorClear(x: number, y: number, width: number, height: number, clearColor: IColor4Like): void;
  99900. /**
  99901. * Enable scissor test on a specific rectangle (ie. render will only be executed on a specific portion of the screen)
  99902. * @param x defines the x-coordinate of the top left corner of the clear rectangle
  99903. * @param y defines the y-coordinate of the corner of the clear rectangle
  99904. * @param width defines the width of the clear rectangle
  99905. * @param height defines the height of the clear rectangle
  99906. */
  99907. enableScissor(x: number, y: number, width: number, height: number): void;
  99908. /**
  99909. * Disable previously set scissor test rectangle
  99910. */
  99911. disableScissor(): void;
  99912. protected _reportDrawCall(): void;
  99913. /**
  99914. * Initializes a webVR display and starts listening to display change events
  99915. * The onVRDisplayChangedObservable will be notified upon these changes
  99916. * @returns The onVRDisplayChangedObservable
  99917. */
  99918. initWebVR(): Observable<IDisplayChangedEventArgs>;
  99919. /** @hidden */
  99920. _prepareVRComponent(): void;
  99921. /** @hidden */
  99922. _connectVREvents(canvas?: HTMLCanvasElement, document?: any): void;
  99923. /** @hidden */
  99924. _submitVRFrame(): void;
  99925. /**
  99926. * Call this function to leave webVR mode
  99927. * Will do nothing if webVR is not supported or if there is no webVR device
  99928. * @see http://doc.babylonjs.com/how_to/webvr_camera
  99929. */
  99930. disableVR(): void;
  99931. /**
  99932. * Gets a boolean indicating that the system is in VR mode and is presenting
  99933. * @returns true if VR mode is engaged
  99934. */
  99935. isVRPresenting(): boolean;
  99936. /** @hidden */
  99937. _requestVRFrame(): void;
  99938. /** @hidden */
  99939. _loadFileAsync(url: string, offlineProvider?: IOfflineProvider, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  99940. /**
  99941. * Gets the source code of the vertex shader associated with a specific webGL program
  99942. * @param program defines the program to use
  99943. * @returns a string containing the source code of the vertex shader associated with the program
  99944. */
  99945. getVertexShaderSource(program: WebGLProgram): Nullable<string>;
  99946. /**
  99947. * Gets the source code of the fragment shader associated with a specific webGL program
  99948. * @param program defines the program to use
  99949. * @returns a string containing the source code of the fragment shader associated with the program
  99950. */
  99951. getFragmentShaderSource(program: WebGLProgram): Nullable<string>;
  99952. /**
  99953. * Reads pixels from the current frame buffer. Please note that this function can be slow
  99954. * @param x defines the x coordinate of the rectangle where pixels must be read
  99955. * @param y defines the y coordinate of the rectangle where pixels must be read
  99956. * @param width defines the width of the rectangle where pixels must be read
  99957. * @param height defines the height of the rectangle where pixels must be read
  99958. * @returns a Uint8Array containing RGBA colors
  99959. */
  99960. readPixels(x: number, y: number, width: number, height: number): Uint8Array;
  99961. /**
  99962. * Sets a depth stencil texture from a render target to the according uniform.
  99963. * @param channel The texture channel
  99964. * @param uniform The uniform to set
  99965. * @param texture The render target texture containing the depth stencil texture to apply
  99966. */
  99967. setDepthStencilTexture(channel: number, uniform: Nullable<WebGLUniformLocation>, texture: Nullable<RenderTargetTexture>): void;
  99968. /**
  99969. * Sets a texture to the webGL context from a postprocess
  99970. * @param channel defines the channel to use
  99971. * @param postProcess defines the source postprocess
  99972. */
  99973. setTextureFromPostProcess(channel: number, postProcess: Nullable<PostProcess>): void;
  99974. /**
  99975. * Binds the output of the passed in post process to the texture channel specified
  99976. * @param channel The channel the texture should be bound to
  99977. * @param postProcess The post process which's output should be bound
  99978. */
  99979. setTextureFromPostProcessOutput(channel: number, postProcess: Nullable<PostProcess>): void;
  99980. /** @hidden */
  99981. _convertRGBtoRGBATextureData(rgbData: any, width: number, height: number, textureType: number): ArrayBufferView;
  99982. protected _rebuildBuffers(): void;
  99983. /** @hidden */
  99984. _renderFrame(): void;
  99985. _renderLoop(): void;
  99986. /** @hidden */
  99987. _renderViews(): boolean;
  99988. /**
  99989. * Toggle full screen mode
  99990. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99991. */
  99992. switchFullscreen(requestPointerLock: boolean): void;
  99993. /**
  99994. * Enters full screen mode
  99995. * @param requestPointerLock defines if a pointer lock should be requested from the user
  99996. */
  99997. enterFullscreen(requestPointerLock: boolean): void;
  99998. /**
  99999. * Exits full screen mode
  100000. */
  100001. exitFullscreen(): void;
  100002. /**
  100003. * Enters Pointerlock mode
  100004. */
  100005. enterPointerlock(): void;
  100006. /**
  100007. * Exits Pointerlock mode
  100008. */
  100009. exitPointerlock(): void;
  100010. /**
  100011. * Begin a new frame
  100012. */
  100013. beginFrame(): void;
  100014. /**
  100015. * Enf the current frame
  100016. */
  100017. endFrame(): void;
  100018. resize(): void;
  100019. /**
  100020. * Set the compressed texture format to use, based on the formats you have, and the formats
  100021. * supported by the hardware / browser.
  100022. *
  100023. * Khronos Texture Container (.ktx) files are used to support this. This format has the
  100024. * advantage of being specifically designed for OpenGL. Header elements directly correspond
  100025. * to API arguments needed to compressed textures. This puts the burden on the container
  100026. * generator to house the arcane code for determining these for current & future formats.
  100027. *
  100028. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  100029. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  100030. *
  100031. * Note: The result of this call is not taken into account when a texture is base64.
  100032. *
  100033. * @param formatsAvailable defines the list of those format families you have created
  100034. * on your server. Syntax: '-' + format family + '.ktx'. (Case and order do not matter.)
  100035. *
  100036. * Current families are astc, dxt, pvrtc, etc2, & etc1.
  100037. * @returns The extension selected.
  100038. */
  100039. setTextureFormatToUse(formatsAvailable: Array<string>): Nullable<string>;
  100040. /**
  100041. * Force a specific size of the canvas
  100042. * @param width defines the new canvas' width
  100043. * @param height defines the new canvas' height
  100044. */
  100045. setSize(width: number, height: number): void;
  100046. /**
  100047. * Updates a dynamic vertex buffer.
  100048. * @param vertexBuffer the vertex buffer to update
  100049. * @param data the data used to update the vertex buffer
  100050. * @param byteOffset the byte offset of the data
  100051. * @param byteLength the byte length of the data
  100052. */
  100053. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  100054. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  100055. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100056. protected _createShaderProgram(pipelineContext: WebGLPipelineContext, vertexShader: WebGLShader, fragmentShader: WebGLShader, context: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): WebGLProgram;
  100057. _releaseTexture(texture: InternalTexture): void;
  100058. /**
  100059. * @hidden
  100060. * Rescales a texture
  100061. * @param source input texutre
  100062. * @param destination destination texture
  100063. * @param scene scene to use to render the resize
  100064. * @param internalFormat format to use when resizing
  100065. * @param onComplete callback to be called when resize has completed
  100066. */
  100067. _rescaleTexture(source: InternalTexture, destination: InternalTexture, scene: Nullable<any>, internalFormat: number, onComplete: () => void): void;
  100068. /**
  100069. * Gets the current framerate
  100070. * @returns a number representing the framerate
  100071. */
  100072. getFps(): number;
  100073. /**
  100074. * Gets the time spent between current and previous frame
  100075. * @returns a number representing the delta time in ms
  100076. */
  100077. getDeltaTime(): number;
  100078. private _measureFps;
  100079. /** @hidden */
  100080. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement | ImageBitmap, faceIndex?: number, lod?: number): void;
  100081. /**
  100082. * Sets the frame buffer Depth / Stencil attachement of the render target to the defined depth stencil texture.
  100083. * @param renderTarget The render target to set the frame buffer for
  100084. */
  100085. setFrameBufferDepthStencilTexture(renderTarget: RenderTargetTexture): void;
  100086. /**
  100087. * Update a dynamic index buffer
  100088. * @param indexBuffer defines the target index buffer
  100089. * @param indices defines the data to update
  100090. * @param offset defines the offset in the target index buffer where update should start
  100091. */
  100092. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  100093. /**
  100094. * Updates the sample count of a render target texture
  100095. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  100096. * @param texture defines the texture to update
  100097. * @param samples defines the sample count to set
  100098. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  100099. */
  100100. updateRenderTargetTextureSampleCount(texture: Nullable<InternalTexture>, samples: number): number;
  100101. /**
  100102. * Updates a depth texture Comparison Mode and Function.
  100103. * If the comparison Function is equal to 0, the mode will be set to none.
  100104. * Otherwise, this only works in webgl 2 and requires a shadow sampler in the shader.
  100105. * @param texture The texture to set the comparison function for
  100106. * @param comparisonFunction The comparison function to set, 0 if no comparison required
  100107. */
  100108. updateTextureComparisonFunction(texture: InternalTexture, comparisonFunction: number): void;
  100109. /**
  100110. * Creates a webGL buffer to use with instanciation
  100111. * @param capacity defines the size of the buffer
  100112. * @returns the webGL buffer
  100113. */
  100114. createInstancesBuffer(capacity: number): DataBuffer;
  100115. /**
  100116. * Delete a webGL buffer used with instanciation
  100117. * @param buffer defines the webGL buffer to delete
  100118. */
  100119. deleteInstancesBuffer(buffer: WebGLBuffer): void;
  100120. /** @hidden */
  100121. _readTexturePixels(texture: InternalTexture, width: number, height: number, faceIndex?: number, level?: number, buffer?: Nullable<ArrayBufferView>): ArrayBufferView;
  100122. dispose(): void;
  100123. private _disableTouchAction;
  100124. /**
  100125. * Display the loading screen
  100126. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100127. */
  100128. displayLoadingUI(): void;
  100129. /**
  100130. * Hide the loading screen
  100131. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100132. */
  100133. hideLoadingUI(): void;
  100134. /**
  100135. * Gets the current loading screen object
  100136. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100137. */
  100138. /**
  100139. * Sets the current loading screen object
  100140. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100141. */
  100142. loadingScreen: ILoadingScreen;
  100143. /**
  100144. * Sets the current loading screen text
  100145. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100146. */
  100147. loadingUIText: string;
  100148. /**
  100149. * Sets the current loading screen background color
  100150. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  100151. */
  100152. loadingUIBackgroundColor: string;
  100153. /** Pointerlock and fullscreen */
  100154. /**
  100155. * Ask the browser to promote the current element to pointerlock mode
  100156. * @param element defines the DOM element to promote
  100157. */
  100158. static _RequestPointerlock(element: HTMLElement): void;
  100159. /**
  100160. * Asks the browser to exit pointerlock mode
  100161. */
  100162. static _ExitPointerlock(): void;
  100163. /**
  100164. * Ask the browser to promote the current element to fullscreen rendering mode
  100165. * @param element defines the DOM element to promote
  100166. */
  100167. static _RequestFullscreen(element: HTMLElement): void;
  100168. /**
  100169. * Asks the browser to exit fullscreen mode
  100170. */
  100171. static _ExitFullscreen(): void;
  100172. }
  100173. }
  100174. declare module BABYLON {
  100175. /**
  100176. * The engine store class is responsible to hold all the instances of Engine and Scene created
  100177. * during the life time of the application.
  100178. */
  100179. export class EngineStore {
  100180. /** Gets the list of created engines */
  100181. static Instances: Engine[];
  100182. /** @hidden */
  100183. static _LastCreatedScene: Nullable<Scene>;
  100184. /**
  100185. * Gets the latest created engine
  100186. */
  100187. static readonly LastCreatedEngine: Nullable<Engine>;
  100188. /**
  100189. * Gets the latest created scene
  100190. */
  100191. static readonly LastCreatedScene: Nullable<Scene>;
  100192. /**
  100193. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100194. * @ignorenaming
  100195. */
  100196. static UseFallbackTexture: boolean;
  100197. /**
  100198. * Texture content used if a texture cannot loaded
  100199. * @ignorenaming
  100200. */
  100201. static FallbackTexture: string;
  100202. }
  100203. }
  100204. declare module BABYLON {
  100205. /**
  100206. * Helper class that provides a small promise polyfill
  100207. */
  100208. export class PromisePolyfill {
  100209. /**
  100210. * Static function used to check if the polyfill is required
  100211. * If this is the case then the function will inject the polyfill to window.Promise
  100212. * @param force defines a boolean used to force the injection (mostly for testing purposes)
  100213. */
  100214. static Apply(force?: boolean): void;
  100215. }
  100216. }
  100217. declare module BABYLON {
  100218. /**
  100219. * Interface for screenshot methods with describe argument called `size` as object with options
  100220. * @link https://doc.babylonjs.com/api/classes/babylon.screenshottools
  100221. */
  100222. export interface IScreenshotSize {
  100223. /**
  100224. * number in pixels for canvas height
  100225. */
  100226. height?: number;
  100227. /**
  100228. * multiplier allowing render at a higher or lower resolution
  100229. * If value is defined then height and width will be ignored and taken from camera
  100230. */
  100231. precision?: number;
  100232. /**
  100233. * number in pixels for canvas width
  100234. */
  100235. width?: number;
  100236. }
  100237. }
  100238. declare module BABYLON {
  100239. interface IColor4Like {
  100240. r: float;
  100241. g: float;
  100242. b: float;
  100243. a: float;
  100244. }
  100245. /**
  100246. * Class containing a set of static utilities functions
  100247. */
  100248. export class Tools {
  100249. /**
  100250. * Gets or sets the base URL to use to load assets
  100251. */
  100252. static BaseUrl: string;
  100253. /**
  100254. * Enable/Disable Custom HTTP Request Headers globally.
  100255. * default = false
  100256. * @see CustomRequestHeaders
  100257. */
  100258. static UseCustomRequestHeaders: boolean;
  100259. /**
  100260. * Custom HTTP Request Headers to be sent with XMLHttpRequests
  100261. * i.e. when loading files, where the server/service expects an Authorization header
  100262. */
  100263. static CustomRequestHeaders: {
  100264. [key: string]: string;
  100265. };
  100266. /**
  100267. * Gets or sets the retry strategy to apply when an error happens while loading an asset
  100268. */
  100269. static DefaultRetryStrategy: (url: string, request: WebRequest, retryIndex: number) => number;
  100270. /**
  100271. * Default behaviour for cors in the application.
  100272. * It can be a string if the expected behavior is identical in the entire app.
  100273. * Or a callback to be able to set it per url or on a group of them (in case of Video source for instance)
  100274. */
  100275. static CorsBehavior: string | ((url: string | string[]) => string);
  100276. /**
  100277. * Gets or sets a global variable indicating if fallback texture must be used when a texture cannot be loaded
  100278. * @ignorenaming
  100279. */
  100280. static UseFallbackTexture: boolean;
  100281. /**
  100282. * Use this object to register external classes like custom textures or material
  100283. * to allow the laoders to instantiate them
  100284. */
  100285. static RegisteredExternalClasses: {
  100286. [key: string]: Object;
  100287. };
  100288. /**
  100289. * Texture content used if a texture cannot loaded
  100290. * @ignorenaming
  100291. */
  100292. static fallbackTexture: string;
  100293. /**
  100294. * Read the content of a byte array at a specified coordinates (taking in account wrapping)
  100295. * @param u defines the coordinate on X axis
  100296. * @param v defines the coordinate on Y axis
  100297. * @param width defines the width of the source data
  100298. * @param height defines the height of the source data
  100299. * @param pixels defines the source byte array
  100300. * @param color defines the output color
  100301. */
  100302. static FetchToRef(u: number, v: number, width: number, height: number, pixels: Uint8Array, color: IColor4Like): void;
  100303. /**
  100304. * Interpolates between a and b via alpha
  100305. * @param a The lower value (returned when alpha = 0)
  100306. * @param b The upper value (returned when alpha = 1)
  100307. * @param alpha The interpolation-factor
  100308. * @return The mixed value
  100309. */
  100310. static Mix(a: number, b: number, alpha: number): number;
  100311. /**
  100312. * Tries to instantiate a new object from a given class name
  100313. * @param className defines the class name to instantiate
  100314. * @returns the new object or null if the system was not able to do the instantiation
  100315. */
  100316. static Instantiate(className: string): any;
  100317. /**
  100318. * Provides a slice function that will work even on IE
  100319. * @param data defines the array to slice
  100320. * @param start defines the start of the data (optional)
  100321. * @param end defines the end of the data (optional)
  100322. * @returns the new sliced array
  100323. */
  100324. static Slice<T>(data: T, start?: number, end?: number): T;
  100325. /**
  100326. * Polyfill for setImmediate
  100327. * @param action defines the action to execute after the current execution block
  100328. */
  100329. static SetImmediate(action: () => void): void;
  100330. /**
  100331. * Function indicating if a number is an exponent of 2
  100332. * @param value defines the value to test
  100333. * @returns true if the value is an exponent of 2
  100334. */
  100335. static IsExponentOfTwo(value: number): boolean;
  100336. private static _tmpFloatArray;
  100337. /**
  100338. * Returns the nearest 32-bit single precision float representation of a Number
  100339. * @param value A Number. If the parameter is of a different type, it will get converted
  100340. * to a number or to NaN if it cannot be converted
  100341. * @returns number
  100342. */
  100343. static FloatRound(value: number): number;
  100344. /**
  100345. * Extracts the filename from a path
  100346. * @param path defines the path to use
  100347. * @returns the filename
  100348. */
  100349. static GetFilename(path: string): string;
  100350. /**
  100351. * Extracts the "folder" part of a path (everything before the filename).
  100352. * @param uri The URI to extract the info from
  100353. * @param returnUnchangedIfNoSlash Do not touch the URI if no slashes are present
  100354. * @returns The "folder" part of the path
  100355. */
  100356. static GetFolderPath(uri: string, returnUnchangedIfNoSlash?: boolean): string;
  100357. /**
  100358. * Extracts text content from a DOM element hierarchy
  100359. * Back Compat only, please use DomManagement.GetDOMTextContent instead.
  100360. */
  100361. static GetDOMTextContent: typeof DomManagement.GetDOMTextContent;
  100362. /**
  100363. * Convert an angle in radians to degrees
  100364. * @param angle defines the angle to convert
  100365. * @returns the angle in degrees
  100366. */
  100367. static ToDegrees(angle: number): number;
  100368. /**
  100369. * Convert an angle in degrees to radians
  100370. * @param angle defines the angle to convert
  100371. * @returns the angle in radians
  100372. */
  100373. static ToRadians(angle: number): number;
  100374. /**
  100375. * Returns an array if obj is not an array
  100376. * @param obj defines the object to evaluate as an array
  100377. * @param allowsNullUndefined defines a boolean indicating if obj is allowed to be null or undefined
  100378. * @returns either obj directly if obj is an array or a new array containing obj
  100379. */
  100380. static MakeArray(obj: any, allowsNullUndefined?: boolean): Nullable<Array<any>>;
  100381. /**
  100382. * Gets the pointer prefix to use
  100383. * @returns "pointer" if touch is enabled. Else returns "mouse"
  100384. */
  100385. static GetPointerPrefix(): string;
  100386. /**
  100387. * Sets the cors behavior on a dom element. This will add the required Tools.CorsBehavior to the element.
  100388. * @param url define the url we are trying
  100389. * @param element define the dom element where to configure the cors policy
  100390. */
  100391. static SetCorsBehavior(url: string | string[], element: {
  100392. crossOrigin: string | null;
  100393. }): void;
  100394. /**
  100395. * Removes unwanted characters from an url
  100396. * @param url defines the url to clean
  100397. * @returns the cleaned url
  100398. */
  100399. static CleanUrl(url: string): string;
  100400. /**
  100401. * Gets or sets a function used to pre-process url before using them to load assets
  100402. */
  100403. static PreprocessUrl: (url: string) => string;
  100404. /**
  100405. * Loads an image as an HTMLImageElement.
  100406. * @param input url string, ArrayBuffer, or Blob to load
  100407. * @param onLoad callback called when the image successfully loads
  100408. * @param onError callback called when the image fails to load
  100409. * @param offlineProvider offline provider for caching
  100410. * @param mimeType optional mime type
  100411. * @returns the HTMLImageElement of the loaded image
  100412. */
  100413. static LoadImage(input: string | ArrayBuffer | Blob, onLoad: (img: HTMLImageElement | ImageBitmap) => void, onError: (message?: string, exception?: any) => void, offlineProvider: Nullable<IOfflineProvider>, mimeType?: string): Nullable<HTMLImageElement>;
  100414. /**
  100415. * Loads a file from a url
  100416. * @param url url string, ArrayBuffer, or Blob to load
  100417. * @param onSuccess callback called when the file successfully loads
  100418. * @param onProgress callback called while file is loading (if the server supports this mode)
  100419. * @param offlineProvider defines the offline provider for caching
  100420. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  100421. * @param onError callback called when the file fails to load
  100422. * @returns a file request object
  100423. */
  100424. 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;
  100425. /**
  100426. * Loads a file from a url
  100427. * @param url the file url to load
  100428. * @returns a promise containing an ArrayBuffer corrisponding to the loaded file
  100429. */
  100430. static LoadFileAsync(url: string): Promise<ArrayBuffer>;
  100431. /**
  100432. * Load a script (identified by an url). When the url returns, the
  100433. * content of this file is added into a new script element, attached to the DOM (body element)
  100434. * @param scriptUrl defines the url of the script to laod
  100435. * @param onSuccess defines the callback called when the script is loaded
  100436. * @param onError defines the callback to call if an error occurs
  100437. * @param scriptId defines the id of the script element
  100438. */
  100439. static LoadScript(scriptUrl: string, onSuccess: () => void, onError?: (message?: string, exception?: any) => void, scriptId?: string): void;
  100440. /**
  100441. * Load an asynchronous script (identified by an url). When the url returns, the
  100442. * content of this file is added into a new script element, attached to the DOM (body element)
  100443. * @param scriptUrl defines the url of the script to laod
  100444. * @param scriptId defines the id of the script element
  100445. * @returns a promise request object
  100446. */
  100447. static LoadScriptAsync(scriptUrl: string, scriptId?: string): Promise<boolean>;
  100448. /**
  100449. * Loads a file from a blob
  100450. * @param fileToLoad defines the blob to use
  100451. * @param callback defines the callback to call when data is loaded
  100452. * @param progressCallback defines the callback to call during loading process
  100453. * @returns a file request object
  100454. */
  100455. static ReadFileAsDataURL(fileToLoad: Blob, callback: (data: any) => void, progressCallback: (ev: ProgressEvent) => any): IFileRequest;
  100456. /**
  100457. * Reads a file from a File object
  100458. * @param file defines the file to load
  100459. * @param onSuccess defines the callback to call when data is loaded
  100460. * @param onProgress defines the callback to call during loading process
  100461. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  100462. * @param onError defines the callback to call when an error occurs
  100463. * @returns a file request object
  100464. */
  100465. static ReadFile(file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  100466. /**
  100467. * Creates a data url from a given string content
  100468. * @param content defines the content to convert
  100469. * @returns the new data url link
  100470. */
  100471. static FileAsURL(content: string): string;
  100472. /**
  100473. * Format the given number to a specific decimal format
  100474. * @param value defines the number to format
  100475. * @param decimals defines the number of decimals to use
  100476. * @returns the formatted string
  100477. */
  100478. static Format(value: number, decimals?: number): string;
  100479. /**
  100480. * Tries to copy an object by duplicating every property
  100481. * @param source defines the source object
  100482. * @param destination defines the target object
  100483. * @param doNotCopyList defines a list of properties to avoid
  100484. * @param mustCopyList defines a list of properties to copy (even if they start with _)
  100485. */
  100486. static DeepCopy(source: any, destination: any, doNotCopyList?: string[], mustCopyList?: string[]): void;
  100487. /**
  100488. * Gets a boolean indicating if the given object has no own property
  100489. * @param obj defines the object to test
  100490. * @returns true if object has no own property
  100491. */
  100492. static IsEmpty(obj: any): boolean;
  100493. /**
  100494. * Function used to register events at window level
  100495. * @param windowElement defines the Window object to use
  100496. * @param events defines the events to register
  100497. */
  100498. static RegisterTopRootEvents(windowElement: Window, events: {
  100499. name: string;
  100500. handler: Nullable<(e: FocusEvent) => any>;
  100501. }[]): void;
  100502. /**
  100503. * Function used to unregister events from window level
  100504. * @param windowElement defines the Window object to use
  100505. * @param events defines the events to unregister
  100506. */
  100507. static UnregisterTopRootEvents(windowElement: Window, events: {
  100508. name: string;
  100509. handler: Nullable<(e: FocusEvent) => any>;
  100510. }[]): void;
  100511. /**
  100512. * @ignore
  100513. */
  100514. static _ScreenshotCanvas: HTMLCanvasElement;
  100515. /**
  100516. * Dumps the current bound framebuffer
  100517. * @param width defines the rendering width
  100518. * @param height defines the rendering height
  100519. * @param engine defines the hosting engine
  100520. * @param successCallback defines the callback triggered once the data are available
  100521. * @param mimeType defines the mime type of the result
  100522. * @param fileName defines the filename to download. If present, the result will automatically be downloaded
  100523. */
  100524. static DumpFramebuffer(width: number, height: number, engine: Engine, successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100525. /**
  100526. * Converts the canvas data to blob.
  100527. * This acts as a polyfill for browsers not supporting the to blob function.
  100528. * @param canvas Defines the canvas to extract the data from
  100529. * @param successCallback Defines the callback triggered once the data are available
  100530. * @param mimeType Defines the mime type of the result
  100531. */
  100532. static ToBlob(canvas: HTMLCanvasElement, successCallback: (blob: Nullable<Blob>) => void, mimeType?: string): void;
  100533. /**
  100534. * Encodes the canvas data to base 64 or automatically download the result if filename is defined
  100535. * @param successCallback defines the callback triggered once the data are available
  100536. * @param mimeType defines the mime type of the result
  100537. * @param fileName defines he filename to download. If present, the result will automatically be downloaded
  100538. */
  100539. static EncodeScreenshotCanvasData(successCallback?: (data: string) => void, mimeType?: string, fileName?: string): void;
  100540. /**
  100541. * Downloads a blob in the browser
  100542. * @param blob defines the blob to download
  100543. * @param fileName defines the name of the downloaded file
  100544. */
  100545. static Download(blob: Blob, fileName: string): void;
  100546. /**
  100547. * Captures a screenshot of the current rendering
  100548. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100549. * @param engine defines the rendering engine
  100550. * @param camera defines the source camera
  100551. * @param size This parameter can be set to a single number or to an object with the
  100552. * following (optional) properties: precision, width, height. If a single number is passed,
  100553. * it will be used for both width and height. If an object is passed, the screenshot size
  100554. * will be derived from the parameters. The precision property is a multiplier allowing
  100555. * rendering at a higher or lower resolution
  100556. * @param successCallback defines the callback receives a single parameter which contains the
  100557. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100558. * src parameter of an <img> to display it
  100559. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100560. * Check your browser for supported MIME types
  100561. */
  100562. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  100563. /**
  100564. * Captures a screenshot of the current rendering
  100565. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100566. * @param engine defines the rendering engine
  100567. * @param camera defines the source camera
  100568. * @param size This parameter can be set to a single number or to an object with the
  100569. * following (optional) properties: precision, width, height. If a single number is passed,
  100570. * it will be used for both width and height. If an object is passed, the screenshot size
  100571. * will be derived from the parameters. The precision property is a multiplier allowing
  100572. * rendering at a higher or lower resolution
  100573. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  100574. * Check your browser for supported MIME types
  100575. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100576. * to the src parameter of an <img> to display it
  100577. */
  100578. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string): Promise<string>;
  100579. /**
  100580. * Generates an image screenshot from the specified camera.
  100581. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100582. * @param engine The engine to use for rendering
  100583. * @param camera The camera to use for rendering
  100584. * @param size This parameter can be set to a single number or to an object with the
  100585. * following (optional) properties: precision, width, height. If a single number is passed,
  100586. * it will be used for both width and height. If an object is passed, the screenshot size
  100587. * will be derived from the parameters. The precision property is a multiplier allowing
  100588. * rendering at a higher or lower resolution
  100589. * @param successCallback The callback receives a single parameter which contains the
  100590. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  100591. * src parameter of an <img> to display it
  100592. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100593. * Check your browser for supported MIME types
  100594. * @param samples Texture samples (default: 1)
  100595. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100596. * @param fileName A name for for the downloaded file.
  100597. */
  100598. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  100599. /**
  100600. * Generates an image screenshot from the specified camera.
  100601. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  100602. * @param engine The engine to use for rendering
  100603. * @param camera The camera to use for rendering
  100604. * @param size This parameter can be set to a single number or to an object with the
  100605. * following (optional) properties: precision, width, height. If a single number is passed,
  100606. * it will be used for both width and height. If an object is passed, the screenshot size
  100607. * will be derived from the parameters. The precision property is a multiplier allowing
  100608. * rendering at a higher or lower resolution
  100609. * @param mimeType The MIME type of the screenshot image (default: image/png).
  100610. * Check your browser for supported MIME types
  100611. * @param samples Texture samples (default: 1)
  100612. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  100613. * @param fileName A name for for the downloaded file.
  100614. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  100615. * to the src parameter of an <img> to display it
  100616. */
  100617. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: IScreenshotSize | number, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  100618. /**
  100619. * Implementation from http://stackoverflow.com/questions/105034/how-to-create-a-guid-uuid-in-javascript/2117523#answer-2117523
  100620. * Be aware Math.random() could cause collisions, but:
  100621. * "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"
  100622. * @returns a pseudo random id
  100623. */
  100624. static RandomId(): string;
  100625. /**
  100626. * Test if the given uri is a base64 string
  100627. * @param uri The uri to test
  100628. * @return True if the uri is a base64 string or false otherwise
  100629. */
  100630. static IsBase64(uri: string): boolean;
  100631. /**
  100632. * Decode the given base64 uri.
  100633. * @param uri The uri to decode
  100634. * @return The decoded base64 data.
  100635. */
  100636. static DecodeBase64(uri: string): ArrayBuffer;
  100637. /**
  100638. * Gets the absolute url.
  100639. * @param url the input url
  100640. * @return the absolute url
  100641. */
  100642. static GetAbsoluteUrl(url: string): string;
  100643. /**
  100644. * No log
  100645. */
  100646. static readonly NoneLogLevel: number;
  100647. /**
  100648. * Only message logs
  100649. */
  100650. static readonly MessageLogLevel: number;
  100651. /**
  100652. * Only warning logs
  100653. */
  100654. static readonly WarningLogLevel: number;
  100655. /**
  100656. * Only error logs
  100657. */
  100658. static readonly ErrorLogLevel: number;
  100659. /**
  100660. * All logs
  100661. */
  100662. static readonly AllLogLevel: number;
  100663. /**
  100664. * Gets a value indicating the number of loading errors
  100665. * @ignorenaming
  100666. */
  100667. static readonly errorsCount: number;
  100668. /**
  100669. * Callback called when a new log is added
  100670. */
  100671. static OnNewCacheEntry: (entry: string) => void;
  100672. /**
  100673. * Log a message to the console
  100674. * @param message defines the message to log
  100675. */
  100676. static Log(message: string): void;
  100677. /**
  100678. * Write a warning message to the console
  100679. * @param message defines the message to log
  100680. */
  100681. static Warn(message: string): void;
  100682. /**
  100683. * Write an error message to the console
  100684. * @param message defines the message to log
  100685. */
  100686. static Error(message: string): void;
  100687. /**
  100688. * Gets current log cache (list of logs)
  100689. */
  100690. static readonly LogCache: string;
  100691. /**
  100692. * Clears the log cache
  100693. */
  100694. static ClearLogCache(): void;
  100695. /**
  100696. * Sets the current log level (MessageLogLevel / WarningLogLevel / ErrorLogLevel)
  100697. */
  100698. static LogLevels: number;
  100699. /**
  100700. * Checks if the window object exists
  100701. * Back Compat only, please use DomManagement.IsWindowObjectExist instead.
  100702. */
  100703. static IsWindowObjectExist: typeof DomManagement.IsWindowObjectExist;
  100704. /**
  100705. * No performance log
  100706. */
  100707. static readonly PerformanceNoneLogLevel: number;
  100708. /**
  100709. * Use user marks to log performance
  100710. */
  100711. static readonly PerformanceUserMarkLogLevel: number;
  100712. /**
  100713. * Log performance to the console
  100714. */
  100715. static readonly PerformanceConsoleLogLevel: number;
  100716. private static _performance;
  100717. /**
  100718. * Sets the current performance log level
  100719. */
  100720. static PerformanceLogLevel: number;
  100721. private static _StartPerformanceCounterDisabled;
  100722. private static _EndPerformanceCounterDisabled;
  100723. private static _StartUserMark;
  100724. private static _EndUserMark;
  100725. private static _StartPerformanceConsole;
  100726. private static _EndPerformanceConsole;
  100727. /**
  100728. * Starts a performance counter
  100729. */
  100730. static StartPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100731. /**
  100732. * Ends a specific performance coutner
  100733. */
  100734. static EndPerformanceCounter: (counterName: string, condition?: boolean) => void;
  100735. /**
  100736. * Gets either window.performance.now() if supported or Date.now() else
  100737. */
  100738. static readonly Now: number;
  100739. /**
  100740. * This method will return the name of the class used to create the instance of the given object.
  100741. * It will works only on Javascript basic data types (number, string, ...) and instance of class declared with the @className decorator.
  100742. * @param object the object to get the class name from
  100743. * @param isType defines if the object is actually a type
  100744. * @returns the name of the class, will be "object" for a custom data type not using the @className decorator
  100745. */
  100746. static GetClassName(object: any, isType?: boolean): string;
  100747. /**
  100748. * Gets the first element of an array satisfying a given predicate
  100749. * @param array defines the array to browse
  100750. * @param predicate defines the predicate to use
  100751. * @returns null if not found or the element
  100752. */
  100753. static First<T>(array: Array<T>, predicate: (item: T) => boolean): Nullable<T>;
  100754. /**
  100755. * This method will return the name of the full name of the class, including its owning module (if any).
  100756. * 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).
  100757. * @param object the object to get the class name from
  100758. * @param isType defines if the object is actually a type
  100759. * @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.
  100760. * @ignorenaming
  100761. */
  100762. static getFullClassName(object: any, isType?: boolean): Nullable<string>;
  100763. /**
  100764. * Returns a promise that resolves after the given amount of time.
  100765. * @param delay Number of milliseconds to delay
  100766. * @returns Promise that resolves after the given amount of time
  100767. */
  100768. static DelayAsync(delay: number): Promise<void>;
  100769. }
  100770. /**
  100771. * Use this className as a decorator on a given class definition to add it a name and optionally its module.
  100772. * You can then use the Tools.getClassName(obj) on an instance to retrieve its class name.
  100773. * This method is the only way to get it done in all cases, even if the .js file declaring the class is minified
  100774. * @param name The name of the class, case should be preserved
  100775. * @param module The name of the Module hosting the class, optional, but strongly recommended to specify if possible. Case should be preserved.
  100776. */
  100777. export function className(name: string, module?: string): (target: Object) => void;
  100778. /**
  100779. * An implementation of a loop for asynchronous functions.
  100780. */
  100781. export class AsyncLoop {
  100782. /**
  100783. * Defines the number of iterations for the loop
  100784. */
  100785. iterations: number;
  100786. /**
  100787. * Defines the current index of the loop.
  100788. */
  100789. index: number;
  100790. private _done;
  100791. private _fn;
  100792. private _successCallback;
  100793. /**
  100794. * Constructor.
  100795. * @param iterations the number of iterations.
  100796. * @param func the function to run each iteration
  100797. * @param successCallback the callback that will be called upon succesful execution
  100798. * @param offset starting offset.
  100799. */
  100800. constructor(
  100801. /**
  100802. * Defines the number of iterations for the loop
  100803. */
  100804. iterations: number, func: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number);
  100805. /**
  100806. * Execute the next iteration. Must be called after the last iteration was finished.
  100807. */
  100808. executeNext(): void;
  100809. /**
  100810. * Break the loop and run the success callback.
  100811. */
  100812. breakLoop(): void;
  100813. /**
  100814. * Create and run an async loop.
  100815. * @param iterations the number of iterations.
  100816. * @param fn the function to run each iteration
  100817. * @param successCallback the callback that will be called upon succesful execution
  100818. * @param offset starting offset.
  100819. * @returns the created async loop object
  100820. */
  100821. static Run(iterations: number, fn: (asyncLoop: AsyncLoop) => void, successCallback: () => void, offset?: number): AsyncLoop;
  100822. /**
  100823. * A for-loop that will run a given number of iterations synchronous and the rest async.
  100824. * @param iterations total number of iterations
  100825. * @param syncedIterations number of synchronous iterations in each async iteration.
  100826. * @param fn the function to call each iteration.
  100827. * @param callback a success call back that will be called when iterating stops.
  100828. * @param breakFunction a break condition (optional)
  100829. * @param timeout timeout settings for the setTimeout function. default - 0.
  100830. * @returns the created async loop object
  100831. */
  100832. static SyncAsyncForLoop(iterations: number, syncedIterations: number, fn: (iteration: number) => void, callback: () => void, breakFunction?: () => boolean, timeout?: number): AsyncLoop;
  100833. }
  100834. }
  100835. declare module BABYLON {
  100836. /**
  100837. * This class implement a typical dictionary using a string as key and the generic type T as value.
  100838. * The underlying implementation relies on an associative array to ensure the best performances.
  100839. * The value can be anything including 'null' but except 'undefined'
  100840. */
  100841. export class StringDictionary<T> {
  100842. /**
  100843. * This will clear this dictionary and copy the content from the 'source' one.
  100844. * If the T value is a custom object, it won't be copied/cloned, the same object will be used
  100845. * @param source the dictionary to take the content from and copy to this dictionary
  100846. */
  100847. copyFrom(source: StringDictionary<T>): void;
  100848. /**
  100849. * Get a value based from its key
  100850. * @param key the given key to get the matching value from
  100851. * @return the value if found, otherwise undefined is returned
  100852. */
  100853. get(key: string): T | undefined;
  100854. /**
  100855. * Get a value from its key or add it if it doesn't exist.
  100856. * This method will ensure you that a given key/data will be present in the dictionary.
  100857. * @param key the given key to get the matching value from
  100858. * @param factory the factory that will create the value if the key is not present in the dictionary.
  100859. * The factory will only be invoked if there's no data for the given key.
  100860. * @return the value corresponding to the key.
  100861. */
  100862. getOrAddWithFactory(key: string, factory: (key: string) => T): T;
  100863. /**
  100864. * Get a value from its key if present in the dictionary otherwise add it
  100865. * @param key the key to get the value from
  100866. * @param val if there's no such key/value pair in the dictionary add it with this value
  100867. * @return the value corresponding to the key
  100868. */
  100869. getOrAdd(key: string, val: T): T;
  100870. /**
  100871. * Check if there's a given key in the dictionary
  100872. * @param key the key to check for
  100873. * @return true if the key is present, false otherwise
  100874. */
  100875. contains(key: string): boolean;
  100876. /**
  100877. * Add a new key and its corresponding value
  100878. * @param key the key to add
  100879. * @param value the value corresponding to the key
  100880. * @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
  100881. */
  100882. add(key: string, value: T): boolean;
  100883. /**
  100884. * Update a specific value associated to a key
  100885. * @param key defines the key to use
  100886. * @param value defines the value to store
  100887. * @returns true if the value was updated (or false if the key was not found)
  100888. */
  100889. set(key: string, value: T): boolean;
  100890. /**
  100891. * Get the element of the given key and remove it from the dictionary
  100892. * @param key defines the key to search
  100893. * @returns the value associated with the key or null if not found
  100894. */
  100895. getAndRemove(key: string): Nullable<T>;
  100896. /**
  100897. * Remove a key/value from the dictionary.
  100898. * @param key the key to remove
  100899. * @return true if the item was successfully deleted, false if no item with such key exist in the dictionary
  100900. */
  100901. remove(key: string): boolean;
  100902. /**
  100903. * Clear the whole content of the dictionary
  100904. */
  100905. clear(): void;
  100906. /**
  100907. * Gets the current count
  100908. */
  100909. readonly count: number;
  100910. /**
  100911. * Execute a callback on each key/val of the dictionary.
  100912. * Note that you can remove any element in this dictionary in the callback implementation
  100913. * @param callback the callback to execute on a given key/value pair
  100914. */
  100915. forEach(callback: (key: string, val: T) => void): void;
  100916. /**
  100917. * Execute a callback on every occurrence of the dictionary until it returns a valid TRes object.
  100918. * If the callback returns null or undefined the method will iterate to the next key/value pair
  100919. * Note that you can remove any element in this dictionary in the callback implementation
  100920. * @param callback the callback to execute, if it return a valid T instanced object the enumeration will stop and the object will be returned
  100921. * @returns the first item
  100922. */
  100923. first<TRes>(callback: (key: string, val: T) => TRes): TRes | null;
  100924. private _count;
  100925. private _data;
  100926. }
  100927. }
  100928. declare module BABYLON {
  100929. /** @hidden */
  100930. export interface ICollisionCoordinator {
  100931. createCollider(): Collider;
  100932. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: Nullable<AbstractMesh>, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100933. init(scene: Scene): void;
  100934. }
  100935. /** @hidden */
  100936. export class DefaultCollisionCoordinator implements ICollisionCoordinator {
  100937. private _scene;
  100938. private _scaledPosition;
  100939. private _scaledVelocity;
  100940. private _finalPosition;
  100941. getNewPosition(position: Vector3, displacement: Vector3, collider: Collider, maximumRetry: number, excludedMesh: AbstractMesh, onNewPosition: (collisionIndex: number, newPosition: Vector3, collidedMesh: Nullable<AbstractMesh>) => void, collisionIndex: number): void;
  100942. createCollider(): Collider;
  100943. init(scene: Scene): void;
  100944. private _collideWithWorld;
  100945. }
  100946. }
  100947. declare module BABYLON {
  100948. /**
  100949. * Class used to manage all inputs for the scene.
  100950. */
  100951. export class InputManager {
  100952. /** The distance in pixel that you have to move to prevent some events */
  100953. static DragMovementThreshold: number;
  100954. /** Time in milliseconds to wait to raise long press events if button is still pressed */
  100955. static LongPressDelay: number;
  100956. /** Time in milliseconds with two consecutive clicks will be considered as a double click */
  100957. static DoubleClickDelay: number;
  100958. /** If you need to check double click without raising a single click at first click, enable this flag */
  100959. static ExclusiveDoubleClickMode: boolean;
  100960. private _wheelEventName;
  100961. private _onPointerMove;
  100962. private _onPointerDown;
  100963. private _onPointerUp;
  100964. private _initClickEvent;
  100965. private _initActionManager;
  100966. private _delayedSimpleClick;
  100967. private _delayedSimpleClickTimeout;
  100968. private _previousDelayedSimpleClickTimeout;
  100969. private _meshPickProceed;
  100970. private _previousButtonPressed;
  100971. private _currentPickResult;
  100972. private _previousPickResult;
  100973. private _totalPointersPressed;
  100974. private _doubleClickOccured;
  100975. private _pointerOverMesh;
  100976. private _pickedDownMesh;
  100977. private _pickedUpMesh;
  100978. private _pointerX;
  100979. private _pointerY;
  100980. private _unTranslatedPointerX;
  100981. private _unTranslatedPointerY;
  100982. private _startingPointerPosition;
  100983. private _previousStartingPointerPosition;
  100984. private _startingPointerTime;
  100985. private _previousStartingPointerTime;
  100986. private _pointerCaptures;
  100987. private _onKeyDown;
  100988. private _onKeyUp;
  100989. private _onCanvasFocusObserver;
  100990. private _onCanvasBlurObserver;
  100991. private _scene;
  100992. /**
  100993. * Creates a new InputManager
  100994. * @param scene defines the hosting scene
  100995. */
  100996. constructor(scene: Scene);
  100997. /**
  100998. * Gets the mesh that is currently under the pointer
  100999. */
  101000. readonly meshUnderPointer: Nullable<AbstractMesh>;
  101001. /**
  101002. * Gets the pointer coordinates in 2D without any translation (ie. straight out of the pointer event)
  101003. */
  101004. readonly unTranslatedPointer: Vector2;
  101005. /**
  101006. * Gets or sets the current on-screen X position of the pointer
  101007. */
  101008. pointerX: number;
  101009. /**
  101010. * Gets or sets the current on-screen Y position of the pointer
  101011. */
  101012. pointerY: number;
  101013. private _updatePointerPosition;
  101014. private _processPointerMove;
  101015. private _setRayOnPointerInfo;
  101016. private _checkPrePointerObservable;
  101017. /**
  101018. * Use this method to simulate a pointer move on a mesh
  101019. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101020. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101021. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101022. */
  101023. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101024. /**
  101025. * Use this method to simulate a pointer down on a mesh
  101026. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101027. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101028. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101029. */
  101030. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): void;
  101031. private _processPointerDown;
  101032. /** @hidden */
  101033. _isPointerSwiping(): boolean;
  101034. /**
  101035. * Use this method to simulate a pointer up on a mesh
  101036. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  101037. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  101038. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  101039. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  101040. */
  101041. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): void;
  101042. private _processPointerUp;
  101043. /**
  101044. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  101045. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  101046. * @returns true if the pointer was captured
  101047. */
  101048. isPointerCaptured(pointerId?: number): boolean;
  101049. /**
  101050. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  101051. * @param attachUp defines if you want to attach events to pointerup
  101052. * @param attachDown defines if you want to attach events to pointerdown
  101053. * @param attachMove defines if you want to attach events to pointermove
  101054. */
  101055. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  101056. /**
  101057. * Detaches all event handlers
  101058. */
  101059. detachControl(): void;
  101060. /**
  101061. * Force the value of meshUnderPointer
  101062. * @param mesh defines the mesh to use
  101063. */
  101064. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  101065. /**
  101066. * Gets the mesh under the pointer
  101067. * @returns a Mesh or null if no mesh is under the pointer
  101068. */
  101069. getPointerOverMesh(): Nullable<AbstractMesh>;
  101070. }
  101071. }
  101072. declare module BABYLON {
  101073. /**
  101074. * Helper class used to generate session unique ID
  101075. */
  101076. export class UniqueIdGenerator {
  101077. private static _UniqueIdCounter;
  101078. /**
  101079. * Gets an unique (relatively to the current scene) Id
  101080. */
  101081. static readonly UniqueId: number;
  101082. }
  101083. }
  101084. declare module BABYLON {
  101085. /**
  101086. * This class defines the direct association between an animation and a target
  101087. */
  101088. export class TargetedAnimation {
  101089. /**
  101090. * Animation to perform
  101091. */
  101092. animation: Animation;
  101093. /**
  101094. * Target to animate
  101095. */
  101096. target: any;
  101097. /**
  101098. * Serialize the object
  101099. * @returns the JSON object representing the current entity
  101100. */
  101101. serialize(): any;
  101102. }
  101103. /**
  101104. * Use this class to create coordinated animations on multiple targets
  101105. */
  101106. export class AnimationGroup implements IDisposable {
  101107. /** The name of the animation group */
  101108. name: string;
  101109. private _scene;
  101110. private _targetedAnimations;
  101111. private _animatables;
  101112. private _from;
  101113. private _to;
  101114. private _isStarted;
  101115. private _isPaused;
  101116. private _speedRatio;
  101117. private _loopAnimation;
  101118. /**
  101119. * Gets or sets the unique id of the node
  101120. */
  101121. uniqueId: number;
  101122. /**
  101123. * This observable will notify when one animation have ended
  101124. */
  101125. onAnimationEndObservable: Observable<TargetedAnimation>;
  101126. /**
  101127. * Observer raised when one animation loops
  101128. */
  101129. onAnimationLoopObservable: Observable<TargetedAnimation>;
  101130. /**
  101131. * Observer raised when all animations have looped
  101132. */
  101133. onAnimationGroupLoopObservable: Observable<AnimationGroup>;
  101134. /**
  101135. * This observable will notify when all animations have ended.
  101136. */
  101137. onAnimationGroupEndObservable: Observable<AnimationGroup>;
  101138. /**
  101139. * This observable will notify when all animations have paused.
  101140. */
  101141. onAnimationGroupPauseObservable: Observable<AnimationGroup>;
  101142. /**
  101143. * This observable will notify when all animations are playing.
  101144. */
  101145. onAnimationGroupPlayObservable: Observable<AnimationGroup>;
  101146. /**
  101147. * Gets the first frame
  101148. */
  101149. readonly from: number;
  101150. /**
  101151. * Gets the last frame
  101152. */
  101153. readonly to: number;
  101154. /**
  101155. * Define if the animations are started
  101156. */
  101157. readonly isStarted: boolean;
  101158. /**
  101159. * Gets a value indicating that the current group is playing
  101160. */
  101161. readonly isPlaying: boolean;
  101162. /**
  101163. * Gets or sets the speed ratio to use for all animations
  101164. */
  101165. /**
  101166. * Gets or sets the speed ratio to use for all animations
  101167. */
  101168. speedRatio: number;
  101169. /**
  101170. * Gets or sets if all animations should loop or not
  101171. */
  101172. loopAnimation: boolean;
  101173. /**
  101174. * Gets the targeted animations for this animation group
  101175. */
  101176. readonly targetedAnimations: Array<TargetedAnimation>;
  101177. /**
  101178. * returning the list of animatables controlled by this animation group.
  101179. */
  101180. readonly animatables: Array<Animatable>;
  101181. /**
  101182. * Instantiates a new Animation Group.
  101183. * This helps managing several animations at once.
  101184. * @see http://doc.babylonjs.com/how_to/group
  101185. * @param name Defines the name of the group
  101186. * @param scene Defines the scene the group belongs to
  101187. */
  101188. constructor(
  101189. /** The name of the animation group */
  101190. name: string, scene?: Nullable<Scene>);
  101191. /**
  101192. * Add an animation (with its target) in the group
  101193. * @param animation defines the animation we want to add
  101194. * @param target defines the target of the animation
  101195. * @returns the TargetedAnimation object
  101196. */
  101197. addTargetedAnimation(animation: Animation, target: any): TargetedAnimation;
  101198. /**
  101199. * This function will normalize every animation in the group to make sure they all go from beginFrame to endFrame
  101200. * It can add constant keys at begin or end
  101201. * @param beginFrame defines the new begin frame for all animations or the smallest begin frame of all animations if null (defaults to null)
  101202. * @param endFrame defines the new end frame for all animations or the largest end frame of all animations if null (defaults to null)
  101203. * @returns the animation group
  101204. */
  101205. normalize(beginFrame?: Nullable<number>, endFrame?: Nullable<number>): AnimationGroup;
  101206. private _animationLoopCount;
  101207. private _animationLoopFlags;
  101208. private _processLoop;
  101209. /**
  101210. * Start all animations on given targets
  101211. * @param loop defines if animations must loop
  101212. * @param speedRatio defines the ratio to apply to animation speed (1 by default)
  101213. * @param from defines the from key (optional)
  101214. * @param to defines the to key (optional)
  101215. * @returns the current animation group
  101216. */
  101217. start(loop?: boolean, speedRatio?: number, from?: number, to?: number): AnimationGroup;
  101218. /**
  101219. * Pause all animations
  101220. * @returns the animation group
  101221. */
  101222. pause(): AnimationGroup;
  101223. /**
  101224. * Play all animations to initial state
  101225. * This function will start() the animations if they were not started or will restart() them if they were paused
  101226. * @param loop defines if animations must loop
  101227. * @returns the animation group
  101228. */
  101229. play(loop?: boolean): AnimationGroup;
  101230. /**
  101231. * Reset all animations to initial state
  101232. * @returns the animation group
  101233. */
  101234. reset(): AnimationGroup;
  101235. /**
  101236. * Restart animations from key 0
  101237. * @returns the animation group
  101238. */
  101239. restart(): AnimationGroup;
  101240. /**
  101241. * Stop all animations
  101242. * @returns the animation group
  101243. */
  101244. stop(): AnimationGroup;
  101245. /**
  101246. * Set animation weight for all animatables
  101247. * @param weight defines the weight to use
  101248. * @return the animationGroup
  101249. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101250. */
  101251. setWeightForAllAnimatables(weight: number): AnimationGroup;
  101252. /**
  101253. * Synchronize and normalize all animatables with a source animatable
  101254. * @param root defines the root animatable to synchronize with
  101255. * @return the animationGroup
  101256. * @see http://doc.babylonjs.com/babylon101/animations#animation-weights
  101257. */
  101258. syncAllAnimationsWith(root: Animatable): AnimationGroup;
  101259. /**
  101260. * Goes to a specific frame in this animation group
  101261. * @param frame the frame number to go to
  101262. * @return the animationGroup
  101263. */
  101264. goToFrame(frame: number): AnimationGroup;
  101265. /**
  101266. * Dispose all associated resources
  101267. */
  101268. dispose(): void;
  101269. private _checkAnimationGroupEnded;
  101270. /**
  101271. * Clone the current animation group and returns a copy
  101272. * @param newName defines the name of the new group
  101273. * @param targetConverter defines an optional function used to convert current animation targets to new ones
  101274. * @returns the new aniamtion group
  101275. */
  101276. clone(newName: string, targetConverter?: (oldTarget: any) => any): AnimationGroup;
  101277. /**
  101278. * Serializes the animationGroup to an object
  101279. * @returns Serialized object
  101280. */
  101281. serialize(): any;
  101282. /**
  101283. * Returns a new AnimationGroup object parsed from the source provided.
  101284. * @param parsedAnimationGroup defines the source
  101285. * @param scene defines the scene that will receive the animationGroup
  101286. * @returns a new AnimationGroup
  101287. */
  101288. static Parse(parsedAnimationGroup: any, scene: Scene): AnimationGroup;
  101289. /**
  101290. * Returns the string "AnimationGroup"
  101291. * @returns "AnimationGroup"
  101292. */
  101293. getClassName(): string;
  101294. /**
  101295. * Creates a detailled string about the object
  101296. * @param fullDetails defines if the output string will support multiple levels of logging within scene loading
  101297. * @returns a string representing the object
  101298. */
  101299. toString(fullDetails?: boolean): string;
  101300. }
  101301. }
  101302. declare module BABYLON {
  101303. /**
  101304. * Define an interface for all classes that will hold resources
  101305. */
  101306. export interface IDisposable {
  101307. /**
  101308. * Releases all held resources
  101309. */
  101310. dispose(): void;
  101311. }
  101312. /** Interface defining initialization parameters for Scene class */
  101313. export interface SceneOptions {
  101314. /**
  101315. * Defines that scene should keep up-to-date a map of geometry to enable fast look-up by uniqueId
  101316. * It will improve performance when the number of geometries becomes important.
  101317. */
  101318. useGeometryUniqueIdsMap?: boolean;
  101319. /**
  101320. * Defines that each material of the scene should keep up-to-date a map of referencing meshes for fast diposing
  101321. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101322. */
  101323. useMaterialMeshMap?: boolean;
  101324. /**
  101325. * Defines that each mesh of the scene should keep up-to-date a map of referencing cloned meshes for fast diposing
  101326. * It will improve performance when the number of mesh becomes important, but might consume a bit more memory
  101327. */
  101328. useClonedMeshhMap?: boolean;
  101329. /** Defines if the creation of the scene should impact the engine (Eg. UtilityLayer's scene) */
  101330. virtual?: boolean;
  101331. }
  101332. /**
  101333. * Represents a scene to be rendered by the engine.
  101334. * @see http://doc.babylonjs.com/features/scene
  101335. */
  101336. export class Scene extends AbstractScene implements IAnimatable {
  101337. /** The fog is deactivated */
  101338. static readonly FOGMODE_NONE: number;
  101339. /** The fog density is following an exponential function */
  101340. static readonly FOGMODE_EXP: number;
  101341. /** The fog density is following an exponential function faster than FOGMODE_EXP */
  101342. static readonly FOGMODE_EXP2: number;
  101343. /** The fog density is following a linear function. */
  101344. static readonly FOGMODE_LINEAR: number;
  101345. /**
  101346. * Gets or sets the minimum deltatime when deterministic lock step is enabled
  101347. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101348. */
  101349. static MinDeltaTime: number;
  101350. /**
  101351. * Gets or sets the maximum deltatime when deterministic lock step is enabled
  101352. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101353. */
  101354. static MaxDeltaTime: number;
  101355. /**
  101356. * Factory used to create the default material.
  101357. * @param name The name of the material to create
  101358. * @param scene The scene to create the material for
  101359. * @returns The default material
  101360. */
  101361. static DefaultMaterialFactory(scene: Scene): Material;
  101362. /**
  101363. * Factory used to create the a collision coordinator.
  101364. * @returns The collision coordinator
  101365. */
  101366. static CollisionCoordinatorFactory(): ICollisionCoordinator;
  101367. /** @hidden */
  101368. _inputManager: InputManager;
  101369. /** Define this parameter if you are using multiple cameras and you want to specify which one should be used for pointer position */
  101370. cameraToUseForPointers: Nullable<Camera>;
  101371. /** @hidden */
  101372. readonly _isScene: boolean;
  101373. /**
  101374. * Gets or sets a boolean that indicates if the scene must clear the render buffer before rendering a frame
  101375. */
  101376. autoClear: boolean;
  101377. /**
  101378. * Gets or sets a boolean that indicates if the scene must clear the depth and stencil buffers before rendering a frame
  101379. */
  101380. autoClearDepthAndStencil: boolean;
  101381. /**
  101382. * Defines the color used to clear the render buffer (Default is (0.2, 0.2, 0.3, 1.0))
  101383. */
  101384. clearColor: Color4;
  101385. /**
  101386. * Defines the color used to simulate the ambient color (Default is (0, 0, 0))
  101387. */
  101388. ambientColor: Color3;
  101389. /**
  101390. * This is use to store the default BRDF lookup for PBR materials in your scene.
  101391. * It should only be one of the following (if not the default embedded one):
  101392. * * For uncorrelated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = false) : https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  101393. * * For correlated BRDF (pbr.brdf.useEnergyConservation = false and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedBRDF.dds
  101394. * * For correlated multi scattering BRDF (pbr.brdf.useEnergyConservation = true and pbr.brdf.useSmithVisibilityHeightCorrelated = true) : https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  101395. * The material properties need to be setup according to the type of texture in use.
  101396. */
  101397. environmentBRDFTexture: BaseTexture;
  101398. /** @hidden */
  101399. protected _environmentTexture: Nullable<BaseTexture>;
  101400. /**
  101401. * Texture used in all pbr material as the reflection texture.
  101402. * As in the majority of the scene they are the same (exception for multi room and so on),
  101403. * this is easier to reference from here than from all the materials.
  101404. */
  101405. /**
  101406. * Texture used in all pbr material as the reflection texture.
  101407. * As in the majority of the scene they are the same (exception for multi room and so on),
  101408. * this is easier to set here than in all the materials.
  101409. */
  101410. environmentTexture: Nullable<BaseTexture>;
  101411. /** @hidden */
  101412. protected _environmentIntensity: number;
  101413. /**
  101414. * Intensity of the environment in all pbr material.
  101415. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101416. * As in the majority of the scene they are the same (exception for multi room and so on),
  101417. * this is easier to reference from here than from all the materials.
  101418. */
  101419. /**
  101420. * Intensity of the environment in all pbr material.
  101421. * This dims or reinforces the IBL lighting overall (reflection and diffuse).
  101422. * As in the majority of the scene they are the same (exception for multi room and so on),
  101423. * this is easier to set here than in all the materials.
  101424. */
  101425. environmentIntensity: number;
  101426. /** @hidden */
  101427. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  101428. /**
  101429. * Default image processing configuration used either in the rendering
  101430. * Forward main pass or through the imageProcessingPostProcess if present.
  101431. * As in the majority of the scene they are the same (exception for multi camera),
  101432. * this is easier to reference from here than from all the materials and post process.
  101433. *
  101434. * No setter as we it is a shared configuration, you can set the values instead.
  101435. */
  101436. readonly imageProcessingConfiguration: ImageProcessingConfiguration;
  101437. private _forceWireframe;
  101438. /**
  101439. * Gets or sets a boolean indicating if all rendering must be done in wireframe
  101440. */
  101441. forceWireframe: boolean;
  101442. private _forcePointsCloud;
  101443. /**
  101444. * Gets or sets a boolean indicating if all rendering must be done in point cloud
  101445. */
  101446. forcePointsCloud: boolean;
  101447. /**
  101448. * Gets or sets the active clipplane 1
  101449. */
  101450. clipPlane: Nullable<Plane>;
  101451. /**
  101452. * Gets or sets the active clipplane 2
  101453. */
  101454. clipPlane2: Nullable<Plane>;
  101455. /**
  101456. * Gets or sets the active clipplane 3
  101457. */
  101458. clipPlane3: Nullable<Plane>;
  101459. /**
  101460. * Gets or sets the active clipplane 4
  101461. */
  101462. clipPlane4: Nullable<Plane>;
  101463. /**
  101464. * Gets or sets a boolean indicating if animations are enabled
  101465. */
  101466. animationsEnabled: boolean;
  101467. private _animationPropertiesOverride;
  101468. /**
  101469. * Gets or sets the animation properties override
  101470. */
  101471. animationPropertiesOverride: Nullable<AnimationPropertiesOverride>;
  101472. /**
  101473. * Gets or sets a boolean indicating if a constant deltatime has to be used
  101474. * This is mostly useful for testing purposes when you do not want the animations to scale with the framerate
  101475. */
  101476. useConstantAnimationDeltaTime: boolean;
  101477. /**
  101478. * Gets or sets a boolean indicating if the scene must keep the meshUnderPointer property updated
  101479. * Please note that it requires to run a ray cast through the scene on every frame
  101480. */
  101481. constantlyUpdateMeshUnderPointer: boolean;
  101482. /**
  101483. * Defines the HTML cursor to use when hovering over interactive elements
  101484. */
  101485. hoverCursor: string;
  101486. /**
  101487. * Defines the HTML default cursor to use (empty by default)
  101488. */
  101489. defaultCursor: string;
  101490. /**
  101491. * Defines wether cursors are handled by the scene.
  101492. */
  101493. doNotHandleCursors: boolean;
  101494. /**
  101495. * This is used to call preventDefault() on pointer down
  101496. * in order to block unwanted artifacts like system double clicks
  101497. */
  101498. preventDefaultOnPointerDown: boolean;
  101499. /**
  101500. * This is used to call preventDefault() on pointer up
  101501. * in order to block unwanted artifacts like system double clicks
  101502. */
  101503. preventDefaultOnPointerUp: boolean;
  101504. /**
  101505. * Gets or sets user defined metadata
  101506. */
  101507. metadata: any;
  101508. /**
  101509. * For internal use only. Please do not use.
  101510. */
  101511. reservedDataStore: any;
  101512. /**
  101513. * Gets the name of the plugin used to load this scene (null by default)
  101514. */
  101515. loadingPluginName: string;
  101516. /**
  101517. * Use this array to add regular expressions used to disable offline support for specific urls
  101518. */
  101519. disableOfflineSupportExceptionRules: RegExp[];
  101520. /**
  101521. * An event triggered when the scene is disposed.
  101522. */
  101523. onDisposeObservable: Observable<Scene>;
  101524. private _onDisposeObserver;
  101525. /** Sets a function to be executed when this scene is disposed. */
  101526. onDispose: () => void;
  101527. /**
  101528. * An event triggered before rendering the scene (right after animations and physics)
  101529. */
  101530. onBeforeRenderObservable: Observable<Scene>;
  101531. private _onBeforeRenderObserver;
  101532. /** Sets a function to be executed before rendering this scene */
  101533. beforeRender: Nullable<() => void>;
  101534. /**
  101535. * An event triggered after rendering the scene
  101536. */
  101537. onAfterRenderObservable: Observable<Scene>;
  101538. /**
  101539. * An event triggered after rendering the scene for an active camera (When scene.render is called this will be called after each camera)
  101540. */
  101541. onAfterRenderCameraObservable: Observable<Camera>;
  101542. private _onAfterRenderObserver;
  101543. /** Sets a function to be executed after rendering this scene */
  101544. afterRender: Nullable<() => void>;
  101545. /**
  101546. * An event triggered before animating the scene
  101547. */
  101548. onBeforeAnimationsObservable: Observable<Scene>;
  101549. /**
  101550. * An event triggered after animations processing
  101551. */
  101552. onAfterAnimationsObservable: Observable<Scene>;
  101553. /**
  101554. * An event triggered before draw calls are ready to be sent
  101555. */
  101556. onBeforeDrawPhaseObservable: Observable<Scene>;
  101557. /**
  101558. * An event triggered after draw calls have been sent
  101559. */
  101560. onAfterDrawPhaseObservable: Observable<Scene>;
  101561. /**
  101562. * An event triggered when the scene is ready
  101563. */
  101564. onReadyObservable: Observable<Scene>;
  101565. /**
  101566. * An event triggered before rendering a camera
  101567. */
  101568. onBeforeCameraRenderObservable: Observable<Camera>;
  101569. private _onBeforeCameraRenderObserver;
  101570. /** Sets a function to be executed before rendering a camera*/
  101571. beforeCameraRender: () => void;
  101572. /**
  101573. * An event triggered after rendering a camera
  101574. */
  101575. onAfterCameraRenderObservable: Observable<Camera>;
  101576. private _onAfterCameraRenderObserver;
  101577. /** Sets a function to be executed after rendering a camera*/
  101578. afterCameraRender: () => void;
  101579. /**
  101580. * An event triggered when active meshes evaluation is about to start
  101581. */
  101582. onBeforeActiveMeshesEvaluationObservable: Observable<Scene>;
  101583. /**
  101584. * An event triggered when active meshes evaluation is done
  101585. */
  101586. onAfterActiveMeshesEvaluationObservable: Observable<Scene>;
  101587. /**
  101588. * An event triggered when particles rendering is about to start
  101589. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101590. */
  101591. onBeforeParticlesRenderingObservable: Observable<Scene>;
  101592. /**
  101593. * An event triggered when particles rendering is done
  101594. * Note: This event can be trigger more than once per frame (because particles can be rendered by render target textures as well)
  101595. */
  101596. onAfterParticlesRenderingObservable: Observable<Scene>;
  101597. /**
  101598. * An event triggered when SceneLoader.Append or SceneLoader.Load or SceneLoader.ImportMesh were successfully executed
  101599. */
  101600. onDataLoadedObservable: Observable<Scene>;
  101601. /**
  101602. * An event triggered when a camera is created
  101603. */
  101604. onNewCameraAddedObservable: Observable<Camera>;
  101605. /**
  101606. * An event triggered when a camera is removed
  101607. */
  101608. onCameraRemovedObservable: Observable<Camera>;
  101609. /**
  101610. * An event triggered when a light is created
  101611. */
  101612. onNewLightAddedObservable: Observable<Light>;
  101613. /**
  101614. * An event triggered when a light is removed
  101615. */
  101616. onLightRemovedObservable: Observable<Light>;
  101617. /**
  101618. * An event triggered when a geometry is created
  101619. */
  101620. onNewGeometryAddedObservable: Observable<Geometry>;
  101621. /**
  101622. * An event triggered when a geometry is removed
  101623. */
  101624. onGeometryRemovedObservable: Observable<Geometry>;
  101625. /**
  101626. * An event triggered when a transform node is created
  101627. */
  101628. onNewTransformNodeAddedObservable: Observable<TransformNode>;
  101629. /**
  101630. * An event triggered when a transform node is removed
  101631. */
  101632. onTransformNodeRemovedObservable: Observable<TransformNode>;
  101633. /**
  101634. * An event triggered when a mesh is created
  101635. */
  101636. onNewMeshAddedObservable: Observable<AbstractMesh>;
  101637. /**
  101638. * An event triggered when a mesh is removed
  101639. */
  101640. onMeshRemovedObservable: Observable<AbstractMesh>;
  101641. /**
  101642. * An event triggered when a skeleton is created
  101643. */
  101644. onNewSkeletonAddedObservable: Observable<Skeleton>;
  101645. /**
  101646. * An event triggered when a skeleton is removed
  101647. */
  101648. onSkeletonRemovedObservable: Observable<Skeleton>;
  101649. /**
  101650. * An event triggered when a material is created
  101651. */
  101652. onNewMaterialAddedObservable: Observable<Material>;
  101653. /**
  101654. * An event triggered when a material is removed
  101655. */
  101656. onMaterialRemovedObservable: Observable<Material>;
  101657. /**
  101658. * An event triggered when a texture is created
  101659. */
  101660. onNewTextureAddedObservable: Observable<BaseTexture>;
  101661. /**
  101662. * An event triggered when a texture is removed
  101663. */
  101664. onTextureRemovedObservable: Observable<BaseTexture>;
  101665. /**
  101666. * An event triggered when render targets are about to be rendered
  101667. * Can happen multiple times per frame.
  101668. */
  101669. onBeforeRenderTargetsRenderObservable: Observable<Scene>;
  101670. /**
  101671. * An event triggered when render targets were rendered.
  101672. * Can happen multiple times per frame.
  101673. */
  101674. onAfterRenderTargetsRenderObservable: Observable<Scene>;
  101675. /**
  101676. * An event triggered before calculating deterministic simulation step
  101677. */
  101678. onBeforeStepObservable: Observable<Scene>;
  101679. /**
  101680. * An event triggered after calculating deterministic simulation step
  101681. */
  101682. onAfterStepObservable: Observable<Scene>;
  101683. /**
  101684. * An event triggered when the activeCamera property is updated
  101685. */
  101686. onActiveCameraChanged: Observable<Scene>;
  101687. /**
  101688. * This Observable will be triggered before rendering each renderingGroup of each rendered camera.
  101689. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101690. * 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)
  101691. */
  101692. onBeforeRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101693. /**
  101694. * This Observable will be triggered after rendering each renderingGroup of each rendered camera.
  101695. * The RenderinGroupInfo class contains all the information about the context in which the observable is called
  101696. * 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)
  101697. */
  101698. onAfterRenderingGroupObservable: Observable<RenderingGroupInfo>;
  101699. /**
  101700. * This Observable will when a mesh has been imported into the scene.
  101701. */
  101702. onMeshImportedObservable: Observable<AbstractMesh>;
  101703. /**
  101704. * Gets or sets a user defined funtion to select LOD from a mesh and a camera.
  101705. * By default this function is undefined and Babylon.js will select LOD based on distance to camera
  101706. */
  101707. customLODSelector: (mesh: AbstractMesh, camera: Camera) => Nullable<AbstractMesh>;
  101708. /** @hidden */
  101709. _registeredForLateAnimationBindings: SmartArrayNoDuplicate<any>;
  101710. /**
  101711. * Gets or sets a predicate used to select candidate meshes for a pointer down event
  101712. */
  101713. pointerDownPredicate: (Mesh: AbstractMesh) => boolean;
  101714. /**
  101715. * Gets or sets a predicate used to select candidate meshes for a pointer up event
  101716. */
  101717. pointerUpPredicate: (Mesh: AbstractMesh) => boolean;
  101718. /**
  101719. * Gets or sets a predicate used to select candidate meshes for a pointer move event
  101720. */
  101721. pointerMovePredicate: (Mesh: AbstractMesh) => boolean;
  101722. /** Callback called when a pointer move is detected */
  101723. onPointerMove: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101724. /** Callback called when a pointer down is detected */
  101725. onPointerDown: (evt: PointerEvent, pickInfo: PickingInfo, type: PointerEventTypes) => void;
  101726. /** Callback called when a pointer up is detected */
  101727. onPointerUp: (evt: PointerEvent, pickInfo: Nullable<PickingInfo>, type: PointerEventTypes) => void;
  101728. /** Callback called when a pointer pick is detected */
  101729. onPointerPick: (evt: PointerEvent, pickInfo: PickingInfo) => void;
  101730. /**
  101731. * 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).
  101732. * You have the possibility to skip the process and the call to onPointerObservable by setting PointerInfoPre.skipOnPointerObservable to true
  101733. */
  101734. onPrePointerObservable: Observable<PointerInfoPre>;
  101735. /**
  101736. * Observable event triggered each time an input event is received from the rendering canvas
  101737. */
  101738. onPointerObservable: Observable<PointerInfo>;
  101739. /**
  101740. * Gets the pointer coordinates without any translation (ie. straight out of the pointer event)
  101741. */
  101742. readonly unTranslatedPointer: Vector2;
  101743. /**
  101744. * Gets or sets the distance in pixel that you have to move to prevent some events. Default is 10 pixels
  101745. */
  101746. static DragMovementThreshold: number;
  101747. /**
  101748. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 500 ms
  101749. */
  101750. static LongPressDelay: number;
  101751. /**
  101752. * Time in milliseconds to wait to raise long press events if button is still pressed. Default is 300 ms
  101753. */
  101754. static DoubleClickDelay: number;
  101755. /** If you need to check double click without raising a single click at first click, enable this flag */
  101756. static ExclusiveDoubleClickMode: boolean;
  101757. /** @hidden */
  101758. _mirroredCameraPosition: Nullable<Vector3>;
  101759. /**
  101760. * This observable event is triggered when any keyboard event si raised and registered during Scene.attachControl()
  101761. * You have the possibility to skip the process and the call to onKeyboardObservable by setting KeyboardInfoPre.skipOnPointerObservable to true
  101762. */
  101763. onPreKeyboardObservable: Observable<KeyboardInfoPre>;
  101764. /**
  101765. * Observable event triggered each time an keyboard event is received from the hosting window
  101766. */
  101767. onKeyboardObservable: Observable<KeyboardInfo>;
  101768. private _useRightHandedSystem;
  101769. /**
  101770. * Gets or sets a boolean indicating if the scene must use right-handed coordinates system
  101771. */
  101772. useRightHandedSystem: boolean;
  101773. private _timeAccumulator;
  101774. private _currentStepId;
  101775. private _currentInternalStep;
  101776. /**
  101777. * Sets the step Id used by deterministic lock step
  101778. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101779. * @param newStepId defines the step Id
  101780. */
  101781. setStepId(newStepId: number): void;
  101782. /**
  101783. * Gets the step Id used by deterministic lock step
  101784. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101785. * @returns the step Id
  101786. */
  101787. getStepId(): number;
  101788. /**
  101789. * Gets the internal step used by deterministic lock step
  101790. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  101791. * @returns the internal step
  101792. */
  101793. getInternalStep(): number;
  101794. private _fogEnabled;
  101795. /**
  101796. * Gets or sets a boolean indicating if fog is enabled on this scene
  101797. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101798. * (Default is true)
  101799. */
  101800. fogEnabled: boolean;
  101801. private _fogMode;
  101802. /**
  101803. * Gets or sets the fog mode to use
  101804. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101805. * | mode | value |
  101806. * | --- | --- |
  101807. * | FOGMODE_NONE | 0 |
  101808. * | FOGMODE_EXP | 1 |
  101809. * | FOGMODE_EXP2 | 2 |
  101810. * | FOGMODE_LINEAR | 3 |
  101811. */
  101812. fogMode: number;
  101813. /**
  101814. * Gets or sets the fog color to use
  101815. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101816. * (Default is Color3(0.2, 0.2, 0.3))
  101817. */
  101818. fogColor: Color3;
  101819. /**
  101820. * Gets or sets the fog density to use
  101821. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101822. * (Default is 0.1)
  101823. */
  101824. fogDensity: number;
  101825. /**
  101826. * Gets or sets the fog start distance to use
  101827. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101828. * (Default is 0)
  101829. */
  101830. fogStart: number;
  101831. /**
  101832. * Gets or sets the fog end distance to use
  101833. * @see http://doc.babylonjs.com/babylon101/environment#fog
  101834. * (Default is 1000)
  101835. */
  101836. fogEnd: number;
  101837. private _shadowsEnabled;
  101838. /**
  101839. * Gets or sets a boolean indicating if shadows are enabled on this scene
  101840. */
  101841. shadowsEnabled: boolean;
  101842. private _lightsEnabled;
  101843. /**
  101844. * Gets or sets a boolean indicating if lights are enabled on this scene
  101845. */
  101846. lightsEnabled: boolean;
  101847. /** All of the active cameras added to this scene. */
  101848. activeCameras: Camera[];
  101849. /** @hidden */
  101850. _activeCamera: Nullable<Camera>;
  101851. /** Gets or sets the current active camera */
  101852. activeCamera: Nullable<Camera>;
  101853. private _defaultMaterial;
  101854. /** The default material used on meshes when no material is affected */
  101855. /** The default material used on meshes when no material is affected */
  101856. defaultMaterial: Material;
  101857. private _texturesEnabled;
  101858. /**
  101859. * Gets or sets a boolean indicating if textures are enabled on this scene
  101860. */
  101861. texturesEnabled: boolean;
  101862. /**
  101863. * Gets or sets a boolean indicating if particles are enabled on this scene
  101864. */
  101865. particlesEnabled: boolean;
  101866. /**
  101867. * Gets or sets a boolean indicating if sprites are enabled on this scene
  101868. */
  101869. spritesEnabled: boolean;
  101870. private _skeletonsEnabled;
  101871. /**
  101872. * Gets or sets a boolean indicating if skeletons are enabled on this scene
  101873. */
  101874. skeletonsEnabled: boolean;
  101875. /**
  101876. * Gets or sets a boolean indicating if lens flares are enabled on this scene
  101877. */
  101878. lensFlaresEnabled: boolean;
  101879. /**
  101880. * Gets or sets a boolean indicating if collisions are enabled on this scene
  101881. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101882. */
  101883. collisionsEnabled: boolean;
  101884. private _collisionCoordinator;
  101885. /** @hidden */
  101886. readonly collisionCoordinator: ICollisionCoordinator;
  101887. /**
  101888. * Defines the gravity applied to this scene (used only for collisions)
  101889. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity
  101890. */
  101891. gravity: Vector3;
  101892. /**
  101893. * Gets or sets a boolean indicating if postprocesses are enabled on this scene
  101894. */
  101895. postProcessesEnabled: boolean;
  101896. /**
  101897. * The list of postprocesses added to the scene
  101898. */
  101899. postProcesses: PostProcess[];
  101900. /**
  101901. * Gets the current postprocess manager
  101902. */
  101903. postProcessManager: PostProcessManager;
  101904. /**
  101905. * Gets or sets a boolean indicating if render targets are enabled on this scene
  101906. */
  101907. renderTargetsEnabled: boolean;
  101908. /**
  101909. * Gets or sets a boolean indicating if next render targets must be dumped as image for debugging purposes
  101910. * We recommend not using it and instead rely on Spector.js: http://spector.babylonjs.com
  101911. */
  101912. dumpNextRenderTargets: boolean;
  101913. /**
  101914. * The list of user defined render targets added to the scene
  101915. */
  101916. customRenderTargets: RenderTargetTexture[];
  101917. /**
  101918. * Defines if texture loading must be delayed
  101919. * If true, textures will only be loaded when they need to be rendered
  101920. */
  101921. useDelayedTextureLoading: boolean;
  101922. /**
  101923. * Gets the list of meshes imported to the scene through SceneLoader
  101924. */
  101925. importedMeshesFiles: String[];
  101926. /**
  101927. * Gets or sets a boolean indicating if probes are enabled on this scene
  101928. */
  101929. probesEnabled: boolean;
  101930. /**
  101931. * Gets or sets the current offline provider to use to store scene data
  101932. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  101933. */
  101934. offlineProvider: IOfflineProvider;
  101935. /**
  101936. * Gets or sets the action manager associated with the scene
  101937. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  101938. */
  101939. actionManager: AbstractActionManager;
  101940. private _meshesForIntersections;
  101941. /**
  101942. * Gets or sets a boolean indicating if procedural textures are enabled on this scene
  101943. */
  101944. proceduralTexturesEnabled: boolean;
  101945. private _engine;
  101946. private _totalVertices;
  101947. /** @hidden */
  101948. _activeIndices: PerfCounter;
  101949. /** @hidden */
  101950. _activeParticles: PerfCounter;
  101951. /** @hidden */
  101952. _activeBones: PerfCounter;
  101953. private _animationRatio;
  101954. /** @hidden */
  101955. _animationTimeLast: number;
  101956. /** @hidden */
  101957. _animationTime: number;
  101958. /**
  101959. * Gets or sets a general scale for animation speed
  101960. * @see https://www.babylonjs-playground.com/#IBU2W7#3
  101961. */
  101962. animationTimeScale: number;
  101963. /** @hidden */
  101964. _cachedMaterial: Nullable<Material>;
  101965. /** @hidden */
  101966. _cachedEffect: Nullable<Effect>;
  101967. /** @hidden */
  101968. _cachedVisibility: Nullable<number>;
  101969. private _renderId;
  101970. private _frameId;
  101971. private _executeWhenReadyTimeoutId;
  101972. private _intermediateRendering;
  101973. private _viewUpdateFlag;
  101974. private _projectionUpdateFlag;
  101975. /** @hidden */
  101976. _toBeDisposed: Nullable<IDisposable>[];
  101977. private _activeRequests;
  101978. /** @hidden */
  101979. _pendingData: any[];
  101980. private _isDisposed;
  101981. /**
  101982. * Gets or sets a boolean indicating that all submeshes of active meshes must be rendered
  101983. * Use this boolean to avoid computing frustum clipping on submeshes (This could help when you are CPU bound)
  101984. */
  101985. dispatchAllSubMeshesOfActiveMeshes: boolean;
  101986. private _activeMeshes;
  101987. private _processedMaterials;
  101988. private _renderTargets;
  101989. /** @hidden */
  101990. _activeParticleSystems: SmartArray<IParticleSystem>;
  101991. private _activeSkeletons;
  101992. private _softwareSkinnedMeshes;
  101993. private _renderingManager;
  101994. /** @hidden */
  101995. _activeAnimatables: Animatable[];
  101996. private _transformMatrix;
  101997. private _sceneUbo;
  101998. /** @hidden */
  101999. _viewMatrix: Matrix;
  102000. private _projectionMatrix;
  102001. /** @hidden */
  102002. _forcedViewPosition: Nullable<Vector3>;
  102003. /** @hidden */
  102004. _frustumPlanes: Plane[];
  102005. /**
  102006. * Gets the list of frustum planes (built from the active camera)
  102007. */
  102008. readonly frustumPlanes: Plane[];
  102009. /**
  102010. * Gets or sets a boolean indicating if lights must be sorted by priority (off by default)
  102011. * This is useful if there are more lights that the maximum simulteanous authorized
  102012. */
  102013. requireLightSorting: boolean;
  102014. /** @hidden */
  102015. readonly useMaterialMeshMap: boolean;
  102016. /** @hidden */
  102017. readonly useClonedMeshhMap: boolean;
  102018. private _externalData;
  102019. private _uid;
  102020. /**
  102021. * @hidden
  102022. * Backing store of defined scene components.
  102023. */
  102024. _components: ISceneComponent[];
  102025. /**
  102026. * @hidden
  102027. * Backing store of defined scene components.
  102028. */
  102029. _serializableComponents: ISceneSerializableComponent[];
  102030. /**
  102031. * List of components to register on the next registration step.
  102032. */
  102033. private _transientComponents;
  102034. /**
  102035. * Registers the transient components if needed.
  102036. */
  102037. private _registerTransientComponents;
  102038. /**
  102039. * @hidden
  102040. * Add a component to the scene.
  102041. * Note that the ccomponent could be registered on th next frame if this is called after
  102042. * the register component stage.
  102043. * @param component Defines the component to add to the scene
  102044. */
  102045. _addComponent(component: ISceneComponent): void;
  102046. /**
  102047. * @hidden
  102048. * Gets a component from the scene.
  102049. * @param name defines the name of the component to retrieve
  102050. * @returns the component or null if not present
  102051. */
  102052. _getComponent(name: string): Nullable<ISceneComponent>;
  102053. /**
  102054. * @hidden
  102055. * Defines the actions happening before camera updates.
  102056. */
  102057. _beforeCameraUpdateStage: Stage<SimpleStageAction>;
  102058. /**
  102059. * @hidden
  102060. * Defines the actions happening before clear the canvas.
  102061. */
  102062. _beforeClearStage: Stage<SimpleStageAction>;
  102063. /**
  102064. * @hidden
  102065. * Defines the actions when collecting render targets for the frame.
  102066. */
  102067. _gatherRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102068. /**
  102069. * @hidden
  102070. * Defines the actions happening for one camera in the frame.
  102071. */
  102072. _gatherActiveCameraRenderTargetsStage: Stage<RenderTargetsStageAction>;
  102073. /**
  102074. * @hidden
  102075. * Defines the actions happening during the per mesh ready checks.
  102076. */
  102077. _isReadyForMeshStage: Stage<MeshStageAction>;
  102078. /**
  102079. * @hidden
  102080. * Defines the actions happening before evaluate active mesh checks.
  102081. */
  102082. _beforeEvaluateActiveMeshStage: Stage<SimpleStageAction>;
  102083. /**
  102084. * @hidden
  102085. * Defines the actions happening during the evaluate sub mesh checks.
  102086. */
  102087. _evaluateSubMeshStage: Stage<EvaluateSubMeshStageAction>;
  102088. /**
  102089. * @hidden
  102090. * Defines the actions happening during the active mesh stage.
  102091. */
  102092. _activeMeshStage: Stage<ActiveMeshStageAction>;
  102093. /**
  102094. * @hidden
  102095. * Defines the actions happening during the per camera render target step.
  102096. */
  102097. _cameraDrawRenderTargetStage: Stage<CameraStageFrameBufferAction>;
  102098. /**
  102099. * @hidden
  102100. * Defines the actions happening just before the active camera is drawing.
  102101. */
  102102. _beforeCameraDrawStage: Stage<CameraStageAction>;
  102103. /**
  102104. * @hidden
  102105. * Defines the actions happening just before a render target is drawing.
  102106. */
  102107. _beforeRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102108. /**
  102109. * @hidden
  102110. * Defines the actions happening just before a rendering group is drawing.
  102111. */
  102112. _beforeRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102113. /**
  102114. * @hidden
  102115. * Defines the actions happening just before a mesh is drawing.
  102116. */
  102117. _beforeRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102118. /**
  102119. * @hidden
  102120. * Defines the actions happening just after a mesh has been drawn.
  102121. */
  102122. _afterRenderingMeshStage: Stage<RenderingMeshStageAction>;
  102123. /**
  102124. * @hidden
  102125. * Defines the actions happening just after a rendering group has been drawn.
  102126. */
  102127. _afterRenderingGroupDrawStage: Stage<RenderingGroupStageAction>;
  102128. /**
  102129. * @hidden
  102130. * Defines the actions happening just after the active camera has been drawn.
  102131. */
  102132. _afterCameraDrawStage: Stage<CameraStageAction>;
  102133. /**
  102134. * @hidden
  102135. * Defines the actions happening just after a render target has been drawn.
  102136. */
  102137. _afterRenderTargetDrawStage: Stage<RenderTargetStageAction>;
  102138. /**
  102139. * @hidden
  102140. * Defines the actions happening just after rendering all cameras and computing intersections.
  102141. */
  102142. _afterRenderStage: Stage<SimpleStageAction>;
  102143. /**
  102144. * @hidden
  102145. * Defines the actions happening when a pointer move event happens.
  102146. */
  102147. _pointerMoveStage: Stage<PointerMoveStageAction>;
  102148. /**
  102149. * @hidden
  102150. * Defines the actions happening when a pointer down event happens.
  102151. */
  102152. _pointerDownStage: Stage<PointerUpDownStageAction>;
  102153. /**
  102154. * @hidden
  102155. * Defines the actions happening when a pointer up event happens.
  102156. */
  102157. _pointerUpStage: Stage<PointerUpDownStageAction>;
  102158. /**
  102159. * an optional map from Geometry Id to Geometry index in the 'geometries' array
  102160. */
  102161. private geometriesByUniqueId;
  102162. /**
  102163. * Creates a new Scene
  102164. * @param engine defines the engine to use to render this scene
  102165. * @param options defines the scene options
  102166. */
  102167. constructor(engine: Engine, options?: SceneOptions);
  102168. /**
  102169. * Gets a string idenfifying the name of the class
  102170. * @returns "Scene" string
  102171. */
  102172. getClassName(): string;
  102173. private _defaultMeshCandidates;
  102174. /**
  102175. * @hidden
  102176. */
  102177. _getDefaultMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  102178. private _defaultSubMeshCandidates;
  102179. /**
  102180. * @hidden
  102181. */
  102182. _getDefaultSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  102183. /**
  102184. * Sets the default candidate providers for the scene.
  102185. * This sets the getActiveMeshCandidates, getActiveSubMeshCandidates, getIntersectingSubMeshCandidates
  102186. * and getCollidingSubMeshCandidates to their default function
  102187. */
  102188. setDefaultCandidateProviders(): void;
  102189. /**
  102190. * Gets the mesh that is currently under the pointer
  102191. */
  102192. readonly meshUnderPointer: Nullable<AbstractMesh>;
  102193. /**
  102194. * Gets or sets the current on-screen X position of the pointer
  102195. */
  102196. pointerX: number;
  102197. /**
  102198. * Gets or sets the current on-screen Y position of the pointer
  102199. */
  102200. pointerY: number;
  102201. /**
  102202. * Gets the cached material (ie. the latest rendered one)
  102203. * @returns the cached material
  102204. */
  102205. getCachedMaterial(): Nullable<Material>;
  102206. /**
  102207. * Gets the cached effect (ie. the latest rendered one)
  102208. * @returns the cached effect
  102209. */
  102210. getCachedEffect(): Nullable<Effect>;
  102211. /**
  102212. * Gets the cached visibility state (ie. the latest rendered one)
  102213. * @returns the cached visibility state
  102214. */
  102215. getCachedVisibility(): Nullable<number>;
  102216. /**
  102217. * Gets a boolean indicating if the current material / effect / visibility must be bind again
  102218. * @param material defines the current material
  102219. * @param effect defines the current effect
  102220. * @param visibility defines the current visibility state
  102221. * @returns true if one parameter is not cached
  102222. */
  102223. isCachedMaterialInvalid(material: Material, effect: Effect, visibility?: number): boolean;
  102224. /**
  102225. * Gets the engine associated with the scene
  102226. * @returns an Engine
  102227. */
  102228. getEngine(): Engine;
  102229. /**
  102230. * Gets the total number of vertices rendered per frame
  102231. * @returns the total number of vertices rendered per frame
  102232. */
  102233. getTotalVertices(): number;
  102234. /**
  102235. * Gets the performance counter for total vertices
  102236. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102237. */
  102238. readonly totalVerticesPerfCounter: PerfCounter;
  102239. /**
  102240. * Gets the total number of active indices rendered per frame (You can deduce the number of rendered triangles by dividing this number by 3)
  102241. * @returns the total number of active indices rendered per frame
  102242. */
  102243. getActiveIndices(): number;
  102244. /**
  102245. * Gets the performance counter for active indices
  102246. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102247. */
  102248. readonly totalActiveIndicesPerfCounter: PerfCounter;
  102249. /**
  102250. * Gets the total number of active particles rendered per frame
  102251. * @returns the total number of active particles rendered per frame
  102252. */
  102253. getActiveParticles(): number;
  102254. /**
  102255. * Gets the performance counter for active particles
  102256. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102257. */
  102258. readonly activeParticlesPerfCounter: PerfCounter;
  102259. /**
  102260. * Gets the total number of active bones rendered per frame
  102261. * @returns the total number of active bones rendered per frame
  102262. */
  102263. getActiveBones(): number;
  102264. /**
  102265. * Gets the performance counter for active bones
  102266. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#instrumentation
  102267. */
  102268. readonly activeBonesPerfCounter: PerfCounter;
  102269. /**
  102270. * Gets the array of active meshes
  102271. * @returns an array of AbstractMesh
  102272. */
  102273. getActiveMeshes(): SmartArray<AbstractMesh>;
  102274. /**
  102275. * Gets the animation ratio (which is 1.0 is the scene renders at 60fps and 2 if the scene renders at 30fps, etc.)
  102276. * @returns a number
  102277. */
  102278. getAnimationRatio(): number;
  102279. /**
  102280. * Gets an unique Id for the current render phase
  102281. * @returns a number
  102282. */
  102283. getRenderId(): number;
  102284. /**
  102285. * Gets an unique Id for the current frame
  102286. * @returns a number
  102287. */
  102288. getFrameId(): number;
  102289. /** Call this function if you want to manually increment the render Id*/
  102290. incrementRenderId(): void;
  102291. private _createUbo;
  102292. /**
  102293. * Use this method to simulate a pointer move on a mesh
  102294. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102295. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102296. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102297. * @returns the current scene
  102298. */
  102299. simulatePointerMove(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102300. /**
  102301. * Use this method to simulate a pointer down on a mesh
  102302. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102303. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102304. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102305. * @returns the current scene
  102306. */
  102307. simulatePointerDown(pickResult: PickingInfo, pointerEventInit?: PointerEventInit): Scene;
  102308. /**
  102309. * Use this method to simulate a pointer up on a mesh
  102310. * The pickResult parameter can be obtained from a scene.pick or scene.pickWithRay
  102311. * @param pickResult pickingInfo of the object wished to simulate pointer event on
  102312. * @param pointerEventInit pointer event state to be used when simulating the pointer event (eg. pointer id for multitouch)
  102313. * @param doubleTap indicates that the pointer up event should be considered as part of a double click (false by default)
  102314. * @returns the current scene
  102315. */
  102316. simulatePointerUp(pickResult: PickingInfo, pointerEventInit?: PointerEventInit, doubleTap?: boolean): Scene;
  102317. /**
  102318. * Gets a boolean indicating if the current pointer event is captured (meaning that the scene has already handled the pointer down)
  102319. * @param pointerId defines the pointer id to use in a multi-touch scenario (0 by default)
  102320. * @returns true if the pointer was captured
  102321. */
  102322. isPointerCaptured(pointerId?: number): boolean;
  102323. /**
  102324. * Attach events to the canvas (To handle actionManagers triggers and raise onPointerMove, onPointerDown and onPointerUp
  102325. * @param attachUp defines if you want to attach events to pointerup
  102326. * @param attachDown defines if you want to attach events to pointerdown
  102327. * @param attachMove defines if you want to attach events to pointermove
  102328. */
  102329. attachControl(attachUp?: boolean, attachDown?: boolean, attachMove?: boolean): void;
  102330. /** Detaches all event handlers*/
  102331. detachControl(): void;
  102332. /**
  102333. * This function will check if the scene can be rendered (textures are loaded, shaders are compiled)
  102334. * Delay loaded resources are not taking in account
  102335. * @return true if all required resources are ready
  102336. */
  102337. isReady(): boolean;
  102338. /** Resets all cached information relative to material (including effect and visibility) */
  102339. resetCachedMaterial(): void;
  102340. /**
  102341. * Registers a function to be called before every frame render
  102342. * @param func defines the function to register
  102343. */
  102344. registerBeforeRender(func: () => void): void;
  102345. /**
  102346. * Unregisters a function called before every frame render
  102347. * @param func defines the function to unregister
  102348. */
  102349. unregisterBeforeRender(func: () => void): void;
  102350. /**
  102351. * Registers a function to be called after every frame render
  102352. * @param func defines the function to register
  102353. */
  102354. registerAfterRender(func: () => void): void;
  102355. /**
  102356. * Unregisters a function called after every frame render
  102357. * @param func defines the function to unregister
  102358. */
  102359. unregisterAfterRender(func: () => void): void;
  102360. private _executeOnceBeforeRender;
  102361. /**
  102362. * The provided function will run before render once and will be disposed afterwards.
  102363. * A timeout delay can be provided so that the function will be executed in N ms.
  102364. * The timeout is using the browser's native setTimeout so time percision cannot be guaranteed.
  102365. * @param func The function to be executed.
  102366. * @param timeout optional delay in ms
  102367. */
  102368. executeOnceBeforeRender(func: () => void, timeout?: number): void;
  102369. /** @hidden */
  102370. _addPendingData(data: any): void;
  102371. /** @hidden */
  102372. _removePendingData(data: any): void;
  102373. /**
  102374. * Returns the number of items waiting to be loaded
  102375. * @returns the number of items waiting to be loaded
  102376. */
  102377. getWaitingItemsCount(): number;
  102378. /**
  102379. * Returns a boolean indicating if the scene is still loading data
  102380. */
  102381. readonly isLoading: boolean;
  102382. /**
  102383. * Registers a function to be executed when the scene is ready
  102384. * @param {Function} func - the function to be executed
  102385. */
  102386. executeWhenReady(func: () => void): void;
  102387. /**
  102388. * Returns a promise that resolves when the scene is ready
  102389. * @returns A promise that resolves when the scene is ready
  102390. */
  102391. whenReadyAsync(): Promise<void>;
  102392. /** @hidden */
  102393. _checkIsReady(): void;
  102394. /**
  102395. * Gets all animatable attached to the scene
  102396. */
  102397. readonly animatables: Animatable[];
  102398. /**
  102399. * Resets the last animation time frame.
  102400. * Useful to override when animations start running when loading a scene for the first time.
  102401. */
  102402. resetLastAnimationTimeFrame(): void;
  102403. /**
  102404. * Gets the current view matrix
  102405. * @returns a Matrix
  102406. */
  102407. getViewMatrix(): Matrix;
  102408. /**
  102409. * Gets the current projection matrix
  102410. * @returns a Matrix
  102411. */
  102412. getProjectionMatrix(): Matrix;
  102413. /**
  102414. * Gets the current transform matrix
  102415. * @returns a Matrix made of View * Projection
  102416. */
  102417. getTransformMatrix(): Matrix;
  102418. /**
  102419. * Sets the current transform matrix
  102420. * @param viewL defines the View matrix to use
  102421. * @param projectionL defines the Projection matrix to use
  102422. * @param viewR defines the right View matrix to use (if provided)
  102423. * @param projectionR defines the right Projection matrix to use (if provided)
  102424. */
  102425. setTransformMatrix(viewL: Matrix, projectionL: Matrix, viewR?: Matrix, projectionR?: Matrix): void;
  102426. /**
  102427. * Gets the uniform buffer used to store scene data
  102428. * @returns a UniformBuffer
  102429. */
  102430. getSceneUniformBuffer(): UniformBuffer;
  102431. /**
  102432. * Gets an unique (relatively to the current scene) Id
  102433. * @returns an unique number for the scene
  102434. */
  102435. getUniqueId(): number;
  102436. /**
  102437. * Add a mesh to the list of scene's meshes
  102438. * @param newMesh defines the mesh to add
  102439. * @param recursive if all child meshes should also be added to the scene
  102440. */
  102441. addMesh(newMesh: AbstractMesh, recursive?: boolean): void;
  102442. /**
  102443. * Remove a mesh for the list of scene's meshes
  102444. * @param toRemove defines the mesh to remove
  102445. * @param recursive if all child meshes should also be removed from the scene
  102446. * @returns the index where the mesh was in the mesh list
  102447. */
  102448. removeMesh(toRemove: AbstractMesh, recursive?: boolean): number;
  102449. /**
  102450. * Add a transform node to the list of scene's transform nodes
  102451. * @param newTransformNode defines the transform node to add
  102452. */
  102453. addTransformNode(newTransformNode: TransformNode): void;
  102454. /**
  102455. * Remove a transform node for the list of scene's transform nodes
  102456. * @param toRemove defines the transform node to remove
  102457. * @returns the index where the transform node was in the transform node list
  102458. */
  102459. removeTransformNode(toRemove: TransformNode): number;
  102460. /**
  102461. * Remove a skeleton for the list of scene's skeletons
  102462. * @param toRemove defines the skeleton to remove
  102463. * @returns the index where the skeleton was in the skeleton list
  102464. */
  102465. removeSkeleton(toRemove: Skeleton): number;
  102466. /**
  102467. * Remove a morph target for the list of scene's morph targets
  102468. * @param toRemove defines the morph target to remove
  102469. * @returns the index where the morph target was in the morph target list
  102470. */
  102471. removeMorphTargetManager(toRemove: MorphTargetManager): number;
  102472. /**
  102473. * Remove a light for the list of scene's lights
  102474. * @param toRemove defines the light to remove
  102475. * @returns the index where the light was in the light list
  102476. */
  102477. removeLight(toRemove: Light): number;
  102478. /**
  102479. * Remove a camera for the list of scene's cameras
  102480. * @param toRemove defines the camera to remove
  102481. * @returns the index where the camera was in the camera list
  102482. */
  102483. removeCamera(toRemove: Camera): number;
  102484. /**
  102485. * Remove a particle system for the list of scene's particle systems
  102486. * @param toRemove defines the particle system to remove
  102487. * @returns the index where the particle system was in the particle system list
  102488. */
  102489. removeParticleSystem(toRemove: IParticleSystem): number;
  102490. /**
  102491. * Remove a animation for the list of scene's animations
  102492. * @param toRemove defines the animation to remove
  102493. * @returns the index where the animation was in the animation list
  102494. */
  102495. removeAnimation(toRemove: Animation): number;
  102496. /**
  102497. * Will stop the animation of the given target
  102498. * @param target - the target
  102499. * @param animationName - the name of the animation to stop (all animations will be stopped if both this and targetMask are empty)
  102500. * @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)
  102501. */
  102502. stopAnimation(target: any, animationName?: string, targetMask?: (target: any) => boolean): void;
  102503. /**
  102504. * Removes the given animation group from this scene.
  102505. * @param toRemove The animation group to remove
  102506. * @returns The index of the removed animation group
  102507. */
  102508. removeAnimationGroup(toRemove: AnimationGroup): number;
  102509. /**
  102510. * Removes the given multi-material from this scene.
  102511. * @param toRemove The multi-material to remove
  102512. * @returns The index of the removed multi-material
  102513. */
  102514. removeMultiMaterial(toRemove: MultiMaterial): number;
  102515. /**
  102516. * Removes the given material from this scene.
  102517. * @param toRemove The material to remove
  102518. * @returns The index of the removed material
  102519. */
  102520. removeMaterial(toRemove: Material): number;
  102521. /**
  102522. * Removes the given action manager from this scene.
  102523. * @param toRemove The action manager to remove
  102524. * @returns The index of the removed action manager
  102525. */
  102526. removeActionManager(toRemove: AbstractActionManager): number;
  102527. /**
  102528. * Removes the given texture from this scene.
  102529. * @param toRemove The texture to remove
  102530. * @returns The index of the removed texture
  102531. */
  102532. removeTexture(toRemove: BaseTexture): number;
  102533. /**
  102534. * Adds the given light to this scene
  102535. * @param newLight The light to add
  102536. */
  102537. addLight(newLight: Light): void;
  102538. /**
  102539. * Sorts the list list based on light priorities
  102540. */
  102541. sortLightsByPriority(): void;
  102542. /**
  102543. * Adds the given camera to this scene
  102544. * @param newCamera The camera to add
  102545. */
  102546. addCamera(newCamera: Camera): void;
  102547. /**
  102548. * Adds the given skeleton to this scene
  102549. * @param newSkeleton The skeleton to add
  102550. */
  102551. addSkeleton(newSkeleton: Skeleton): void;
  102552. /**
  102553. * Adds the given particle system to this scene
  102554. * @param newParticleSystem The particle system to add
  102555. */
  102556. addParticleSystem(newParticleSystem: IParticleSystem): void;
  102557. /**
  102558. * Adds the given animation to this scene
  102559. * @param newAnimation The animation to add
  102560. */
  102561. addAnimation(newAnimation: Animation): void;
  102562. /**
  102563. * Adds the given animation group to this scene.
  102564. * @param newAnimationGroup The animation group to add
  102565. */
  102566. addAnimationGroup(newAnimationGroup: AnimationGroup): void;
  102567. /**
  102568. * Adds the given multi-material to this scene
  102569. * @param newMultiMaterial The multi-material to add
  102570. */
  102571. addMultiMaterial(newMultiMaterial: MultiMaterial): void;
  102572. /**
  102573. * Adds the given material to this scene
  102574. * @param newMaterial The material to add
  102575. */
  102576. addMaterial(newMaterial: Material): void;
  102577. /**
  102578. * Adds the given morph target to this scene
  102579. * @param newMorphTargetManager The morph target to add
  102580. */
  102581. addMorphTargetManager(newMorphTargetManager: MorphTargetManager): void;
  102582. /**
  102583. * Adds the given geometry to this scene
  102584. * @param newGeometry The geometry to add
  102585. */
  102586. addGeometry(newGeometry: Geometry): void;
  102587. /**
  102588. * Adds the given action manager to this scene
  102589. * @param newActionManager The action manager to add
  102590. */
  102591. addActionManager(newActionManager: AbstractActionManager): void;
  102592. /**
  102593. * Adds the given texture to this scene.
  102594. * @param newTexture The texture to add
  102595. */
  102596. addTexture(newTexture: BaseTexture): void;
  102597. /**
  102598. * Switch active camera
  102599. * @param newCamera defines the new active camera
  102600. * @param attachControl defines if attachControl must be called for the new active camera (default: true)
  102601. */
  102602. switchActiveCamera(newCamera: Camera, attachControl?: boolean): void;
  102603. /**
  102604. * sets the active camera of the scene using its ID
  102605. * @param id defines the camera's ID
  102606. * @return the new active camera or null if none found.
  102607. */
  102608. setActiveCameraByID(id: string): Nullable<Camera>;
  102609. /**
  102610. * sets the active camera of the scene using its name
  102611. * @param name defines the camera's name
  102612. * @returns the new active camera or null if none found.
  102613. */
  102614. setActiveCameraByName(name: string): Nullable<Camera>;
  102615. /**
  102616. * get an animation group using its name
  102617. * @param name defines the material's name
  102618. * @return the animation group or null if none found.
  102619. */
  102620. getAnimationGroupByName(name: string): Nullable<AnimationGroup>;
  102621. /**
  102622. * Get a material using its unique id
  102623. * @param uniqueId defines the material's unique id
  102624. * @return the material or null if none found.
  102625. */
  102626. getMaterialByUniqueID(uniqueId: number): Nullable<Material>;
  102627. /**
  102628. * get a material using its id
  102629. * @param id defines the material's ID
  102630. * @return the material or null if none found.
  102631. */
  102632. getMaterialByID(id: string): Nullable<Material>;
  102633. /**
  102634. * Gets a the last added material using a given id
  102635. * @param id defines the material's ID
  102636. * @return the last material with the given id or null if none found.
  102637. */
  102638. getLastMaterialByID(id: string): Nullable<Material>;
  102639. /**
  102640. * Gets a material using its name
  102641. * @param name defines the material's name
  102642. * @return the material or null if none found.
  102643. */
  102644. getMaterialByName(name: string): Nullable<Material>;
  102645. /**
  102646. * Get a texture using its unique id
  102647. * @param uniqueId defines the texture's unique id
  102648. * @return the texture or null if none found.
  102649. */
  102650. getTextureByUniqueID(uniqueId: number): Nullable<BaseTexture>;
  102651. /**
  102652. * Gets a camera using its id
  102653. * @param id defines the id to look for
  102654. * @returns the camera or null if not found
  102655. */
  102656. getCameraByID(id: string): Nullable<Camera>;
  102657. /**
  102658. * Gets a camera using its unique id
  102659. * @param uniqueId defines the unique id to look for
  102660. * @returns the camera or null if not found
  102661. */
  102662. getCameraByUniqueID(uniqueId: number): Nullable<Camera>;
  102663. /**
  102664. * Gets a camera using its name
  102665. * @param name defines the camera's name
  102666. * @return the camera or null if none found.
  102667. */
  102668. getCameraByName(name: string): Nullable<Camera>;
  102669. /**
  102670. * Gets a bone using its id
  102671. * @param id defines the bone's id
  102672. * @return the bone or null if not found
  102673. */
  102674. getBoneByID(id: string): Nullable<Bone>;
  102675. /**
  102676. * Gets a bone using its id
  102677. * @param name defines the bone's name
  102678. * @return the bone or null if not found
  102679. */
  102680. getBoneByName(name: string): Nullable<Bone>;
  102681. /**
  102682. * Gets a light node using its name
  102683. * @param name defines the the light's name
  102684. * @return the light or null if none found.
  102685. */
  102686. getLightByName(name: string): Nullable<Light>;
  102687. /**
  102688. * Gets a light node using its id
  102689. * @param id defines the light's id
  102690. * @return the light or null if none found.
  102691. */
  102692. getLightByID(id: string): Nullable<Light>;
  102693. /**
  102694. * Gets a light node using its scene-generated unique ID
  102695. * @param uniqueId defines the light's unique id
  102696. * @return the light or null if none found.
  102697. */
  102698. getLightByUniqueID(uniqueId: number): Nullable<Light>;
  102699. /**
  102700. * Gets a particle system by id
  102701. * @param id defines the particle system id
  102702. * @return the corresponding system or null if none found
  102703. */
  102704. getParticleSystemByID(id: string): Nullable<IParticleSystem>;
  102705. /**
  102706. * Gets a geometry using its ID
  102707. * @param id defines the geometry's id
  102708. * @return the geometry or null if none found.
  102709. */
  102710. getGeometryByID(id: string): Nullable<Geometry>;
  102711. private _getGeometryByUniqueID;
  102712. /**
  102713. * Add a new geometry to this scene
  102714. * @param geometry defines the geometry to be added to the scene.
  102715. * @param force defines if the geometry must be pushed even if a geometry with this id already exists
  102716. * @return a boolean defining if the geometry was added or not
  102717. */
  102718. pushGeometry(geometry: Geometry, force?: boolean): boolean;
  102719. /**
  102720. * Removes an existing geometry
  102721. * @param geometry defines the geometry to be removed from the scene
  102722. * @return a boolean defining if the geometry was removed or not
  102723. */
  102724. removeGeometry(geometry: Geometry): boolean;
  102725. /**
  102726. * Gets the list of geometries attached to the scene
  102727. * @returns an array of Geometry
  102728. */
  102729. getGeometries(): Geometry[];
  102730. /**
  102731. * Gets the first added mesh found of a given ID
  102732. * @param id defines the id to search for
  102733. * @return the mesh found or null if not found at all
  102734. */
  102735. getMeshByID(id: string): Nullable<AbstractMesh>;
  102736. /**
  102737. * Gets a list of meshes using their id
  102738. * @param id defines the id to search for
  102739. * @returns a list of meshes
  102740. */
  102741. getMeshesByID(id: string): Array<AbstractMesh>;
  102742. /**
  102743. * Gets the first added transform node found of a given ID
  102744. * @param id defines the id to search for
  102745. * @return the found transform node or null if not found at all.
  102746. */
  102747. getTransformNodeByID(id: string): Nullable<TransformNode>;
  102748. /**
  102749. * Gets a transform node with its auto-generated unique id
  102750. * @param uniqueId efines the unique id to search for
  102751. * @return the found transform node or null if not found at all.
  102752. */
  102753. getTransformNodeByUniqueID(uniqueId: number): Nullable<TransformNode>;
  102754. /**
  102755. * Gets a list of transform nodes using their id
  102756. * @param id defines the id to search for
  102757. * @returns a list of transform nodes
  102758. */
  102759. getTransformNodesByID(id: string): Array<TransformNode>;
  102760. /**
  102761. * Gets a mesh with its auto-generated unique id
  102762. * @param uniqueId defines the unique id to search for
  102763. * @return the found mesh or null if not found at all.
  102764. */
  102765. getMeshByUniqueID(uniqueId: number): Nullable<AbstractMesh>;
  102766. /**
  102767. * Gets a the last added mesh using a given id
  102768. * @param id defines the id to search for
  102769. * @return the found mesh or null if not found at all.
  102770. */
  102771. getLastMeshByID(id: string): Nullable<AbstractMesh>;
  102772. /**
  102773. * Gets a the last added node (Mesh, Camera, Light) using a given id
  102774. * @param id defines the id to search for
  102775. * @return the found node or null if not found at all
  102776. */
  102777. getLastEntryByID(id: string): Nullable<Node>;
  102778. /**
  102779. * Gets a node (Mesh, Camera, Light) using a given id
  102780. * @param id defines the id to search for
  102781. * @return the found node or null if not found at all
  102782. */
  102783. getNodeByID(id: string): Nullable<Node>;
  102784. /**
  102785. * Gets a node (Mesh, Camera, Light) using a given name
  102786. * @param name defines the name to search for
  102787. * @return the found node or null if not found at all.
  102788. */
  102789. getNodeByName(name: string): Nullable<Node>;
  102790. /**
  102791. * Gets a mesh using a given name
  102792. * @param name defines the name to search for
  102793. * @return the found mesh or null if not found at all.
  102794. */
  102795. getMeshByName(name: string): Nullable<AbstractMesh>;
  102796. /**
  102797. * Gets a transform node using a given name
  102798. * @param name defines the name to search for
  102799. * @return the found transform node or null if not found at all.
  102800. */
  102801. getTransformNodeByName(name: string): Nullable<TransformNode>;
  102802. /**
  102803. * Gets a skeleton using a given id (if many are found, this function will pick the last one)
  102804. * @param id defines the id to search for
  102805. * @return the found skeleton or null if not found at all.
  102806. */
  102807. getLastSkeletonByID(id: string): Nullable<Skeleton>;
  102808. /**
  102809. * Gets a skeleton using a given auto generated unique id
  102810. * @param uniqueId defines the unique id to search for
  102811. * @return the found skeleton or null if not found at all.
  102812. */
  102813. getSkeletonByUniqueId(uniqueId: number): Nullable<Skeleton>;
  102814. /**
  102815. * Gets a skeleton using a given id (if many are found, this function will pick the first one)
  102816. * @param id defines the id to search for
  102817. * @return the found skeleton or null if not found at all.
  102818. */
  102819. getSkeletonById(id: string): Nullable<Skeleton>;
  102820. /**
  102821. * Gets a skeleton using a given name
  102822. * @param name defines the name to search for
  102823. * @return the found skeleton or null if not found at all.
  102824. */
  102825. getSkeletonByName(name: string): Nullable<Skeleton>;
  102826. /**
  102827. * Gets a morph target manager using a given id (if many are found, this function will pick the last one)
  102828. * @param id defines the id to search for
  102829. * @return the found morph target manager or null if not found at all.
  102830. */
  102831. getMorphTargetManagerById(id: number): Nullable<MorphTargetManager>;
  102832. /**
  102833. * Gets a morph target using a given id (if many are found, this function will pick the first one)
  102834. * @param id defines the id to search for
  102835. * @return the found morph target or null if not found at all.
  102836. */
  102837. getMorphTargetById(id: string): Nullable<MorphTarget>;
  102838. /**
  102839. * Gets a boolean indicating if the given mesh is active
  102840. * @param mesh defines the mesh to look for
  102841. * @returns true if the mesh is in the active list
  102842. */
  102843. isActiveMesh(mesh: AbstractMesh): boolean;
  102844. /**
  102845. * Return a unique id as a string which can serve as an identifier for the scene
  102846. */
  102847. readonly uid: string;
  102848. /**
  102849. * Add an externaly attached data from its key.
  102850. * This method call will fail and return false, if such key already exists.
  102851. * If you don't care and just want to get the data no matter what, use the more convenient getOrAddExternalDataWithFactory() method.
  102852. * @param key the unique key that identifies the data
  102853. * @param data the data object to associate to the key for this Engine instance
  102854. * @return true if no such key were already present and the data was added successfully, false otherwise
  102855. */
  102856. addExternalData<T>(key: string, data: T): boolean;
  102857. /**
  102858. * Get an externaly attached data from its key
  102859. * @param key the unique key that identifies the data
  102860. * @return the associated data, if present (can be null), or undefined if not present
  102861. */
  102862. getExternalData<T>(key: string): Nullable<T>;
  102863. /**
  102864. * Get an externaly attached data from its key, create it using a factory if it's not already present
  102865. * @param key the unique key that identifies the data
  102866. * @param factory the factory that will be called to create the instance if and only if it doesn't exists
  102867. * @return the associated data, can be null if the factory returned null.
  102868. */
  102869. getOrAddExternalDataWithFactory<T>(key: string, factory: (k: string) => T): T;
  102870. /**
  102871. * Remove an externaly attached data from the Engine instance
  102872. * @param key the unique key that identifies the data
  102873. * @return true if the data was successfully removed, false if it doesn't exist
  102874. */
  102875. removeExternalData(key: string): boolean;
  102876. private _evaluateSubMesh;
  102877. /**
  102878. * Clear the processed materials smart array preventing retention point in material dispose.
  102879. */
  102880. freeProcessedMaterials(): void;
  102881. private _preventFreeActiveMeshesAndRenderingGroups;
  102882. /** Gets or sets a boolean blocking all the calls to freeActiveMeshes and freeRenderingGroups
  102883. * It can be used in order to prevent going through methods freeRenderingGroups and freeActiveMeshes several times to improve performance
  102884. * when disposing several meshes in a row or a hierarchy of meshes.
  102885. * When used, it is the responsability of the user to blockfreeActiveMeshesAndRenderingGroups back to false.
  102886. */
  102887. blockfreeActiveMeshesAndRenderingGroups: boolean;
  102888. /**
  102889. * Clear the active meshes smart array preventing retention point in mesh dispose.
  102890. */
  102891. freeActiveMeshes(): void;
  102892. /**
  102893. * Clear the info related to rendering groups preventing retention points during dispose.
  102894. */
  102895. freeRenderingGroups(): void;
  102896. /** @hidden */
  102897. _isInIntermediateRendering(): boolean;
  102898. /**
  102899. * Lambda returning the list of potentially active meshes.
  102900. */
  102901. getActiveMeshCandidates: () => ISmartArrayLike<AbstractMesh>;
  102902. /**
  102903. * Lambda returning the list of potentially active sub meshes.
  102904. */
  102905. getActiveSubMeshCandidates: (mesh: AbstractMesh) => ISmartArrayLike<SubMesh>;
  102906. /**
  102907. * Lambda returning the list of potentially intersecting sub meshes.
  102908. */
  102909. getIntersectingSubMeshCandidates: (mesh: AbstractMesh, localRay: Ray) => ISmartArrayLike<SubMesh>;
  102910. /**
  102911. * Lambda returning the list of potentially colliding sub meshes.
  102912. */
  102913. getCollidingSubMeshCandidates: (mesh: AbstractMesh, collider: Collider) => ISmartArrayLike<SubMesh>;
  102914. private _activeMeshesFrozen;
  102915. /**
  102916. * Use this function to stop evaluating active meshes. The current list will be keep alive between frames
  102917. * @returns the current scene
  102918. */
  102919. freezeActiveMeshes(): Scene;
  102920. /**
  102921. * Use this function to restart evaluating active meshes on every frame
  102922. * @returns the current scene
  102923. */
  102924. unfreezeActiveMeshes(): Scene;
  102925. private _evaluateActiveMeshes;
  102926. private _activeMesh;
  102927. /**
  102928. * Update the transform matrix to update from the current active camera
  102929. * @param force defines a boolean used to force the update even if cache is up to date
  102930. */
  102931. updateTransformMatrix(force?: boolean): void;
  102932. private _bindFrameBuffer;
  102933. /** @hidden */
  102934. _allowPostProcessClearColor: boolean;
  102935. /** @hidden */
  102936. _renderForCamera(camera: Camera, rigParent?: Camera): void;
  102937. private _processSubCameras;
  102938. private _checkIntersections;
  102939. /** @hidden */
  102940. _advancePhysicsEngineStep(step: number): void;
  102941. /**
  102942. * User updatable function that will return a deterministic frame time when engine is in deterministic lock step mode
  102943. */
  102944. getDeterministicFrameTime: () => number;
  102945. /** @hidden */
  102946. _animate(): void;
  102947. /** Execute all animations (for a frame) */
  102948. animate(): void;
  102949. /**
  102950. * Render the scene
  102951. * @param updateCameras defines a boolean indicating if cameras must update according to their inputs (true by default)
  102952. * @param ignoreAnimations defines a boolean indicating if animations should not be executed (false by default)
  102953. */
  102954. render(updateCameras?: boolean, ignoreAnimations?: boolean): void;
  102955. /**
  102956. * Freeze all materials
  102957. * A frozen material will not be updatable but should be faster to render
  102958. */
  102959. freezeMaterials(): void;
  102960. /**
  102961. * Unfreeze all materials
  102962. * A frozen material will not be updatable but should be faster to render
  102963. */
  102964. unfreezeMaterials(): void;
  102965. /**
  102966. * Releases all held ressources
  102967. */
  102968. dispose(): void;
  102969. /**
  102970. * Gets if the scene is already disposed
  102971. */
  102972. readonly isDisposed: boolean;
  102973. /**
  102974. * Call this function to reduce memory footprint of the scene.
  102975. * Vertex buffers will not store CPU data anymore (this will prevent picking, collisions or physics to work correctly)
  102976. */
  102977. clearCachedVertexData(): void;
  102978. /**
  102979. * This function will remove the local cached buffer data from texture.
  102980. * It will save memory but will prevent the texture from being rebuilt
  102981. */
  102982. cleanCachedTextureBuffer(): void;
  102983. /**
  102984. * Get the world extend vectors with an optional filter
  102985. *
  102986. * @param filterPredicate the predicate - which meshes should be included when calculating the world size
  102987. * @returns {{ min: Vector3; max: Vector3 }} min and max vectors
  102988. */
  102989. getWorldExtends(filterPredicate?: (mesh: AbstractMesh) => boolean): {
  102990. min: Vector3;
  102991. max: Vector3;
  102992. };
  102993. /**
  102994. * Creates a ray that can be used to pick in the scene
  102995. * @param x defines the x coordinate of the origin (on-screen)
  102996. * @param y defines the y coordinate of the origin (on-screen)
  102997. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  102998. * @param camera defines the camera to use for the picking
  102999. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103000. * @returns a Ray
  103001. */
  103002. createPickingRay(x: number, y: number, world: Matrix, camera: Nullable<Camera>, cameraViewSpace?: boolean): Ray;
  103003. /**
  103004. * Creates a ray that can be used to pick in the scene
  103005. * @param x defines the x coordinate of the origin (on-screen)
  103006. * @param y defines the y coordinate of the origin (on-screen)
  103007. * @param world defines the world matrix to use if you want to pick in object space (instead of world space)
  103008. * @param result defines the ray where to store the picking ray
  103009. * @param camera defines the camera to use for the picking
  103010. * @param cameraViewSpace defines if picking will be done in view space (false by default)
  103011. * @returns the current scene
  103012. */
  103013. createPickingRayToRef(x: number, y: number, world: Matrix, result: Ray, camera: Nullable<Camera>, cameraViewSpace?: boolean): Scene;
  103014. /**
  103015. * Creates a ray that can be used to pick in the scene
  103016. * @param x defines the x coordinate of the origin (on-screen)
  103017. * @param y defines the y coordinate of the origin (on-screen)
  103018. * @param camera defines the camera to use for the picking
  103019. * @returns a Ray
  103020. */
  103021. createPickingRayInCameraSpace(x: number, y: number, camera?: Camera): Ray;
  103022. /**
  103023. * Creates a ray that can be used to pick in the scene
  103024. * @param x defines the x coordinate of the origin (on-screen)
  103025. * @param y defines the y coordinate of the origin (on-screen)
  103026. * @param result defines the ray where to store the picking ray
  103027. * @param camera defines the camera to use for the picking
  103028. * @returns the current scene
  103029. */
  103030. createPickingRayInCameraSpaceToRef(x: number, y: number, result: Ray, camera?: Camera): Scene;
  103031. /** Launch a ray to try to pick a mesh in the scene
  103032. * @param x position on screen
  103033. * @param y position on screen
  103034. * @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
  103035. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null.
  103036. * @param camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103037. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103038. * @returns a PickingInfo
  103039. */
  103040. pick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, camera?: Nullable<Camera>, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103041. /** Use the given ray to pick a mesh in the scene
  103042. * @param ray The ray to use to pick meshes
  103043. * @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
  103044. * @param fastCheck Launch a fast check only using the bounding boxes. Can be set to null
  103045. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103046. * @returns a PickingInfo
  103047. */
  103048. pickWithRay(ray: Ray, predicate?: (mesh: AbstractMesh) => boolean, fastCheck?: boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo>;
  103049. /**
  103050. * Launch a ray to try to pick a mesh in the scene
  103051. * @param x X position on screen
  103052. * @param y Y position on screen
  103053. * @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
  103054. * @param camera camera to use for computing the picking ray. Can be set to null. In this case, the scene.activeCamera will be used
  103055. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103056. * @returns an array of PickingInfo
  103057. */
  103058. multiPick(x: number, y: number, predicate?: (mesh: AbstractMesh) => boolean, camera?: Camera, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103059. /**
  103060. * Launch a ray to try to pick a mesh in the scene
  103061. * @param ray Ray to use
  103062. * @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
  103063. * @param trianglePredicate defines an optional predicate used to select faces when a mesh intersection is detected
  103064. * @returns an array of PickingInfo
  103065. */
  103066. multiPickWithRay(ray: Ray, predicate: (mesh: AbstractMesh) => boolean, trianglePredicate?: TrianglePickingPredicate): Nullable<PickingInfo[]>;
  103067. /**
  103068. * Force the value of meshUnderPointer
  103069. * @param mesh defines the mesh to use
  103070. */
  103071. setPointerOverMesh(mesh: Nullable<AbstractMesh>): void;
  103072. /**
  103073. * Gets the mesh under the pointer
  103074. * @returns a Mesh or null if no mesh is under the pointer
  103075. */
  103076. getPointerOverMesh(): Nullable<AbstractMesh>;
  103077. /** @hidden */
  103078. _rebuildGeometries(): void;
  103079. /** @hidden */
  103080. _rebuildTextures(): void;
  103081. private _getByTags;
  103082. /**
  103083. * Get a list of meshes by tags
  103084. * @param tagsQuery defines the tags query to use
  103085. * @param forEach defines a predicate used to filter results
  103086. * @returns an array of Mesh
  103087. */
  103088. getMeshesByTags(tagsQuery: string, forEach?: (mesh: AbstractMesh) => void): Mesh[];
  103089. /**
  103090. * Get a list of cameras by tags
  103091. * @param tagsQuery defines the tags query to use
  103092. * @param forEach defines a predicate used to filter results
  103093. * @returns an array of Camera
  103094. */
  103095. getCamerasByTags(tagsQuery: string, forEach?: (camera: Camera) => void): Camera[];
  103096. /**
  103097. * Get a list of lights by tags
  103098. * @param tagsQuery defines the tags query to use
  103099. * @param forEach defines a predicate used to filter results
  103100. * @returns an array of Light
  103101. */
  103102. getLightsByTags(tagsQuery: string, forEach?: (light: Light) => void): Light[];
  103103. /**
  103104. * Get a list of materials by tags
  103105. * @param tagsQuery defines the tags query to use
  103106. * @param forEach defines a predicate used to filter results
  103107. * @returns an array of Material
  103108. */
  103109. getMaterialByTags(tagsQuery: string, forEach?: (material: Material) => void): Material[];
  103110. /**
  103111. * Overrides the default sort function applied in the renderging group to prepare the meshes.
  103112. * This allowed control for front to back rendering or reversly depending of the special needs.
  103113. *
  103114. * @param renderingGroupId The rendering group id corresponding to its index
  103115. * @param opaqueSortCompareFn The opaque queue comparison function use to sort.
  103116. * @param alphaTestSortCompareFn The alpha test queue comparison function use to sort.
  103117. * @param transparentSortCompareFn The transparent queue comparison function use to sort.
  103118. */
  103119. 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;
  103120. /**
  103121. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups.
  103122. *
  103123. * @param renderingGroupId The rendering group id corresponding to its index
  103124. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  103125. * @param depth Automatically clears depth between groups if true and autoClear is true.
  103126. * @param stencil Automatically clears stencil between groups if true and autoClear is true.
  103127. */
  103128. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean, depth?: boolean, stencil?: boolean): void;
  103129. /**
  103130. * Gets the current auto clear configuration for one rendering group of the rendering
  103131. * manager.
  103132. * @param index the rendering group index to get the information for
  103133. * @returns The auto clear setup for the requested rendering group
  103134. */
  103135. getAutoClearDepthStencilSetup(index: number): IRenderingManagerAutoClearSetup;
  103136. private _blockMaterialDirtyMechanism;
  103137. /** Gets or sets a boolean blocking all the calls to markAllMaterialsAsDirty (ie. the materials won't be updated if they are out of sync) */
  103138. blockMaterialDirtyMechanism: boolean;
  103139. /**
  103140. * Will flag all materials as dirty to trigger new shader compilation
  103141. * @param flag defines the flag used to specify which material part must be marked as dirty
  103142. * @param predicate If not null, it will be used to specifiy if a material has to be marked as dirty
  103143. */
  103144. markAllMaterialsAsDirty(flag: number, predicate?: (mat: Material) => boolean): void;
  103145. /** @hidden */
  103146. _loadFile(url: string, onSuccess: (data: string | ArrayBuffer, responseURL?: string) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (request?: WebRequest, exception?: LoadFileError) => void): IFileRequest;
  103147. /** @hidden */
  103148. _loadFileAsync(url: string, onProgress?: (data: any) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103149. /** @hidden */
  103150. _requestFile(url: string, onSuccess: (data: string | ArrayBuffer, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onError?: (error: RequestFileError) => void, onOpened?: (request: WebRequest) => void): IFileRequest;
  103151. /** @hidden */
  103152. _requestFileAsync(url: string, onProgress?: (ev: ProgressEvent) => void, useOfflineSupport?: boolean, useArrayBuffer?: boolean, onOpened?: (request: WebRequest) => void): Promise<string | ArrayBuffer>;
  103153. /** @hidden */
  103154. _readFile(file: File, onSuccess: (data: string | ArrayBuffer) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: ReadFileError) => void): IFileRequest;
  103155. /** @hidden */
  103156. _readFileAsync(file: File, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean): Promise<string | ArrayBuffer>;
  103157. }
  103158. }
  103159. declare module BABYLON {
  103160. /**
  103161. * Set of assets to keep when moving a scene into an asset container.
  103162. */
  103163. export class KeepAssets extends AbstractScene {
  103164. }
  103165. /**
  103166. * Class used to store the output of the AssetContainer.instantiateAllMeshesToScene function
  103167. */
  103168. export class InstantiatedEntries {
  103169. /**
  103170. * List of new root nodes (eg. nodes with no parent)
  103171. */
  103172. rootNodes: TransformNode[];
  103173. /**
  103174. * List of new skeletons
  103175. */
  103176. skeletons: Skeleton[];
  103177. /**
  103178. * List of new animation groups
  103179. */
  103180. animationGroups: AnimationGroup[];
  103181. }
  103182. /**
  103183. * Container with a set of assets that can be added or removed from a scene.
  103184. */
  103185. export class AssetContainer extends AbstractScene {
  103186. /**
  103187. * The scene the AssetContainer belongs to.
  103188. */
  103189. scene: Scene;
  103190. /**
  103191. * Instantiates an AssetContainer.
  103192. * @param scene The scene the AssetContainer belongs to.
  103193. */
  103194. constructor(scene: Scene);
  103195. /**
  103196. * Instantiate or clone all meshes and add the new ones to the scene.
  103197. * Skeletons and animation groups will all be cloned
  103198. * @param nameFunction defines an optional function used to get new names for clones
  103199. * @param cloneMaterials defines an optional boolean that defines if materials must be cloned as well (false by default)
  103200. * @returns a list of rootNodes, skeletons and aniamtion groups that were duplicated
  103201. */
  103202. instantiateModelsToScene(nameFunction?: (sourceName: string) => string, cloneMaterials?: boolean): InstantiatedEntries;
  103203. /**
  103204. * Adds all the assets from the container to the scene.
  103205. */
  103206. addAllToScene(): void;
  103207. /**
  103208. * Removes all the assets in the container from the scene
  103209. */
  103210. removeAllFromScene(): void;
  103211. /**
  103212. * Disposes all the assets in the container
  103213. */
  103214. dispose(): void;
  103215. private _moveAssets;
  103216. /**
  103217. * Removes all the assets contained in the scene and adds them to the container.
  103218. * @param keepAssets Set of assets to keep in the scene. (default: empty)
  103219. */
  103220. moveAllFromScene(keepAssets?: KeepAssets): void;
  103221. /**
  103222. * 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.
  103223. * @returns the root mesh
  103224. */
  103225. createRootMesh(): Mesh;
  103226. }
  103227. }
  103228. declare module BABYLON {
  103229. /**
  103230. * Defines how the parser contract is defined.
  103231. * These parsers are used to parse a list of specific assets (like particle systems, etc..)
  103232. */
  103233. export type BabylonFileParser = (parsedData: any, scene: Scene, container: AssetContainer, rootUrl: string) => void;
  103234. /**
  103235. * Defines how the individual parser contract is defined.
  103236. * These parser can parse an individual asset
  103237. */
  103238. export type IndividualBabylonFileParser = (parsedData: any, scene: Scene, rootUrl: string) => any;
  103239. /**
  103240. * Base class of the scene acting as a container for the different elements composing a scene.
  103241. * This class is dynamically extended by the different components of the scene increasing
  103242. * flexibility and reducing coupling
  103243. */
  103244. export abstract class AbstractScene {
  103245. /**
  103246. * Stores the list of available parsers in the application.
  103247. */
  103248. private static _BabylonFileParsers;
  103249. /**
  103250. * Stores the list of available individual parsers in the application.
  103251. */
  103252. private static _IndividualBabylonFileParsers;
  103253. /**
  103254. * Adds a parser in the list of available ones
  103255. * @param name Defines the name of the parser
  103256. * @param parser Defines the parser to add
  103257. */
  103258. static AddParser(name: string, parser: BabylonFileParser): void;
  103259. /**
  103260. * Gets a general parser from the list of avaialble ones
  103261. * @param name Defines the name of the parser
  103262. * @returns the requested parser or null
  103263. */
  103264. static GetParser(name: string): Nullable<BabylonFileParser>;
  103265. /**
  103266. * Adds n individual parser in the list of available ones
  103267. * @param name Defines the name of the parser
  103268. * @param parser Defines the parser to add
  103269. */
  103270. static AddIndividualParser(name: string, parser: IndividualBabylonFileParser): void;
  103271. /**
  103272. * Gets an individual parser from the list of avaialble ones
  103273. * @param name Defines the name of the parser
  103274. * @returns the requested parser or null
  103275. */
  103276. static GetIndividualParser(name: string): Nullable<IndividualBabylonFileParser>;
  103277. /**
  103278. * Parser json data and populate both a scene and its associated container object
  103279. * @param jsonData Defines the data to parse
  103280. * @param scene Defines the scene to parse the data for
  103281. * @param container Defines the container attached to the parsing sequence
  103282. * @param rootUrl Defines the root url of the data
  103283. */
  103284. static Parse(jsonData: any, scene: Scene, container: AssetContainer, rootUrl: string): void;
  103285. /**
  103286. * Gets the list of root nodes (ie. nodes with no parent)
  103287. */
  103288. rootNodes: Node[];
  103289. /** All of the cameras added to this scene
  103290. * @see http://doc.babylonjs.com/babylon101/cameras
  103291. */
  103292. cameras: Camera[];
  103293. /**
  103294. * All of the lights added to this scene
  103295. * @see http://doc.babylonjs.com/babylon101/lights
  103296. */
  103297. lights: Light[];
  103298. /**
  103299. * All of the (abstract) meshes added to this scene
  103300. */
  103301. meshes: AbstractMesh[];
  103302. /**
  103303. * The list of skeletons added to the scene
  103304. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons
  103305. */
  103306. skeletons: Skeleton[];
  103307. /**
  103308. * All of the particle systems added to this scene
  103309. * @see http://doc.babylonjs.com/babylon101/particles
  103310. */
  103311. particleSystems: IParticleSystem[];
  103312. /**
  103313. * Gets a list of Animations associated with the scene
  103314. */
  103315. animations: Animation[];
  103316. /**
  103317. * All of the animation groups added to this scene
  103318. * @see http://doc.babylonjs.com/how_to/group
  103319. */
  103320. animationGroups: AnimationGroup[];
  103321. /**
  103322. * All of the multi-materials added to this scene
  103323. * @see http://doc.babylonjs.com/how_to/multi_materials
  103324. */
  103325. multiMaterials: MultiMaterial[];
  103326. /**
  103327. * All of the materials added to this scene
  103328. * In the context of a Scene, it is not supposed to be modified manually.
  103329. * Any addition or removal should be done using the addMaterial and removeMaterial Scene methods.
  103330. * Note also that the order of the Material within the array is not significant and might change.
  103331. * @see http://doc.babylonjs.com/babylon101/materials
  103332. */
  103333. materials: Material[];
  103334. /**
  103335. * The list of morph target managers added to the scene
  103336. * @see http://doc.babylonjs.com/how_to/how_to_dynamically_morph_a_mesh
  103337. */
  103338. morphTargetManagers: MorphTargetManager[];
  103339. /**
  103340. * The list of geometries used in the scene.
  103341. */
  103342. geometries: Geometry[];
  103343. /**
  103344. * All of the tranform nodes added to this scene
  103345. * In the context of a Scene, it is not supposed to be modified manually.
  103346. * Any addition or removal should be done using the addTransformNode and removeTransformNode Scene methods.
  103347. * Note also that the order of the TransformNode wihin the array is not significant and might change.
  103348. * @see http://doc.babylonjs.com/how_to/transformnode
  103349. */
  103350. transformNodes: TransformNode[];
  103351. /**
  103352. * ActionManagers available on the scene.
  103353. */
  103354. actionManagers: AbstractActionManager[];
  103355. /**
  103356. * Textures to keep.
  103357. */
  103358. textures: BaseTexture[];
  103359. /**
  103360. * Environment texture for the scene
  103361. */
  103362. environmentTexture: Nullable<BaseTexture>;
  103363. }
  103364. }
  103365. declare module BABYLON {
  103366. /**
  103367. * Interface used to define options for Sound class
  103368. */
  103369. export interface ISoundOptions {
  103370. /**
  103371. * Does the sound autoplay once loaded.
  103372. */
  103373. autoplay?: boolean;
  103374. /**
  103375. * Does the sound loop after it finishes playing once.
  103376. */
  103377. loop?: boolean;
  103378. /**
  103379. * Sound's volume
  103380. */
  103381. volume?: number;
  103382. /**
  103383. * Is it a spatial sound?
  103384. */
  103385. spatialSound?: boolean;
  103386. /**
  103387. * Maximum distance to hear that sound
  103388. */
  103389. maxDistance?: number;
  103390. /**
  103391. * Uses user defined attenuation function
  103392. */
  103393. useCustomAttenuation?: boolean;
  103394. /**
  103395. * Define the roll off factor of spatial sounds.
  103396. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103397. */
  103398. rolloffFactor?: number;
  103399. /**
  103400. * Define the reference distance the sound should be heard perfectly.
  103401. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103402. */
  103403. refDistance?: number;
  103404. /**
  103405. * Define the distance attenuation model the sound will follow.
  103406. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103407. */
  103408. distanceModel?: string;
  103409. /**
  103410. * Defines the playback speed (1 by default)
  103411. */
  103412. playbackRate?: number;
  103413. /**
  103414. * Defines if the sound is from a streaming source
  103415. */
  103416. streaming?: boolean;
  103417. /**
  103418. * Defines an optional length (in seconds) inside the sound file
  103419. */
  103420. length?: number;
  103421. /**
  103422. * Defines an optional offset (in seconds) inside the sound file
  103423. */
  103424. offset?: number;
  103425. /**
  103426. * If true, URLs will not be required to state the audio file codec to use.
  103427. */
  103428. skipCodecCheck?: boolean;
  103429. }
  103430. /**
  103431. * Defines a sound that can be played in the application.
  103432. * The sound can either be an ambient track or a simple sound played in reaction to a user action.
  103433. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103434. */
  103435. export class Sound {
  103436. /**
  103437. * The name of the sound in the scene.
  103438. */
  103439. name: string;
  103440. /**
  103441. * Does the sound autoplay once loaded.
  103442. */
  103443. autoplay: boolean;
  103444. /**
  103445. * Does the sound loop after it finishes playing once.
  103446. */
  103447. loop: boolean;
  103448. /**
  103449. * Does the sound use a custom attenuation curve to simulate the falloff
  103450. * happening when the source gets further away from the camera.
  103451. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103452. */
  103453. useCustomAttenuation: boolean;
  103454. /**
  103455. * The sound track id this sound belongs to.
  103456. */
  103457. soundTrackId: number;
  103458. /**
  103459. * Is this sound currently played.
  103460. */
  103461. isPlaying: boolean;
  103462. /**
  103463. * Is this sound currently paused.
  103464. */
  103465. isPaused: boolean;
  103466. /**
  103467. * Does this sound enables spatial sound.
  103468. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103469. */
  103470. spatialSound: boolean;
  103471. /**
  103472. * Define the reference distance the sound should be heard perfectly.
  103473. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103474. */
  103475. refDistance: number;
  103476. /**
  103477. * Define the roll off factor of spatial sounds.
  103478. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103479. */
  103480. rolloffFactor: number;
  103481. /**
  103482. * Define the max distance the sound should be heard (intensity just became 0 at this point).
  103483. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103484. */
  103485. maxDistance: number;
  103486. /**
  103487. * Define the distance attenuation model the sound will follow.
  103488. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103489. */
  103490. distanceModel: string;
  103491. /**
  103492. * @hidden
  103493. * Back Compat
  103494. **/
  103495. onended: () => any;
  103496. /**
  103497. * Observable event when the current playing sound finishes.
  103498. */
  103499. onEndedObservable: Observable<Sound>;
  103500. private _panningModel;
  103501. private _playbackRate;
  103502. private _streaming;
  103503. private _startTime;
  103504. private _startOffset;
  103505. private _position;
  103506. /** @hidden */
  103507. _positionInEmitterSpace: boolean;
  103508. private _localDirection;
  103509. private _volume;
  103510. private _isReadyToPlay;
  103511. private _isDirectional;
  103512. private _readyToPlayCallback;
  103513. private _audioBuffer;
  103514. private _soundSource;
  103515. private _streamingSource;
  103516. private _soundPanner;
  103517. private _soundGain;
  103518. private _inputAudioNode;
  103519. private _outputAudioNode;
  103520. private _coneInnerAngle;
  103521. private _coneOuterAngle;
  103522. private _coneOuterGain;
  103523. private _scene;
  103524. private _connectedTransformNode;
  103525. private _customAttenuationFunction;
  103526. private _registerFunc;
  103527. private _isOutputConnected;
  103528. private _htmlAudioElement;
  103529. private _urlType;
  103530. private _length?;
  103531. private _offset?;
  103532. /** @hidden */
  103533. static _SceneComponentInitialization: (scene: Scene) => void;
  103534. /**
  103535. * Create a sound and attach it to a scene
  103536. * @param name Name of your sound
  103537. * @param urlOrArrayBuffer Url to the sound to load async or ArrayBuffer, it also works with MediaStreams
  103538. * @param scene defines the scene the sound belongs to
  103539. * @param readyToPlayCallback Provide a callback function if you'd like to load your code once the sound is ready to be played
  103540. * @param options Objects to provide with the current available options: autoplay, loop, volume, spatialSound, maxDistance, rolloffFactor, refDistance, distanceModel, panningModel, streaming
  103541. */
  103542. constructor(name: string, urlOrArrayBuffer: any, scene: Scene, readyToPlayCallback?: Nullable<() => void>, options?: ISoundOptions);
  103543. /**
  103544. * Release the sound and its associated resources
  103545. */
  103546. dispose(): void;
  103547. /**
  103548. * Gets if the sounds is ready to be played or not.
  103549. * @returns true if ready, otherwise false
  103550. */
  103551. isReady(): boolean;
  103552. private _soundLoaded;
  103553. /**
  103554. * Sets the data of the sound from an audiobuffer
  103555. * @param audioBuffer The audioBuffer containing the data
  103556. */
  103557. setAudioBuffer(audioBuffer: AudioBuffer): void;
  103558. /**
  103559. * Updates the current sounds options such as maxdistance, loop...
  103560. * @param options A JSON object containing values named as the object properties
  103561. */
  103562. updateOptions(options: ISoundOptions): void;
  103563. private _createSpatialParameters;
  103564. private _updateSpatialParameters;
  103565. /**
  103566. * Switch the panning model to HRTF:
  103567. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103568. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103569. */
  103570. switchPanningModelToHRTF(): void;
  103571. /**
  103572. * Switch the panning model to Equal Power:
  103573. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103574. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103575. */
  103576. switchPanningModelToEqualPower(): void;
  103577. private _switchPanningModel;
  103578. /**
  103579. * Connect this sound to a sound track audio node like gain...
  103580. * @param soundTrackAudioNode the sound track audio node to connect to
  103581. */
  103582. connectToSoundTrackAudioNode(soundTrackAudioNode: AudioNode): void;
  103583. /**
  103584. * Transform this sound into a directional source
  103585. * @param coneInnerAngle Size of the inner cone in degree
  103586. * @param coneOuterAngle Size of the outer cone in degree
  103587. * @param coneOuterGain Volume of the sound outside the outer cone (between 0.0 and 1.0)
  103588. */
  103589. setDirectionalCone(coneInnerAngle: number, coneOuterAngle: number, coneOuterGain: number): void;
  103590. /**
  103591. * Gets or sets the inner angle for the directional cone.
  103592. */
  103593. /**
  103594. * Gets or sets the inner angle for the directional cone.
  103595. */
  103596. directionalConeInnerAngle: number;
  103597. /**
  103598. * Gets or sets the outer angle for the directional cone.
  103599. */
  103600. /**
  103601. * Gets or sets the outer angle for the directional cone.
  103602. */
  103603. directionalConeOuterAngle: number;
  103604. /**
  103605. * Sets the position of the emitter if spatial sound is enabled
  103606. * @param newPosition Defines the new posisiton
  103607. */
  103608. setPosition(newPosition: Vector3): void;
  103609. /**
  103610. * Sets the local direction of the emitter if spatial sound is enabled
  103611. * @param newLocalDirection Defines the new local direction
  103612. */
  103613. setLocalDirectionToMesh(newLocalDirection: Vector3): void;
  103614. private _updateDirection;
  103615. /** @hidden */
  103616. updateDistanceFromListener(): void;
  103617. /**
  103618. * Sets a new custom attenuation function for the sound.
  103619. * @param callback Defines the function used for the attenuation
  103620. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-your-own-custom-attenuation-function
  103621. */
  103622. setAttenuationFunction(callback: (currentVolume: number, currentDistance: number, maxDistance: number, refDistance: number, rolloffFactor: number) => number): void;
  103623. /**
  103624. * Play the sound
  103625. * @param time (optional) Start the sound after X seconds. Start immediately (0) by default.
  103626. * @param offset (optional) Start the sound at a specific time in seconds
  103627. * @param length (optional) Sound duration (in seconds)
  103628. */
  103629. play(time?: number, offset?: number, length?: number): void;
  103630. private _onended;
  103631. /**
  103632. * Stop the sound
  103633. * @param time (optional) Stop the sound after X seconds. Stop immediately (0) by default.
  103634. */
  103635. stop(time?: number): void;
  103636. /**
  103637. * Put the sound in pause
  103638. */
  103639. pause(): void;
  103640. /**
  103641. * Sets a dedicated volume for this sounds
  103642. * @param newVolume Define the new volume of the sound
  103643. * @param time Define time for gradual change to new volume
  103644. */
  103645. setVolume(newVolume: number, time?: number): void;
  103646. /**
  103647. * Set the sound play back rate
  103648. * @param newPlaybackRate Define the playback rate the sound should be played at
  103649. */
  103650. setPlaybackRate(newPlaybackRate: number): void;
  103651. /**
  103652. * Gets the volume of the sound.
  103653. * @returns the volume of the sound
  103654. */
  103655. getVolume(): number;
  103656. /**
  103657. * Attach the sound to a dedicated mesh
  103658. * @param transformNode The transform node to connect the sound with
  103659. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103660. */
  103661. attachToMesh(transformNode: TransformNode): void;
  103662. /**
  103663. * Detach the sound from the previously attached mesh
  103664. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#attaching-a-sound-to-a-mesh
  103665. */
  103666. detachFromMesh(): void;
  103667. private _onRegisterAfterWorldMatrixUpdate;
  103668. /**
  103669. * Clone the current sound in the scene.
  103670. * @returns the new sound clone
  103671. */
  103672. clone(): Nullable<Sound>;
  103673. /**
  103674. * Gets the current underlying audio buffer containing the data
  103675. * @returns the audio buffer
  103676. */
  103677. getAudioBuffer(): Nullable<AudioBuffer>;
  103678. /**
  103679. * Serializes the Sound in a JSON representation
  103680. * @returns the JSON representation of the sound
  103681. */
  103682. serialize(): any;
  103683. /**
  103684. * Parse a JSON representation of a sound to innstantiate in a given scene
  103685. * @param parsedSound Define the JSON representation of the sound (usually coming from the serialize method)
  103686. * @param scene Define the scene the new parsed sound should be created in
  103687. * @param rootUrl Define the rooturl of the load in case we need to fetch relative dependencies
  103688. * @param sourceSound Define a cound place holder if do not need to instantiate a new one
  103689. * @returns the newly parsed sound
  103690. */
  103691. static Parse(parsedSound: any, scene: Scene, rootUrl: string, sourceSound?: Sound): Sound;
  103692. }
  103693. }
  103694. declare module BABYLON {
  103695. /**
  103696. * This defines an action helpful to play a defined sound on a triggered action.
  103697. */
  103698. export class PlaySoundAction extends Action {
  103699. private _sound;
  103700. /**
  103701. * Instantiate the action
  103702. * @param triggerOptions defines the trigger options
  103703. * @param sound defines the sound to play
  103704. * @param condition defines the trigger related conditions
  103705. */
  103706. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103707. /** @hidden */
  103708. _prepare(): void;
  103709. /**
  103710. * Execute the action and play the sound.
  103711. */
  103712. execute(): void;
  103713. /**
  103714. * Serializes the actions and its related information.
  103715. * @param parent defines the object to serialize in
  103716. * @returns the serialized object
  103717. */
  103718. serialize(parent: any): any;
  103719. }
  103720. /**
  103721. * This defines an action helpful to stop a defined sound on a triggered action.
  103722. */
  103723. export class StopSoundAction extends Action {
  103724. private _sound;
  103725. /**
  103726. * Instantiate the action
  103727. * @param triggerOptions defines the trigger options
  103728. * @param sound defines the sound to stop
  103729. * @param condition defines the trigger related conditions
  103730. */
  103731. constructor(triggerOptions: any, sound: Sound, condition?: Condition);
  103732. /** @hidden */
  103733. _prepare(): void;
  103734. /**
  103735. * Execute the action and stop the sound.
  103736. */
  103737. execute(): void;
  103738. /**
  103739. * Serializes the actions and its related information.
  103740. * @param parent defines the object to serialize in
  103741. * @returns the serialized object
  103742. */
  103743. serialize(parent: any): any;
  103744. }
  103745. }
  103746. declare module BABYLON {
  103747. /**
  103748. * This defines an action responsible to change the value of a property
  103749. * by interpolating between its current value and the newly set one once triggered.
  103750. * @see http://doc.babylonjs.com/how_to/how_to_use_actions
  103751. */
  103752. export class InterpolateValueAction extends Action {
  103753. /**
  103754. * Defines the path of the property where the value should be interpolated
  103755. */
  103756. propertyPath: string;
  103757. /**
  103758. * Defines the target value at the end of the interpolation.
  103759. */
  103760. value: any;
  103761. /**
  103762. * Defines the time it will take for the property to interpolate to the value.
  103763. */
  103764. duration: number;
  103765. /**
  103766. * Defines if the other scene animations should be stopped when the action has been triggered
  103767. */
  103768. stopOtherAnimations?: boolean;
  103769. /**
  103770. * Defines a callback raised once the interpolation animation has been done.
  103771. */
  103772. onInterpolationDone?: () => void;
  103773. /**
  103774. * Observable triggered once the interpolation animation has been done.
  103775. */
  103776. onInterpolationDoneObservable: Observable<InterpolateValueAction>;
  103777. private _target;
  103778. private _effectiveTarget;
  103779. private _property;
  103780. /**
  103781. * Instantiate the action
  103782. * @param triggerOptions defines the trigger options
  103783. * @param target defines the object containing the value to interpolate
  103784. * @param propertyPath defines the path to the property in the target object
  103785. * @param value defines the target value at the end of the interpolation
  103786. * @param duration deines the time it will take for the property to interpolate to the value.
  103787. * @param condition defines the trigger related conditions
  103788. * @param stopOtherAnimations defines if the other scene animations should be stopped when the action has been triggered
  103789. * @param onInterpolationDone defines a callback raised once the interpolation animation has been done
  103790. */
  103791. constructor(triggerOptions: any, target: any, propertyPath: string, value: any, duration?: number, condition?: Condition, stopOtherAnimations?: boolean, onInterpolationDone?: () => void);
  103792. /** @hidden */
  103793. _prepare(): void;
  103794. /**
  103795. * Execute the action starts the value interpolation.
  103796. */
  103797. execute(): void;
  103798. /**
  103799. * Serializes the actions and its related information.
  103800. * @param parent defines the object to serialize in
  103801. * @returns the serialized object
  103802. */
  103803. serialize(parent: any): any;
  103804. }
  103805. }
  103806. declare module BABYLON {
  103807. /**
  103808. * Options allowed during the creation of a sound track.
  103809. */
  103810. export interface ISoundTrackOptions {
  103811. /**
  103812. * The volume the sound track should take during creation
  103813. */
  103814. volume?: number;
  103815. /**
  103816. * Define if the sound track is the main sound track of the scene
  103817. */
  103818. mainTrack?: boolean;
  103819. }
  103820. /**
  103821. * It could be useful to isolate your music & sounds on several tracks to better manage volume on a grouped instance of sounds.
  103822. * It will be also used in a future release to apply effects on a specific track.
  103823. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103824. */
  103825. export class SoundTrack {
  103826. /**
  103827. * The unique identifier of the sound track in the scene.
  103828. */
  103829. id: number;
  103830. /**
  103831. * The list of sounds included in the sound track.
  103832. */
  103833. soundCollection: Array<Sound>;
  103834. private _outputAudioNode;
  103835. private _scene;
  103836. private _connectedAnalyser;
  103837. private _options;
  103838. private _isInitialized;
  103839. /**
  103840. * Creates a new sound track.
  103841. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-sound-tracks
  103842. * @param scene Define the scene the sound track belongs to
  103843. * @param options
  103844. */
  103845. constructor(scene: Scene, options?: ISoundTrackOptions);
  103846. private _initializeSoundTrackAudioGraph;
  103847. /**
  103848. * Release the sound track and its associated resources
  103849. */
  103850. dispose(): void;
  103851. /**
  103852. * Adds a sound to this sound track
  103853. * @param sound define the cound to add
  103854. * @ignoreNaming
  103855. */
  103856. AddSound(sound: Sound): void;
  103857. /**
  103858. * Removes a sound to this sound track
  103859. * @param sound define the cound to remove
  103860. * @ignoreNaming
  103861. */
  103862. RemoveSound(sound: Sound): void;
  103863. /**
  103864. * Set a global volume for the full sound track.
  103865. * @param newVolume Define the new volume of the sound track
  103866. */
  103867. setVolume(newVolume: number): void;
  103868. /**
  103869. * Switch the panning model to HRTF:
  103870. * Renders a stereo output of higher quality than equalpower — it uses a convolution with measured impulse responses from human subjects.
  103871. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103872. */
  103873. switchPanningModelToHRTF(): void;
  103874. /**
  103875. * Switch the panning model to Equal Power:
  103876. * Represents the equal-power panning algorithm, generally regarded as simple and efficient. equalpower is the default value.
  103877. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#creating-a-spatial-3d-sound
  103878. */
  103879. switchPanningModelToEqualPower(): void;
  103880. /**
  103881. * Connect the sound track to an audio analyser allowing some amazing
  103882. * synchornization between the sounds/music and your visualization (VuMeter for instance).
  103883. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music#using-the-analyser
  103884. * @param analyser The analyser to connect to the engine
  103885. */
  103886. connectToAnalyser(analyser: Analyser): void;
  103887. }
  103888. }
  103889. declare module BABYLON {
  103890. interface AbstractScene {
  103891. /**
  103892. * The list of sounds used in the scene.
  103893. */
  103894. sounds: Nullable<Array<Sound>>;
  103895. }
  103896. interface Scene {
  103897. /**
  103898. * @hidden
  103899. * Backing field
  103900. */
  103901. _mainSoundTrack: SoundTrack;
  103902. /**
  103903. * The main sound track played by the scene.
  103904. * It cotains your primary collection of sounds.
  103905. */
  103906. mainSoundTrack: SoundTrack;
  103907. /**
  103908. * The list of sound tracks added to the scene
  103909. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103910. */
  103911. soundTracks: Nullable<Array<SoundTrack>>;
  103912. /**
  103913. * Gets a sound using a given name
  103914. * @param name defines the name to search for
  103915. * @return the found sound or null if not found at all.
  103916. */
  103917. getSoundByName(name: string): Nullable<Sound>;
  103918. /**
  103919. * Gets or sets if audio support is enabled
  103920. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103921. */
  103922. audioEnabled: boolean;
  103923. /**
  103924. * Gets or sets if audio will be output to headphones
  103925. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103926. */
  103927. headphone: boolean;
  103928. /**
  103929. * Gets or sets custom audio listener position provider
  103930. * @see http://doc.babylonjs.com/how_to/playing_sounds_and_music
  103931. */
  103932. audioListenerPositionProvider: Nullable<() => Vector3>;
  103933. /**
  103934. * Gets or sets a refresh rate when using 3D audio positioning
  103935. */
  103936. audioPositioningRefreshRate: number;
  103937. }
  103938. /**
  103939. * Defines the sound scene component responsible to manage any sounds
  103940. * in a given scene.
  103941. */
  103942. export class AudioSceneComponent implements ISceneSerializableComponent {
  103943. /**
  103944. * The component name helpfull to identify the component in the list of scene components.
  103945. */
  103946. readonly name: string;
  103947. /**
  103948. * The scene the component belongs to.
  103949. */
  103950. scene: Scene;
  103951. private _audioEnabled;
  103952. /**
  103953. * Gets whether audio is enabled or not.
  103954. * Please use related enable/disable method to switch state.
  103955. */
  103956. readonly audioEnabled: boolean;
  103957. private _headphone;
  103958. /**
  103959. * Gets whether audio is outputing to headphone or not.
  103960. * Please use the according Switch methods to change output.
  103961. */
  103962. readonly headphone: boolean;
  103963. /**
  103964. * Gets or sets a refresh rate when using 3D audio positioning
  103965. */
  103966. audioPositioningRefreshRate: number;
  103967. private _audioListenerPositionProvider;
  103968. /**
  103969. * Gets the current audio listener position provider
  103970. */
  103971. /**
  103972. * Sets a custom listener position for all sounds in the scene
  103973. * By default, this is the position of the first active camera
  103974. */
  103975. audioListenerPositionProvider: Nullable<() => Vector3>;
  103976. /**
  103977. * Creates a new instance of the component for the given scene
  103978. * @param scene Defines the scene to register the component in
  103979. */
  103980. constructor(scene: Scene);
  103981. /**
  103982. * Registers the component in a given scene
  103983. */
  103984. register(): void;
  103985. /**
  103986. * Rebuilds the elements related to this component in case of
  103987. * context lost for instance.
  103988. */
  103989. rebuild(): void;
  103990. /**
  103991. * Serializes the component data to the specified json object
  103992. * @param serializationObject The object to serialize to
  103993. */
  103994. serialize(serializationObject: any): void;
  103995. /**
  103996. * Adds all the elements from the container to the scene
  103997. * @param container the container holding the elements
  103998. */
  103999. addFromContainer(container: AbstractScene): void;
  104000. /**
  104001. * Removes all the elements in the container from the scene
  104002. * @param container contains the elements to remove
  104003. * @param dispose if the removed element should be disposed (default: false)
  104004. */
  104005. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  104006. /**
  104007. * Disposes the component and the associated ressources.
  104008. */
  104009. dispose(): void;
  104010. /**
  104011. * Disables audio in the associated scene.
  104012. */
  104013. disableAudio(): void;
  104014. /**
  104015. * Enables audio in the associated scene.
  104016. */
  104017. enableAudio(): void;
  104018. /**
  104019. * Switch audio to headphone output.
  104020. */
  104021. switchAudioModeForHeadphones(): void;
  104022. /**
  104023. * Switch audio to normal speakers.
  104024. */
  104025. switchAudioModeForNormalSpeakers(): void;
  104026. private _cachedCameraDirection;
  104027. private _cachedCameraPosition;
  104028. private _lastCheck;
  104029. private _afterRender;
  104030. }
  104031. }
  104032. declare module BABYLON {
  104033. /**
  104034. * Wraps one or more Sound objects and selects one with random weight for playback.
  104035. */
  104036. export class WeightedSound {
  104037. /** When true a Sound will be selected and played when the current playing Sound completes. */
  104038. loop: boolean;
  104039. private _coneInnerAngle;
  104040. private _coneOuterAngle;
  104041. private _volume;
  104042. /** A Sound is currently playing. */
  104043. isPlaying: boolean;
  104044. /** A Sound is currently paused. */
  104045. isPaused: boolean;
  104046. private _sounds;
  104047. private _weights;
  104048. private _currentIndex?;
  104049. /**
  104050. * Creates a new WeightedSound from the list of sounds given.
  104051. * @param loop When true a Sound will be selected and played when the current playing Sound completes.
  104052. * @param sounds Array of Sounds that will be selected from.
  104053. * @param weights Array of number values for selection weights; length must equal sounds, values will be normalized to 1
  104054. */
  104055. constructor(loop: boolean, sounds: Sound[], weights: number[]);
  104056. /**
  104057. * The size of cone in degrees for a directional sound in which there will be no attenuation.
  104058. */
  104059. /**
  104060. * The size of cone in degress for a directional sound in which there will be no attenuation.
  104061. */
  104062. directionalConeInnerAngle: number;
  104063. /**
  104064. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104065. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104066. */
  104067. /**
  104068. * Size of cone in degrees for a directional sound outside of which there will be no sound.
  104069. * Listener angles between innerAngle and outerAngle will falloff linearly.
  104070. */
  104071. directionalConeOuterAngle: number;
  104072. /**
  104073. * Playback volume.
  104074. */
  104075. /**
  104076. * Playback volume.
  104077. */
  104078. volume: number;
  104079. private _onended;
  104080. /**
  104081. * Suspend playback
  104082. */
  104083. pause(): void;
  104084. /**
  104085. * Stop playback
  104086. */
  104087. stop(): void;
  104088. /**
  104089. * Start playback.
  104090. * @param startOffset Position the clip head at a specific time in seconds.
  104091. */
  104092. play(startOffset?: number): void;
  104093. }
  104094. }
  104095. declare module BABYLON {
  104096. /**
  104097. * Add a bouncing effect to an ArcRotateCamera when reaching a specified minimum and maximum radius
  104098. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104099. */
  104100. export class BouncingBehavior implements Behavior<ArcRotateCamera> {
  104101. /**
  104102. * Gets the name of the behavior.
  104103. */
  104104. readonly name: string;
  104105. /**
  104106. * The easing function used by animations
  104107. */
  104108. static EasingFunction: BackEase;
  104109. /**
  104110. * The easing mode used by animations
  104111. */
  104112. static EasingMode: number;
  104113. /**
  104114. * The duration of the animation, in milliseconds
  104115. */
  104116. transitionDuration: number;
  104117. /**
  104118. * Length of the distance animated by the transition when lower radius is reached
  104119. */
  104120. lowerRadiusTransitionRange: number;
  104121. /**
  104122. * Length of the distance animated by the transition when upper radius is reached
  104123. */
  104124. upperRadiusTransitionRange: number;
  104125. private _autoTransitionRange;
  104126. /**
  104127. * Gets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104128. */
  104129. /**
  104130. * Sets a value indicating if the lowerRadiusTransitionRange and upperRadiusTransitionRange are defined automatically
  104131. * Transition ranges will be set to 5% of the bounding box diagonal in world space
  104132. */
  104133. autoTransitionRange: boolean;
  104134. private _attachedCamera;
  104135. private _onAfterCheckInputsObserver;
  104136. private _onMeshTargetChangedObserver;
  104137. /**
  104138. * Initializes the behavior.
  104139. */
  104140. init(): void;
  104141. /**
  104142. * Attaches the behavior to its arc rotate camera.
  104143. * @param camera Defines the camera to attach the behavior to
  104144. */
  104145. attach(camera: ArcRotateCamera): void;
  104146. /**
  104147. * Detaches the behavior from its current arc rotate camera.
  104148. */
  104149. detach(): void;
  104150. private _radiusIsAnimating;
  104151. private _radiusBounceTransition;
  104152. private _animatables;
  104153. private _cachedWheelPrecision;
  104154. /**
  104155. * Checks if the camera radius is at the specified limit. Takes into account animation locks.
  104156. * @param radiusLimit The limit to check against.
  104157. * @return Bool to indicate if at limit.
  104158. */
  104159. private _isRadiusAtLimit;
  104160. /**
  104161. * Applies an animation to the radius of the camera, extending by the radiusDelta.
  104162. * @param radiusDelta The delta by which to animate to. Can be negative.
  104163. */
  104164. private _applyBoundRadiusAnimation;
  104165. /**
  104166. * Removes all animation locks. Allows new animations to be added to any of the camera properties.
  104167. */
  104168. protected _clearAnimationLocks(): void;
  104169. /**
  104170. * Stops and removes all animations that have been applied to the camera
  104171. */
  104172. stopAllAnimations(): void;
  104173. }
  104174. }
  104175. declare module BABYLON {
  104176. /**
  104177. * 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.
  104178. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104179. */
  104180. export class FramingBehavior implements Behavior<ArcRotateCamera> {
  104181. /**
  104182. * Gets the name of the behavior.
  104183. */
  104184. readonly name: string;
  104185. private _mode;
  104186. private _radiusScale;
  104187. private _positionScale;
  104188. private _defaultElevation;
  104189. private _elevationReturnTime;
  104190. private _elevationReturnWaitTime;
  104191. private _zoomStopsAnimation;
  104192. private _framingTime;
  104193. /**
  104194. * The easing function used by animations
  104195. */
  104196. static EasingFunction: ExponentialEase;
  104197. /**
  104198. * The easing mode used by animations
  104199. */
  104200. static EasingMode: number;
  104201. /**
  104202. * Sets the current mode used by the behavior
  104203. */
  104204. /**
  104205. * Gets current mode used by the behavior.
  104206. */
  104207. mode: number;
  104208. /**
  104209. * Sets the scale applied to the radius (1 by default)
  104210. */
  104211. /**
  104212. * Gets the scale applied to the radius
  104213. */
  104214. radiusScale: number;
  104215. /**
  104216. * Sets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104217. */
  104218. /**
  104219. * Gets the scale to apply on Y axis to position camera focus. 0.5 by default which means the center of the bounding box.
  104220. */
  104221. positionScale: number;
  104222. /**
  104223. * Sets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104224. * behaviour is triggered, in radians.
  104225. */
  104226. /**
  104227. * Gets the angle above/below the horizontal plane to return to when the return to default elevation idle
  104228. * behaviour is triggered, in radians.
  104229. */
  104230. defaultElevation: number;
  104231. /**
  104232. * Sets the time (in milliseconds) taken to return to the default beta position.
  104233. * Negative value indicates camera should not return to default.
  104234. */
  104235. /**
  104236. * Gets the time (in milliseconds) taken to return to the default beta position.
  104237. * Negative value indicates camera should not return to default.
  104238. */
  104239. elevationReturnTime: number;
  104240. /**
  104241. * Sets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104242. */
  104243. /**
  104244. * Gets the delay (in milliseconds) taken before the camera returns to the default beta position.
  104245. */
  104246. elevationReturnWaitTime: number;
  104247. /**
  104248. * Sets the flag that indicates if user zooming should stop animation.
  104249. */
  104250. /**
  104251. * Gets the flag that indicates if user zooming should stop animation.
  104252. */
  104253. zoomStopsAnimation: boolean;
  104254. /**
  104255. * Sets the transition time when framing the mesh, in milliseconds
  104256. */
  104257. /**
  104258. * Gets the transition time when framing the mesh, in milliseconds
  104259. */
  104260. framingTime: number;
  104261. /**
  104262. * Define if the behavior should automatically change the configured
  104263. * camera limits and sensibilities.
  104264. */
  104265. autoCorrectCameraLimitsAndSensibility: boolean;
  104266. private _onPrePointerObservableObserver;
  104267. private _onAfterCheckInputsObserver;
  104268. private _onMeshTargetChangedObserver;
  104269. private _attachedCamera;
  104270. private _isPointerDown;
  104271. private _lastInteractionTime;
  104272. /**
  104273. * Initializes the behavior.
  104274. */
  104275. init(): void;
  104276. /**
  104277. * Attaches the behavior to its arc rotate camera.
  104278. * @param camera Defines the camera to attach the behavior to
  104279. */
  104280. attach(camera: ArcRotateCamera): void;
  104281. /**
  104282. * Detaches the behavior from its current arc rotate camera.
  104283. */
  104284. detach(): void;
  104285. private _animatables;
  104286. private _betaIsAnimating;
  104287. private _betaTransition;
  104288. private _radiusTransition;
  104289. private _vectorTransition;
  104290. /**
  104291. * Targets the given mesh and updates zoom level accordingly.
  104292. * @param mesh The mesh to target.
  104293. * @param radius Optional. If a cached radius position already exists, overrides default.
  104294. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104295. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104296. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104297. */
  104298. zoomOnMesh(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104299. /**
  104300. * Targets the given mesh with its children and updates zoom level accordingly.
  104301. * @param mesh The mesh to target.
  104302. * @param radius Optional. If a cached radius position already exists, overrides default.
  104303. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104304. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104305. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104306. */
  104307. zoomOnMeshHierarchy(mesh: AbstractMesh, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104308. /**
  104309. * Targets the given meshes with their children and updates zoom level accordingly.
  104310. * @param meshes The mesh to target.
  104311. * @param radius Optional. If a cached radius position already exists, overrides default.
  104312. * @param framingPositionY Position on mesh to center camera focus where 0 corresponds bottom of its bounding box and 1, the top
  104313. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104314. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104315. */
  104316. zoomOnMeshesHierarchy(meshes: AbstractMesh[], focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104317. /**
  104318. * Targets the bounding box info defined by its extends and updates zoom level accordingly.
  104319. * @param minimumWorld Determines the smaller position of the bounding box extend
  104320. * @param maximumWorld Determines the bigger position of the bounding box extend
  104321. * @param focusOnOriginXZ Determines if the camera should focus on 0 in the X and Z axis instead of the mesh
  104322. * @param onAnimationEnd Callback triggered at the end of the framing animation
  104323. */
  104324. zoomOnBoundingInfo(minimumWorld: Vector3, maximumWorld: Vector3, focusOnOriginXZ?: boolean, onAnimationEnd?: Nullable<() => void>): void;
  104325. /**
  104326. * Calculates the lowest radius for the camera based on the bounding box of the mesh.
  104327. * @param mesh The mesh on which to base the calculation. mesh boundingInfo used to estimate necessary
  104328. * frustum width.
  104329. * @return The minimum distance from the primary mesh's center point at which the camera must be kept in order
  104330. * to fully enclose the mesh in the viewing frustum.
  104331. */
  104332. protected _calculateLowerRadiusFromModelBoundingSphere(minimumWorld: Vector3, maximumWorld: Vector3): number;
  104333. /**
  104334. * Keeps the camera above the ground plane. If the user pulls the camera below the ground plane, the camera
  104335. * is automatically returned to its default position (expected to be above ground plane).
  104336. */
  104337. private _maintainCameraAboveGround;
  104338. /**
  104339. * Returns the frustum slope based on the canvas ratio and camera FOV
  104340. * @returns The frustum slope represented as a Vector2 with X and Y slopes
  104341. */
  104342. private _getFrustumSlope;
  104343. /**
  104344. * Removes all animation locks. Allows new animations to be added to any of the arcCamera properties.
  104345. */
  104346. private _clearAnimationLocks;
  104347. /**
  104348. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  104349. */
  104350. private _applyUserInteraction;
  104351. /**
  104352. * Stops and removes all animations that have been applied to the camera
  104353. */
  104354. stopAllAnimations(): void;
  104355. /**
  104356. * Gets a value indicating if the user is moving the camera
  104357. */
  104358. readonly isUserIsMoving: boolean;
  104359. /**
  104360. * The camera can move all the way towards the mesh.
  104361. */
  104362. static IgnoreBoundsSizeMode: number;
  104363. /**
  104364. * The camera is not allowed to zoom closer to the mesh than the point at which the adjusted bounding sphere touches the frustum sides
  104365. */
  104366. static FitFrustumSidesMode: number;
  104367. }
  104368. }
  104369. declare module BABYLON {
  104370. /**
  104371. * Base class for Camera Pointer Inputs.
  104372. * See FollowCameraPointersInput in src/Cameras/Inputs/followCameraPointersInput.ts
  104373. * for example usage.
  104374. */
  104375. export abstract class BaseCameraPointersInput implements ICameraInput<Camera> {
  104376. /**
  104377. * Defines the camera the input is attached to.
  104378. */
  104379. abstract camera: Camera;
  104380. /**
  104381. * Whether keyboard modifier keys are pressed at time of last mouse event.
  104382. */
  104383. protected _altKey: boolean;
  104384. protected _ctrlKey: boolean;
  104385. protected _metaKey: boolean;
  104386. protected _shiftKey: boolean;
  104387. /**
  104388. * Which mouse buttons were pressed at time of last mouse event.
  104389. * https://developer.mozilla.org/en-US/docs/Web/API/MouseEvent/buttons
  104390. */
  104391. protected _buttonsPressed: number;
  104392. /**
  104393. * Defines the buttons associated with the input to handle camera move.
  104394. */
  104395. buttons: number[];
  104396. /**
  104397. * Attach the input controls to a specific dom element to get the input from.
  104398. * @param element Defines the element the controls should be listened from
  104399. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104400. */
  104401. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104402. /**
  104403. * Detach the current controls from the specified dom element.
  104404. * @param element Defines the element to stop listening the inputs from
  104405. */
  104406. detachControl(element: Nullable<HTMLElement>): void;
  104407. /**
  104408. * Gets the class name of the current input.
  104409. * @returns the class name
  104410. */
  104411. getClassName(): string;
  104412. /**
  104413. * Get the friendly name associated with the input class.
  104414. * @returns the input friendly name
  104415. */
  104416. getSimpleName(): string;
  104417. /**
  104418. * Called on pointer POINTERDOUBLETAP event.
  104419. * Override this method to provide functionality on POINTERDOUBLETAP event.
  104420. */
  104421. protected onDoubleTap(type: string): void;
  104422. /**
  104423. * Called on pointer POINTERMOVE event if only a single touch is active.
  104424. * Override this method to provide functionality.
  104425. */
  104426. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104427. /**
  104428. * Called on pointer POINTERMOVE event if multiple touches are active.
  104429. * Override this method to provide functionality.
  104430. */
  104431. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104432. /**
  104433. * Called on JS contextmenu event.
  104434. * Override this method to provide functionality.
  104435. */
  104436. protected onContextMenu(evt: PointerEvent): void;
  104437. /**
  104438. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104439. * press.
  104440. * Override this method to provide functionality.
  104441. */
  104442. protected onButtonDown(evt: PointerEvent): void;
  104443. /**
  104444. * Called each time a new POINTERUP event occurs. Ie, for each button
  104445. * release.
  104446. * Override this method to provide functionality.
  104447. */
  104448. protected onButtonUp(evt: PointerEvent): void;
  104449. /**
  104450. * Called when window becomes inactive.
  104451. * Override this method to provide functionality.
  104452. */
  104453. protected onLostFocus(): void;
  104454. private _pointerInput;
  104455. private _observer;
  104456. private _onLostFocus;
  104457. private pointA;
  104458. private pointB;
  104459. }
  104460. }
  104461. declare module BABYLON {
  104462. /**
  104463. * Manage the pointers inputs to control an arc rotate camera.
  104464. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104465. */
  104466. export class ArcRotateCameraPointersInput extends BaseCameraPointersInput {
  104467. /**
  104468. * Defines the camera the input is attached to.
  104469. */
  104470. camera: ArcRotateCamera;
  104471. /**
  104472. * Gets the class name of the current input.
  104473. * @returns the class name
  104474. */
  104475. getClassName(): string;
  104476. /**
  104477. * Defines the buttons associated with the input to handle camera move.
  104478. */
  104479. buttons: number[];
  104480. /**
  104481. * Defines the pointer angular sensibility along the X axis or how fast is
  104482. * the camera rotating.
  104483. */
  104484. angularSensibilityX: number;
  104485. /**
  104486. * Defines the pointer angular sensibility along the Y axis or how fast is
  104487. * the camera rotating.
  104488. */
  104489. angularSensibilityY: number;
  104490. /**
  104491. * Defines the pointer pinch precision or how fast is the camera zooming.
  104492. */
  104493. pinchPrecision: number;
  104494. /**
  104495. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  104496. * from 0.
  104497. * It defines the percentage of current camera.radius to use as delta when
  104498. * pinch zoom is used.
  104499. */
  104500. pinchDeltaPercentage: number;
  104501. /**
  104502. * Defines the pointer panning sensibility or how fast is the camera moving.
  104503. */
  104504. panningSensibility: number;
  104505. /**
  104506. * Defines whether panning (2 fingers swipe) is enabled through multitouch.
  104507. */
  104508. multiTouchPanning: boolean;
  104509. /**
  104510. * Defines whether panning is enabled for both pan (2 fingers swipe) and
  104511. * zoom (pinch) through multitouch.
  104512. */
  104513. multiTouchPanAndZoom: boolean;
  104514. /**
  104515. * Revers pinch action direction.
  104516. */
  104517. pinchInwards: boolean;
  104518. private _isPanClick;
  104519. private _twoFingerActivityCount;
  104520. private _isPinching;
  104521. /**
  104522. * Called on pointer POINTERMOVE event if only a single touch is active.
  104523. */
  104524. protected onTouch(point: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  104525. /**
  104526. * Called on pointer POINTERDOUBLETAP event.
  104527. */
  104528. protected onDoubleTap(type: string): void;
  104529. /**
  104530. * Called on pointer POINTERMOVE event if multiple touches are active.
  104531. */
  104532. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  104533. /**
  104534. * Called each time a new POINTERDOWN event occurs. Ie, for each button
  104535. * press.
  104536. */
  104537. protected onButtonDown(evt: PointerEvent): void;
  104538. /**
  104539. * Called each time a new POINTERUP event occurs. Ie, for each button
  104540. * release.
  104541. */
  104542. protected onButtonUp(evt: PointerEvent): void;
  104543. /**
  104544. * Called when window becomes inactive.
  104545. */
  104546. protected onLostFocus(): void;
  104547. }
  104548. }
  104549. declare module BABYLON {
  104550. /**
  104551. * Manage the keyboard inputs to control the movement of an arc rotate camera.
  104552. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104553. */
  104554. export class ArcRotateCameraKeyboardMoveInput implements ICameraInput<ArcRotateCamera> {
  104555. /**
  104556. * Defines the camera the input is attached to.
  104557. */
  104558. camera: ArcRotateCamera;
  104559. /**
  104560. * Defines the list of key codes associated with the up action (increase alpha)
  104561. */
  104562. keysUp: number[];
  104563. /**
  104564. * Defines the list of key codes associated with the down action (decrease alpha)
  104565. */
  104566. keysDown: number[];
  104567. /**
  104568. * Defines the list of key codes associated with the left action (increase beta)
  104569. */
  104570. keysLeft: number[];
  104571. /**
  104572. * Defines the list of key codes associated with the right action (decrease beta)
  104573. */
  104574. keysRight: number[];
  104575. /**
  104576. * Defines the list of key codes associated with the reset action.
  104577. * Those keys reset the camera to its last stored state (with the method camera.storeState())
  104578. */
  104579. keysReset: number[];
  104580. /**
  104581. * Defines the panning sensibility of the inputs.
  104582. * (How fast is the camera paning)
  104583. */
  104584. panningSensibility: number;
  104585. /**
  104586. * Defines the zooming sensibility of the inputs.
  104587. * (How fast is the camera zooming)
  104588. */
  104589. zoomingSensibility: number;
  104590. /**
  104591. * Defines wether maintaining the alt key down switch the movement mode from
  104592. * orientation to zoom.
  104593. */
  104594. useAltToZoom: boolean;
  104595. /**
  104596. * Rotation speed of the camera
  104597. */
  104598. angularSpeed: number;
  104599. private _keys;
  104600. private _ctrlPressed;
  104601. private _altPressed;
  104602. private _onCanvasBlurObserver;
  104603. private _onKeyboardObserver;
  104604. private _engine;
  104605. private _scene;
  104606. /**
  104607. * Attach the input controls to a specific dom element to get the input from.
  104608. * @param element Defines the element the controls should be listened from
  104609. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104610. */
  104611. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104612. /**
  104613. * Detach the current controls from the specified dom element.
  104614. * @param element Defines the element to stop listening the inputs from
  104615. */
  104616. detachControl(element: Nullable<HTMLElement>): void;
  104617. /**
  104618. * Update the current camera state depending on the inputs that have been used this frame.
  104619. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  104620. */
  104621. checkInputs(): void;
  104622. /**
  104623. * Gets the class name of the current intput.
  104624. * @returns the class name
  104625. */
  104626. getClassName(): string;
  104627. /**
  104628. * Get the friendly name associated with the input class.
  104629. * @returns the input friendly name
  104630. */
  104631. getSimpleName(): string;
  104632. }
  104633. }
  104634. declare module BABYLON {
  104635. /**
  104636. * Manage the mouse wheel inputs to control an arc rotate camera.
  104637. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104638. */
  104639. export class ArcRotateCameraMouseWheelInput implements ICameraInput<ArcRotateCamera> {
  104640. /**
  104641. * Defines the camera the input is attached to.
  104642. */
  104643. camera: ArcRotateCamera;
  104644. /**
  104645. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104646. */
  104647. wheelPrecision: number;
  104648. /**
  104649. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  104650. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  104651. */
  104652. wheelDeltaPercentage: number;
  104653. private _wheel;
  104654. private _observer;
  104655. private computeDeltaFromMouseWheelLegacyEvent;
  104656. /**
  104657. * Attach the input controls to a specific dom element to get the input from.
  104658. * @param element Defines the element the controls should be listened from
  104659. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  104660. */
  104661. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  104662. /**
  104663. * Detach the current controls from the specified dom element.
  104664. * @param element Defines the element to stop listening the inputs from
  104665. */
  104666. detachControl(element: Nullable<HTMLElement>): void;
  104667. /**
  104668. * Gets the class name of the current intput.
  104669. * @returns the class name
  104670. */
  104671. getClassName(): string;
  104672. /**
  104673. * Get the friendly name associated with the input class.
  104674. * @returns the input friendly name
  104675. */
  104676. getSimpleName(): string;
  104677. }
  104678. }
  104679. declare module BABYLON {
  104680. /**
  104681. * Default Inputs manager for the ArcRotateCamera.
  104682. * It groups all the default supported inputs for ease of use.
  104683. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  104684. */
  104685. export class ArcRotateCameraInputsManager extends CameraInputsManager<ArcRotateCamera> {
  104686. /**
  104687. * Instantiates a new ArcRotateCameraInputsManager.
  104688. * @param camera Defines the camera the inputs belong to
  104689. */
  104690. constructor(camera: ArcRotateCamera);
  104691. /**
  104692. * Add mouse wheel input support to the input manager.
  104693. * @returns the current input manager
  104694. */
  104695. addMouseWheel(): ArcRotateCameraInputsManager;
  104696. /**
  104697. * Add pointers input support to the input manager.
  104698. * @returns the current input manager
  104699. */
  104700. addPointers(): ArcRotateCameraInputsManager;
  104701. /**
  104702. * Add keyboard input support to the input manager.
  104703. * @returns the current input manager
  104704. */
  104705. addKeyboard(): ArcRotateCameraInputsManager;
  104706. }
  104707. }
  104708. declare module BABYLON {
  104709. /**
  104710. * This represents an orbital type of camera.
  104711. *
  104712. * 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.
  104713. * 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.
  104714. * @see http://doc.babylonjs.com/babylon101/cameras#arc-rotate-camera
  104715. */
  104716. export class ArcRotateCamera extends TargetCamera {
  104717. /**
  104718. * Defines the rotation angle of the camera along the longitudinal axis.
  104719. */
  104720. alpha: number;
  104721. /**
  104722. * Defines the rotation angle of the camera along the latitudinal axis.
  104723. */
  104724. beta: number;
  104725. /**
  104726. * Defines the radius of the camera from it s target point.
  104727. */
  104728. radius: number;
  104729. protected _target: Vector3;
  104730. protected _targetHost: Nullable<AbstractMesh>;
  104731. /**
  104732. * Defines the target point of the camera.
  104733. * The camera looks towards it form the radius distance.
  104734. */
  104735. target: Vector3;
  104736. /**
  104737. * Define the current local position of the camera in the scene
  104738. */
  104739. position: Vector3;
  104740. protected _upVector: Vector3;
  104741. protected _upToYMatrix: Matrix;
  104742. protected _YToUpMatrix: Matrix;
  104743. /**
  104744. * The vector the camera should consider as up. (default is Vector3(0, 1, 0) as returned by Vector3.Up())
  104745. * Setting this will copy the given vector to the camera's upVector, and set rotation matrices to and from Y up.
  104746. * DO NOT set the up vector using copyFrom or copyFromFloats, as this bypasses setting the above matrices.
  104747. */
  104748. upVector: Vector3;
  104749. /**
  104750. * Sets the Y-up to camera up-vector rotation matrix, and the up-vector to Y-up rotation matrix.
  104751. */
  104752. setMatUp(): void;
  104753. /**
  104754. * Current inertia value on the longitudinal axis.
  104755. * The bigger this number the longer it will take for the camera to stop.
  104756. */
  104757. inertialAlphaOffset: number;
  104758. /**
  104759. * Current inertia value on the latitudinal axis.
  104760. * The bigger this number the longer it will take for the camera to stop.
  104761. */
  104762. inertialBetaOffset: number;
  104763. /**
  104764. * Current inertia value on the radius axis.
  104765. * The bigger this number the longer it will take for the camera to stop.
  104766. */
  104767. inertialRadiusOffset: number;
  104768. /**
  104769. * Minimum allowed angle on the longitudinal axis.
  104770. * This can help limiting how the Camera is able to move in the scene.
  104771. */
  104772. lowerAlphaLimit: Nullable<number>;
  104773. /**
  104774. * Maximum allowed angle on the longitudinal axis.
  104775. * This can help limiting how the Camera is able to move in the scene.
  104776. */
  104777. upperAlphaLimit: Nullable<number>;
  104778. /**
  104779. * Minimum allowed angle on the latitudinal axis.
  104780. * This can help limiting how the Camera is able to move in the scene.
  104781. */
  104782. lowerBetaLimit: number;
  104783. /**
  104784. * Maximum allowed angle on the latitudinal axis.
  104785. * This can help limiting how the Camera is able to move in the scene.
  104786. */
  104787. upperBetaLimit: number;
  104788. /**
  104789. * Minimum allowed distance of the camera to the target (The camera can not get closer).
  104790. * This can help limiting how the Camera is able to move in the scene.
  104791. */
  104792. lowerRadiusLimit: Nullable<number>;
  104793. /**
  104794. * Maximum allowed distance of the camera to the target (The camera can not get further).
  104795. * This can help limiting how the Camera is able to move in the scene.
  104796. */
  104797. upperRadiusLimit: Nullable<number>;
  104798. /**
  104799. * Defines the current inertia value used during panning of the camera along the X axis.
  104800. */
  104801. inertialPanningX: number;
  104802. /**
  104803. * Defines the current inertia value used during panning of the camera along the Y axis.
  104804. */
  104805. inertialPanningY: number;
  104806. /**
  104807. * Defines the distance used to consider the camera in pan mode vs pinch/zoom.
  104808. * Basically if your fingers moves away from more than this distance you will be considered
  104809. * in pinch mode.
  104810. */
  104811. pinchToPanMaxDistance: number;
  104812. /**
  104813. * Defines the maximum distance the camera can pan.
  104814. * This could help keeping the cammera always in your scene.
  104815. */
  104816. panningDistanceLimit: Nullable<number>;
  104817. /**
  104818. * Defines the target of the camera before paning.
  104819. */
  104820. panningOriginTarget: Vector3;
  104821. /**
  104822. * Defines the value of the inertia used during panning.
  104823. * 0 would mean stop inertia and one would mean no decelleration at all.
  104824. */
  104825. panningInertia: number;
  104826. /**
  104827. * Gets or Set the pointer angular sensibility along the X axis or how fast is the camera rotating.
  104828. */
  104829. angularSensibilityX: number;
  104830. /**
  104831. * Gets or Set the pointer angular sensibility along the Y axis or how fast is the camera rotating.
  104832. */
  104833. angularSensibilityY: number;
  104834. /**
  104835. * Gets or Set the pointer pinch precision or how fast is the camera zooming.
  104836. */
  104837. pinchPrecision: number;
  104838. /**
  104839. * Gets or Set the pointer pinch delta percentage or how fast is the camera zooming.
  104840. * It will be used instead of pinchDeltaPrecision if different from 0.
  104841. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104842. */
  104843. pinchDeltaPercentage: number;
  104844. /**
  104845. * Gets or Set the pointer panning sensibility or how fast is the camera moving.
  104846. */
  104847. panningSensibility: number;
  104848. /**
  104849. * Gets or Set the list of keyboard keys used to control beta angle in a positive direction.
  104850. */
  104851. keysUp: number[];
  104852. /**
  104853. * Gets or Set the list of keyboard keys used to control beta angle in a negative direction.
  104854. */
  104855. keysDown: number[];
  104856. /**
  104857. * Gets or Set the list of keyboard keys used to control alpha angle in a negative direction.
  104858. */
  104859. keysLeft: number[];
  104860. /**
  104861. * Gets or Set the list of keyboard keys used to control alpha angle in a positive direction.
  104862. */
  104863. keysRight: number[];
  104864. /**
  104865. * Gets or Set the mouse wheel precision or how fast is the camera zooming.
  104866. */
  104867. wheelPrecision: number;
  104868. /**
  104869. * Gets or Set the mouse wheel delta percentage or how fast is the camera zooming.
  104870. * It will be used instead of pinchDeltaPrecision if different from 0.
  104871. * It defines the percentage of current camera.radius to use as delta when pinch zoom is used.
  104872. */
  104873. wheelDeltaPercentage: number;
  104874. /**
  104875. * Defines how much the radius should be scaled while zomming on a particular mesh (through the zoomOn function)
  104876. */
  104877. zoomOnFactor: number;
  104878. /**
  104879. * Defines a screen offset for the camera position.
  104880. */
  104881. targetScreenOffset: Vector2;
  104882. /**
  104883. * Allows the camera to be completely reversed.
  104884. * If false the camera can not arrive upside down.
  104885. */
  104886. allowUpsideDown: boolean;
  104887. /**
  104888. * Define if double tap/click is used to restore the previously saved state of the camera.
  104889. */
  104890. useInputToRestoreState: boolean;
  104891. /** @hidden */
  104892. _viewMatrix: Matrix;
  104893. /** @hidden */
  104894. _useCtrlForPanning: boolean;
  104895. /** @hidden */
  104896. _panningMouseButton: number;
  104897. /**
  104898. * Defines the input associated to the camera.
  104899. */
  104900. inputs: ArcRotateCameraInputsManager;
  104901. /** @hidden */
  104902. _reset: () => void;
  104903. /**
  104904. * Defines the allowed panning axis.
  104905. */
  104906. panningAxis: Vector3;
  104907. protected _localDirection: Vector3;
  104908. protected _transformedDirection: Vector3;
  104909. private _bouncingBehavior;
  104910. /**
  104911. * Gets the bouncing behavior of the camera if it has been enabled.
  104912. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104913. */
  104914. readonly bouncingBehavior: Nullable<BouncingBehavior>;
  104915. /**
  104916. * Defines if the bouncing behavior of the camera is enabled on the camera.
  104917. * @see http://doc.babylonjs.com/how_to/camera_behaviors#bouncing-behavior
  104918. */
  104919. useBouncingBehavior: boolean;
  104920. private _framingBehavior;
  104921. /**
  104922. * Gets the framing behavior of the camera if it has been enabled.
  104923. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104924. */
  104925. readonly framingBehavior: Nullable<FramingBehavior>;
  104926. /**
  104927. * Defines if the framing behavior of the camera is enabled on the camera.
  104928. * @see http://doc.babylonjs.com/how_to/camera_behaviors#framing-behavior
  104929. */
  104930. useFramingBehavior: boolean;
  104931. private _autoRotationBehavior;
  104932. /**
  104933. * Gets the auto rotation behavior of the camera if it has been enabled.
  104934. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104935. */
  104936. readonly autoRotationBehavior: Nullable<AutoRotationBehavior>;
  104937. /**
  104938. * Defines if the auto rotation behavior of the camera is enabled on the camera.
  104939. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  104940. */
  104941. useAutoRotationBehavior: boolean;
  104942. /**
  104943. * Observable triggered when the mesh target has been changed on the camera.
  104944. */
  104945. onMeshTargetChangedObservable: Observable<Nullable<AbstractMesh>>;
  104946. /**
  104947. * Event raised when the camera is colliding with a mesh.
  104948. */
  104949. onCollide: (collidedMesh: AbstractMesh) => void;
  104950. /**
  104951. * Defines whether the camera should check collision with the objects oh the scene.
  104952. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#how-can-i-do-this
  104953. */
  104954. checkCollisions: boolean;
  104955. /**
  104956. * Defines the collision radius of the camera.
  104957. * This simulates a sphere around the camera.
  104958. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  104959. */
  104960. collisionRadius: Vector3;
  104961. protected _collider: Collider;
  104962. protected _previousPosition: Vector3;
  104963. protected _collisionVelocity: Vector3;
  104964. protected _newPosition: Vector3;
  104965. protected _previousAlpha: number;
  104966. protected _previousBeta: number;
  104967. protected _previousRadius: number;
  104968. protected _collisionTriggered: boolean;
  104969. protected _targetBoundingCenter: Nullable<Vector3>;
  104970. private _computationVector;
  104971. /**
  104972. * Instantiates a new ArcRotateCamera in a given scene
  104973. * @param name Defines the name of the camera
  104974. * @param alpha Defines the camera rotation along the logitudinal axis
  104975. * @param beta Defines the camera rotation along the latitudinal axis
  104976. * @param radius Defines the camera distance from its target
  104977. * @param target Defines the camera target
  104978. * @param scene Defines the scene the camera belongs to
  104979. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active if not other active cameras have been defined
  104980. */
  104981. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  104982. /** @hidden */
  104983. _initCache(): void;
  104984. /** @hidden */
  104985. _updateCache(ignoreParentClass?: boolean): void;
  104986. protected _getTargetPosition(): Vector3;
  104987. private _storedAlpha;
  104988. private _storedBeta;
  104989. private _storedRadius;
  104990. private _storedTarget;
  104991. private _storedTargetScreenOffset;
  104992. /**
  104993. * Stores the current state of the camera (alpha, beta, radius and target)
  104994. * @returns the camera itself
  104995. */
  104996. storeState(): Camera;
  104997. /**
  104998. * @hidden
  104999. * Restored camera state. You must call storeState() first
  105000. */
  105001. _restoreStateValues(): boolean;
  105002. /** @hidden */
  105003. _isSynchronizedViewMatrix(): boolean;
  105004. /**
  105005. * Attached controls to the current camera.
  105006. * @param element Defines the element the controls should be listened from
  105007. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105008. * @param useCtrlForPanning Defines whether ctrl is used for paning within the controls
  105009. * @param panningMouseButton Defines whether panning is allowed through mouse click button
  105010. */
  105011. attachControl(element: HTMLElement, noPreventDefault?: boolean, useCtrlForPanning?: boolean, panningMouseButton?: number): void;
  105012. /**
  105013. * Detach the current controls from the camera.
  105014. * The camera will stop reacting to inputs.
  105015. * @param element Defines the element to stop listening the inputs from
  105016. */
  105017. detachControl(element: HTMLElement): void;
  105018. /** @hidden */
  105019. _checkInputs(): void;
  105020. protected _checkLimits(): void;
  105021. /**
  105022. * Rebuilds angles (alpha, beta) and radius from the give position and target
  105023. */
  105024. rebuildAnglesAndRadius(): void;
  105025. /**
  105026. * Use a position to define the current camera related information like alpha, beta and radius
  105027. * @param position Defines the position to set the camera at
  105028. */
  105029. setPosition(position: Vector3): void;
  105030. /**
  105031. * Defines the target the camera should look at.
  105032. * This will automatically adapt alpha beta and radius to fit within the new target.
  105033. * @param target Defines the new target as a Vector or a mesh
  105034. * @param toBoundingCenter In case of a mesh target, defines wether to target the mesh position or its bounding information center
  105035. * @param allowSamePosition If false, prevents reapplying the new computed position if it is identical to the current one (optim)
  105036. */
  105037. setTarget(target: AbstractMesh | Vector3, toBoundingCenter?: boolean, allowSamePosition?: boolean): void;
  105038. /** @hidden */
  105039. _getViewMatrix(): Matrix;
  105040. protected _onCollisionPositionChange: (collisionId: number, newPosition: Vector3, collidedMesh?: Nullable<AbstractMesh>) => void;
  105041. /**
  105042. * Zooms on a mesh to be at the min distance where we could see it fully in the current viewport.
  105043. * @param meshes Defines the mesh to zoom on
  105044. * @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)
  105045. */
  105046. zoomOn(meshes?: AbstractMesh[], doNotUpdateMaxZ?: boolean): void;
  105047. /**
  105048. * Focus on a mesh or a bounding box. This adapts the target and maxRadius if necessary but does not update the current radius.
  105049. * The target will be changed but the radius
  105050. * @param meshesOrMinMaxVectorAndDistance Defines the mesh or bounding info to focus on
  105051. * @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)
  105052. */
  105053. focusOn(meshesOrMinMaxVectorAndDistance: AbstractMesh[] | {
  105054. min: Vector3;
  105055. max: Vector3;
  105056. distance: number;
  105057. }, doNotUpdateMaxZ?: boolean): void;
  105058. /**
  105059. * @override
  105060. * Override Camera.createRigCamera
  105061. */
  105062. createRigCamera(name: string, cameraIndex: number): Camera;
  105063. /**
  105064. * @hidden
  105065. * @override
  105066. * Override Camera._updateRigCameras
  105067. */
  105068. _updateRigCameras(): void;
  105069. /**
  105070. * Destroy the camera and release the current resources hold by it.
  105071. */
  105072. dispose(): void;
  105073. /**
  105074. * Gets the current object class name.
  105075. * @return the class name
  105076. */
  105077. getClassName(): string;
  105078. }
  105079. }
  105080. declare module BABYLON {
  105081. /**
  105082. * The autoRotation behavior (AutoRotationBehavior) is designed to create a smooth rotation of an ArcRotateCamera when there is no user interaction.
  105083. * @see http://doc.babylonjs.com/how_to/camera_behaviors#autorotation-behavior
  105084. */
  105085. export class AutoRotationBehavior implements Behavior<ArcRotateCamera> {
  105086. /**
  105087. * Gets the name of the behavior.
  105088. */
  105089. readonly name: string;
  105090. private _zoomStopsAnimation;
  105091. private _idleRotationSpeed;
  105092. private _idleRotationWaitTime;
  105093. private _idleRotationSpinupTime;
  105094. /**
  105095. * Sets the flag that indicates if user zooming should stop animation.
  105096. */
  105097. /**
  105098. * Gets the flag that indicates if user zooming should stop animation.
  105099. */
  105100. zoomStopsAnimation: boolean;
  105101. /**
  105102. * Sets the default speed at which the camera rotates around the model.
  105103. */
  105104. /**
  105105. * Gets the default speed at which the camera rotates around the model.
  105106. */
  105107. idleRotationSpeed: number;
  105108. /**
  105109. * Sets the time (in milliseconds) to wait after user interaction before the camera starts rotating.
  105110. */
  105111. /**
  105112. * Gets the time (milliseconds) to wait after user interaction before the camera starts rotating.
  105113. */
  105114. idleRotationWaitTime: number;
  105115. /**
  105116. * Sets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105117. */
  105118. /**
  105119. * Gets the time (milliseconds) to take to spin up to the full idle rotation speed.
  105120. */
  105121. idleRotationSpinupTime: number;
  105122. /**
  105123. * Gets a value indicating if the camera is currently rotating because of this behavior
  105124. */
  105125. readonly rotationInProgress: boolean;
  105126. private _onPrePointerObservableObserver;
  105127. private _onAfterCheckInputsObserver;
  105128. private _attachedCamera;
  105129. private _isPointerDown;
  105130. private _lastFrameTime;
  105131. private _lastInteractionTime;
  105132. private _cameraRotationSpeed;
  105133. /**
  105134. * Initializes the behavior.
  105135. */
  105136. init(): void;
  105137. /**
  105138. * Attaches the behavior to its arc rotate camera.
  105139. * @param camera Defines the camera to attach the behavior to
  105140. */
  105141. attach(camera: ArcRotateCamera): void;
  105142. /**
  105143. * Detaches the behavior from its current arc rotate camera.
  105144. */
  105145. detach(): void;
  105146. /**
  105147. * Returns true if user is scrolling.
  105148. * @return true if user is scrolling.
  105149. */
  105150. private _userIsZooming;
  105151. private _lastFrameRadius;
  105152. private _shouldAnimationStopForInteraction;
  105153. /**
  105154. * Applies any current user interaction to the camera. Takes into account maximum alpha rotation.
  105155. */
  105156. private _applyUserInteraction;
  105157. private _userIsMoving;
  105158. }
  105159. }
  105160. declare module BABYLON {
  105161. /**
  105162. * A behavior that when attached to a mesh will will place a specified node on the meshes face pointing towards the camera
  105163. */
  105164. export class AttachToBoxBehavior implements Behavior<Mesh> {
  105165. private ui;
  105166. /**
  105167. * The name of the behavior
  105168. */
  105169. name: string;
  105170. /**
  105171. * The distance away from the face of the mesh that the UI should be attached to (default: 0.15)
  105172. */
  105173. distanceAwayFromFace: number;
  105174. /**
  105175. * The distance from the bottom of the face that the UI should be attached to (default: 0.15)
  105176. */
  105177. distanceAwayFromBottomOfFace: number;
  105178. private _faceVectors;
  105179. private _target;
  105180. private _scene;
  105181. private _onRenderObserver;
  105182. private _tmpMatrix;
  105183. private _tmpVector;
  105184. /**
  105185. * Creates the AttachToBoxBehavior, used to attach UI to the closest face of the box to a camera
  105186. * @param ui The transform node that should be attched to the mesh
  105187. */
  105188. constructor(ui: TransformNode);
  105189. /**
  105190. * Initializes the behavior
  105191. */
  105192. init(): void;
  105193. private _closestFace;
  105194. private _zeroVector;
  105195. private _lookAtTmpMatrix;
  105196. private _lookAtToRef;
  105197. /**
  105198. * Attaches the AttachToBoxBehavior to the passed in mesh
  105199. * @param target The mesh that the specified node will be attached to
  105200. */
  105201. attach(target: Mesh): void;
  105202. /**
  105203. * Detaches the behavior from the mesh
  105204. */
  105205. detach(): void;
  105206. }
  105207. }
  105208. declare module BABYLON {
  105209. /**
  105210. * A behavior that when attached to a mesh will allow the mesh to fade in and out
  105211. */
  105212. export class FadeInOutBehavior implements Behavior<Mesh> {
  105213. /**
  105214. * Time in milliseconds to delay before fading in (Default: 0)
  105215. */
  105216. delay: number;
  105217. /**
  105218. * Time in milliseconds for the mesh to fade in (Default: 300)
  105219. */
  105220. fadeInTime: number;
  105221. private _millisecondsPerFrame;
  105222. private _hovered;
  105223. private _hoverValue;
  105224. private _ownerNode;
  105225. /**
  105226. * Instatiates the FadeInOutBehavior
  105227. */
  105228. constructor();
  105229. /**
  105230. * The name of the behavior
  105231. */
  105232. readonly name: string;
  105233. /**
  105234. * Initializes the behavior
  105235. */
  105236. init(): void;
  105237. /**
  105238. * Attaches the fade behavior on the passed in mesh
  105239. * @param ownerNode The mesh that will be faded in/out once attached
  105240. */
  105241. attach(ownerNode: Mesh): void;
  105242. /**
  105243. * Detaches the behavior from the mesh
  105244. */
  105245. detach(): void;
  105246. /**
  105247. * Triggers the mesh to begin fading in or out
  105248. * @param value if the object should fade in or out (true to fade in)
  105249. */
  105250. fadeIn(value: boolean): void;
  105251. private _update;
  105252. private _setAllVisibility;
  105253. }
  105254. }
  105255. declare module BABYLON {
  105256. /**
  105257. * Class containing a set of static utilities functions for managing Pivots
  105258. * @hidden
  105259. */
  105260. export class PivotTools {
  105261. private static _PivotCached;
  105262. private static _OldPivotPoint;
  105263. private static _PivotTranslation;
  105264. private static _PivotTmpVector;
  105265. /** @hidden */
  105266. static _RemoveAndStorePivotPoint(mesh: AbstractMesh): void;
  105267. /** @hidden */
  105268. static _RestorePivotPoint(mesh: AbstractMesh): void;
  105269. }
  105270. }
  105271. declare module BABYLON {
  105272. /**
  105273. * Class containing static functions to help procedurally build meshes
  105274. */
  105275. export class PlaneBuilder {
  105276. /**
  105277. * Creates a plane mesh
  105278. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  105279. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  105280. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  105281. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  105282. * * 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
  105283. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  105284. * @param name defines the name of the mesh
  105285. * @param options defines the options used to create the mesh
  105286. * @param scene defines the hosting scene
  105287. * @returns the plane mesh
  105288. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  105289. */
  105290. static CreatePlane(name: string, options: {
  105291. size?: number;
  105292. width?: number;
  105293. height?: number;
  105294. sideOrientation?: number;
  105295. frontUVs?: Vector4;
  105296. backUVs?: Vector4;
  105297. updatable?: boolean;
  105298. sourcePlane?: Plane;
  105299. }, scene?: Nullable<Scene>): Mesh;
  105300. }
  105301. }
  105302. declare module BABYLON {
  105303. /**
  105304. * A behavior that when attached to a mesh will allow the mesh to be dragged around the screen based on pointer events
  105305. */
  105306. export class PointerDragBehavior implements Behavior<AbstractMesh> {
  105307. private static _AnyMouseID;
  105308. /**
  105309. * Abstract mesh the behavior is set on
  105310. */
  105311. attachedNode: AbstractMesh;
  105312. private _dragPlane;
  105313. private _scene;
  105314. private _pointerObserver;
  105315. private _beforeRenderObserver;
  105316. private static _planeScene;
  105317. private _useAlternatePickedPointAboveMaxDragAngleDragSpeed;
  105318. /**
  105319. * 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)
  105320. */
  105321. maxDragAngle: number;
  105322. /**
  105323. * @hidden
  105324. */
  105325. _useAlternatePickedPointAboveMaxDragAngle: boolean;
  105326. /**
  105327. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105328. */
  105329. currentDraggingPointerID: number;
  105330. /**
  105331. * The last position where the pointer hit the drag plane in world space
  105332. */
  105333. lastDragPosition: Vector3;
  105334. /**
  105335. * If the behavior is currently in a dragging state
  105336. */
  105337. dragging: boolean;
  105338. /**
  105339. * 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)
  105340. */
  105341. dragDeltaRatio: number;
  105342. /**
  105343. * If the drag plane orientation should be updated during the dragging (Default: true)
  105344. */
  105345. updateDragPlane: boolean;
  105346. private _debugMode;
  105347. private _moving;
  105348. /**
  105349. * Fires each time the attached mesh is dragged with the pointer
  105350. * * delta between last drag position and current drag position in world space
  105351. * * dragDistance along the drag axis
  105352. * * dragPlaneNormal normal of the current drag plane used during the drag
  105353. * * dragPlanePoint in world space where the drag intersects the drag plane
  105354. */
  105355. onDragObservable: Observable<{
  105356. delta: Vector3;
  105357. dragPlanePoint: Vector3;
  105358. dragPlaneNormal: Vector3;
  105359. dragDistance: number;
  105360. pointerId: number;
  105361. }>;
  105362. /**
  105363. * Fires each time a drag begins (eg. mouse down on mesh)
  105364. */
  105365. onDragStartObservable: Observable<{
  105366. dragPlanePoint: Vector3;
  105367. pointerId: number;
  105368. }>;
  105369. /**
  105370. * Fires each time a drag ends (eg. mouse release after drag)
  105371. */
  105372. onDragEndObservable: Observable<{
  105373. dragPlanePoint: Vector3;
  105374. pointerId: number;
  105375. }>;
  105376. /**
  105377. * If the attached mesh should be moved when dragged
  105378. */
  105379. moveAttached: boolean;
  105380. /**
  105381. * If the drag behavior will react to drag events (Default: true)
  105382. */
  105383. enabled: boolean;
  105384. /**
  105385. * If pointer events should start and release the drag (Default: true)
  105386. */
  105387. startAndReleaseDragOnPointerEvents: boolean;
  105388. /**
  105389. * If camera controls should be detached during the drag
  105390. */
  105391. detachCameraControls: boolean;
  105392. /**
  105393. * If set, the drag plane/axis will be rotated based on the attached mesh's world rotation (Default: true)
  105394. */
  105395. useObjectOrienationForDragging: boolean;
  105396. private _options;
  105397. /**
  105398. * Creates a pointer drag behavior that can be attached to a mesh
  105399. * @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)
  105400. */
  105401. constructor(options?: {
  105402. dragAxis?: Vector3;
  105403. dragPlaneNormal?: Vector3;
  105404. });
  105405. /**
  105406. * Predicate to determine if it is valid to move the object to a new position when it is moved
  105407. */
  105408. validateDrag: (targetPosition: Vector3) => boolean;
  105409. /**
  105410. * The name of the behavior
  105411. */
  105412. readonly name: string;
  105413. /**
  105414. * Initializes the behavior
  105415. */
  105416. init(): void;
  105417. private _tmpVector;
  105418. private _alternatePickedPoint;
  105419. private _worldDragAxis;
  105420. private _targetPosition;
  105421. private _attachedElement;
  105422. /**
  105423. * Attaches the drag behavior the passed in mesh
  105424. * @param ownerNode The mesh that will be dragged around once attached
  105425. * @param predicate Predicate to use for pick filtering
  105426. */
  105427. attach(ownerNode: AbstractMesh, predicate?: (m: AbstractMesh) => boolean): void;
  105428. /**
  105429. * Force relase the drag action by code.
  105430. */
  105431. releaseDrag(): void;
  105432. private _startDragRay;
  105433. private _lastPointerRay;
  105434. /**
  105435. * Simulates the start of a pointer drag event on the behavior
  105436. * @param pointerId pointerID of the pointer that should be simulated (Default: Any mouse pointer ID)
  105437. * @param fromRay initial ray of the pointer to be simulated (Default: Ray from camera to attached mesh)
  105438. * @param startPickedPoint picked point of the pointer to be simulated (Default: attached mesh position)
  105439. */
  105440. startDrag(pointerId?: number, fromRay?: Ray, startPickedPoint?: Vector3): void;
  105441. private _startDrag;
  105442. private _dragDelta;
  105443. private _moveDrag;
  105444. private _pickWithRayOnDragPlane;
  105445. private _pointA;
  105446. private _pointB;
  105447. private _pointC;
  105448. private _lineA;
  105449. private _lineB;
  105450. private _localAxis;
  105451. private _lookAt;
  105452. private _updateDragPlanePosition;
  105453. /**
  105454. * Detaches the behavior from the mesh
  105455. */
  105456. detach(): void;
  105457. }
  105458. }
  105459. declare module BABYLON {
  105460. /**
  105461. * A behavior that when attached to a mesh will allow the mesh to be scaled
  105462. */
  105463. export class MultiPointerScaleBehavior implements Behavior<Mesh> {
  105464. private _dragBehaviorA;
  105465. private _dragBehaviorB;
  105466. private _startDistance;
  105467. private _initialScale;
  105468. private _targetScale;
  105469. private _ownerNode;
  105470. private _sceneRenderObserver;
  105471. /**
  105472. * Instantiate a new behavior that when attached to a mesh will allow the mesh to be scaled
  105473. */
  105474. constructor();
  105475. /**
  105476. * The name of the behavior
  105477. */
  105478. readonly name: string;
  105479. /**
  105480. * Initializes the behavior
  105481. */
  105482. init(): void;
  105483. private _getCurrentDistance;
  105484. /**
  105485. * Attaches the scale behavior the passed in mesh
  105486. * @param ownerNode The mesh that will be scaled around once attached
  105487. */
  105488. attach(ownerNode: Mesh): void;
  105489. /**
  105490. * Detaches the behavior from the mesh
  105491. */
  105492. detach(): void;
  105493. }
  105494. }
  105495. declare module BABYLON {
  105496. /**
  105497. * 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
  105498. */
  105499. export class SixDofDragBehavior implements Behavior<Mesh> {
  105500. private static _virtualScene;
  105501. private _ownerNode;
  105502. private _sceneRenderObserver;
  105503. private _scene;
  105504. private _targetPosition;
  105505. private _virtualOriginMesh;
  105506. private _virtualDragMesh;
  105507. private _pointerObserver;
  105508. private _moving;
  105509. private _startingOrientation;
  105510. /**
  105511. * 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)
  105512. */
  105513. private zDragFactor;
  105514. /**
  105515. * If the object should rotate to face the drag origin
  105516. */
  105517. rotateDraggedObject: boolean;
  105518. /**
  105519. * If the behavior is currently in a dragging state
  105520. */
  105521. dragging: boolean;
  105522. /**
  105523. * 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)
  105524. */
  105525. dragDeltaRatio: number;
  105526. /**
  105527. * The id of the pointer that is currently interacting with the behavior (-1 when no pointer is active)
  105528. */
  105529. currentDraggingPointerID: number;
  105530. /**
  105531. * If camera controls should be detached during the drag
  105532. */
  105533. detachCameraControls: boolean;
  105534. /**
  105535. * Fires each time a drag starts
  105536. */
  105537. onDragStartObservable: Observable<{}>;
  105538. /**
  105539. * Fires each time a drag ends (eg. mouse release after drag)
  105540. */
  105541. onDragEndObservable: Observable<{}>;
  105542. /**
  105543. * 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
  105544. */
  105545. constructor();
  105546. /**
  105547. * The name of the behavior
  105548. */
  105549. readonly name: string;
  105550. /**
  105551. * Initializes the behavior
  105552. */
  105553. init(): void;
  105554. /**
  105555. * In the case of multiplea active cameras, the cameraToUseForPointers should be used if set instead of active camera
  105556. */
  105557. private readonly _pointerCamera;
  105558. /**
  105559. * Attaches the scale behavior the passed in mesh
  105560. * @param ownerNode The mesh that will be scaled around once attached
  105561. */
  105562. attach(ownerNode: Mesh): void;
  105563. /**
  105564. * Detaches the behavior from the mesh
  105565. */
  105566. detach(): void;
  105567. }
  105568. }
  105569. declare module BABYLON {
  105570. /**
  105571. * Class used to apply inverse kinematics to bones
  105572. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#boneikcontroller
  105573. */
  105574. export class BoneIKController {
  105575. private static _tmpVecs;
  105576. private static _tmpQuat;
  105577. private static _tmpMats;
  105578. /**
  105579. * Gets or sets the target mesh
  105580. */
  105581. targetMesh: AbstractMesh;
  105582. /** Gets or sets the mesh used as pole */
  105583. poleTargetMesh: AbstractMesh;
  105584. /**
  105585. * Gets or sets the bone used as pole
  105586. */
  105587. poleTargetBone: Nullable<Bone>;
  105588. /**
  105589. * Gets or sets the target position
  105590. */
  105591. targetPosition: Vector3;
  105592. /**
  105593. * Gets or sets the pole target position
  105594. */
  105595. poleTargetPosition: Vector3;
  105596. /**
  105597. * Gets or sets the pole target local offset
  105598. */
  105599. poleTargetLocalOffset: Vector3;
  105600. /**
  105601. * Gets or sets the pole angle
  105602. */
  105603. poleAngle: number;
  105604. /**
  105605. * Gets or sets the mesh associated with the controller
  105606. */
  105607. mesh: AbstractMesh;
  105608. /**
  105609. * 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)
  105610. */
  105611. slerpAmount: number;
  105612. private _bone1Quat;
  105613. private _bone1Mat;
  105614. private _bone2Ang;
  105615. private _bone1;
  105616. private _bone2;
  105617. private _bone1Length;
  105618. private _bone2Length;
  105619. private _maxAngle;
  105620. private _maxReach;
  105621. private _rightHandedSystem;
  105622. private _bendAxis;
  105623. private _slerping;
  105624. private _adjustRoll;
  105625. /**
  105626. * Gets or sets maximum allowed angle
  105627. */
  105628. maxAngle: number;
  105629. /**
  105630. * Creates a new BoneIKController
  105631. * @param mesh defines the mesh to control
  105632. * @param bone defines the bone to control
  105633. * @param options defines options to set up the controller
  105634. */
  105635. constructor(mesh: AbstractMesh, bone: Bone, options?: {
  105636. targetMesh?: AbstractMesh;
  105637. poleTargetMesh?: AbstractMesh;
  105638. poleTargetBone?: Bone;
  105639. poleTargetLocalOffset?: Vector3;
  105640. poleAngle?: number;
  105641. bendAxis?: Vector3;
  105642. maxAngle?: number;
  105643. slerpAmount?: number;
  105644. });
  105645. private _setMaxAngle;
  105646. /**
  105647. * Force the controller to update the bones
  105648. */
  105649. update(): void;
  105650. }
  105651. }
  105652. declare module BABYLON {
  105653. /**
  105654. * Class used to make a bone look toward a point in space
  105655. * @see http://doc.babylonjs.com/how_to/how_to_use_bones_and_skeletons#bonelookcontroller
  105656. */
  105657. export class BoneLookController {
  105658. private static _tmpVecs;
  105659. private static _tmpQuat;
  105660. private static _tmpMats;
  105661. /**
  105662. * The target Vector3 that the bone will look at
  105663. */
  105664. target: Vector3;
  105665. /**
  105666. * The mesh that the bone is attached to
  105667. */
  105668. mesh: AbstractMesh;
  105669. /**
  105670. * The bone that will be looking to the target
  105671. */
  105672. bone: Bone;
  105673. /**
  105674. * The up axis of the coordinate system that is used when the bone is rotated
  105675. */
  105676. upAxis: Vector3;
  105677. /**
  105678. * The space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD
  105679. */
  105680. upAxisSpace: Space;
  105681. /**
  105682. * Used to make an adjustment to the yaw of the bone
  105683. */
  105684. adjustYaw: number;
  105685. /**
  105686. * Used to make an adjustment to the pitch of the bone
  105687. */
  105688. adjustPitch: number;
  105689. /**
  105690. * Used to make an adjustment to the roll of the bone
  105691. */
  105692. adjustRoll: number;
  105693. /**
  105694. * 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)
  105695. */
  105696. slerpAmount: number;
  105697. private _minYaw;
  105698. private _maxYaw;
  105699. private _minPitch;
  105700. private _maxPitch;
  105701. private _minYawSin;
  105702. private _minYawCos;
  105703. private _maxYawSin;
  105704. private _maxYawCos;
  105705. private _midYawConstraint;
  105706. private _minPitchTan;
  105707. private _maxPitchTan;
  105708. private _boneQuat;
  105709. private _slerping;
  105710. private _transformYawPitch;
  105711. private _transformYawPitchInv;
  105712. private _firstFrameSkipped;
  105713. private _yawRange;
  105714. private _fowardAxis;
  105715. /**
  105716. * Gets or sets the minimum yaw angle that the bone can look to
  105717. */
  105718. minYaw: number;
  105719. /**
  105720. * Gets or sets the maximum yaw angle that the bone can look to
  105721. */
  105722. maxYaw: number;
  105723. /**
  105724. * Gets or sets the minimum pitch angle that the bone can look to
  105725. */
  105726. minPitch: number;
  105727. /**
  105728. * Gets or sets the maximum pitch angle that the bone can look to
  105729. */
  105730. maxPitch: number;
  105731. /**
  105732. * Create a BoneLookController
  105733. * @param mesh the mesh that the bone belongs to
  105734. * @param bone the bone that will be looking to the target
  105735. * @param target the target Vector3 to look at
  105736. * @param options optional settings:
  105737. * * maxYaw: the maximum angle the bone will yaw to
  105738. * * minYaw: the minimum angle the bone will yaw to
  105739. * * maxPitch: the maximum angle the bone will pitch to
  105740. * * minPitch: the minimum angle the bone will yaw to
  105741. * * slerpAmount: set the between 0 and 1 to make the bone slerp to the target.
  105742. * * upAxis: the up axis of the coordinate system
  105743. * * upAxisSpace: the space that the up axis is in - Space.BONE, Space.LOCAL (default), or Space.WORLD.
  105744. * * yawAxis: set yawAxis if the bone does not yaw on the y axis
  105745. * * pitchAxis: set pitchAxis if the bone does not pitch on the x axis
  105746. * * adjustYaw: used to make an adjustment to the yaw of the bone
  105747. * * adjustPitch: used to make an adjustment to the pitch of the bone
  105748. * * adjustRoll: used to make an adjustment to the roll of the bone
  105749. **/
  105750. constructor(mesh: AbstractMesh, bone: Bone, target: Vector3, options?: {
  105751. maxYaw?: number;
  105752. minYaw?: number;
  105753. maxPitch?: number;
  105754. minPitch?: number;
  105755. slerpAmount?: number;
  105756. upAxis?: Vector3;
  105757. upAxisSpace?: Space;
  105758. yawAxis?: Vector3;
  105759. pitchAxis?: Vector3;
  105760. adjustYaw?: number;
  105761. adjustPitch?: number;
  105762. adjustRoll?: number;
  105763. });
  105764. /**
  105765. * Update the bone to look at the target. This should be called before the scene is rendered (use scene.registerBeforeRender())
  105766. */
  105767. update(): void;
  105768. private _getAngleDiff;
  105769. private _getAngleBetween;
  105770. private _isAngleBetween;
  105771. }
  105772. }
  105773. declare module BABYLON {
  105774. /**
  105775. * Manage the gamepad inputs to control an arc rotate camera.
  105776. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105777. */
  105778. export class ArcRotateCameraGamepadInput implements ICameraInput<ArcRotateCamera> {
  105779. /**
  105780. * Defines the camera the input is attached to.
  105781. */
  105782. camera: ArcRotateCamera;
  105783. /**
  105784. * Defines the gamepad the input is gathering event from.
  105785. */
  105786. gamepad: Nullable<Gamepad>;
  105787. /**
  105788. * Defines the gamepad rotation sensiblity.
  105789. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  105790. */
  105791. gamepadRotationSensibility: number;
  105792. /**
  105793. * Defines the gamepad move sensiblity.
  105794. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  105795. */
  105796. gamepadMoveSensibility: number;
  105797. private _yAxisScale;
  105798. /**
  105799. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  105800. */
  105801. invertYAxis: boolean;
  105802. private _onGamepadConnectedObserver;
  105803. private _onGamepadDisconnectedObserver;
  105804. /**
  105805. * Attach the input controls to a specific dom element to get the input from.
  105806. * @param element Defines the element the controls should be listened from
  105807. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105808. */
  105809. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105810. /**
  105811. * Detach the current controls from the specified dom element.
  105812. * @param element Defines the element to stop listening the inputs from
  105813. */
  105814. detachControl(element: Nullable<HTMLElement>): void;
  105815. /**
  105816. * Update the current camera state depending on the inputs that have been used this frame.
  105817. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105818. */
  105819. checkInputs(): void;
  105820. /**
  105821. * Gets the class name of the current intput.
  105822. * @returns the class name
  105823. */
  105824. getClassName(): string;
  105825. /**
  105826. * Get the friendly name associated with the input class.
  105827. * @returns the input friendly name
  105828. */
  105829. getSimpleName(): string;
  105830. }
  105831. }
  105832. declare module BABYLON {
  105833. interface ArcRotateCameraInputsManager {
  105834. /**
  105835. * Add orientation input support to the input manager.
  105836. * @returns the current input manager
  105837. */
  105838. addVRDeviceOrientation(): ArcRotateCameraInputsManager;
  105839. }
  105840. /**
  105841. * Manage the device orientation inputs (gyroscope) to control an arc rotate camera.
  105842. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105843. */
  105844. export class ArcRotateCameraVRDeviceOrientationInput implements ICameraInput<ArcRotateCamera> {
  105845. /**
  105846. * Defines the camera the input is attached to.
  105847. */
  105848. camera: ArcRotateCamera;
  105849. /**
  105850. * Defines a correction factor applied on the alpha value retrieved from the orientation events.
  105851. */
  105852. alphaCorrection: number;
  105853. /**
  105854. * Defines a correction factor applied on the gamma value retrieved from the orientation events.
  105855. */
  105856. gammaCorrection: number;
  105857. private _alpha;
  105858. private _gamma;
  105859. private _dirty;
  105860. private _deviceOrientationHandler;
  105861. /**
  105862. * Instantiate a new ArcRotateCameraVRDeviceOrientationInput.
  105863. */
  105864. constructor();
  105865. /**
  105866. * Attach the input controls to a specific dom element to get the input from.
  105867. * @param element Defines the element the controls should be listened from
  105868. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  105869. */
  105870. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105871. /** @hidden */
  105872. _onOrientationEvent(evt: DeviceOrientationEvent): void;
  105873. /**
  105874. * Update the current camera state depending on the inputs that have been used this frame.
  105875. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  105876. */
  105877. checkInputs(): void;
  105878. /**
  105879. * Detach the current controls from the specified dom element.
  105880. * @param element Defines the element to stop listening the inputs from
  105881. */
  105882. detachControl(element: Nullable<HTMLElement>): void;
  105883. /**
  105884. * Gets the class name of the current intput.
  105885. * @returns the class name
  105886. */
  105887. getClassName(): string;
  105888. /**
  105889. * Get the friendly name associated with the input class.
  105890. * @returns the input friendly name
  105891. */
  105892. getSimpleName(): string;
  105893. }
  105894. }
  105895. declare module BABYLON {
  105896. /**
  105897. * Listen to mouse events to control the camera.
  105898. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105899. */
  105900. export class FlyCameraMouseInput implements ICameraInput<FlyCamera> {
  105901. /**
  105902. * Defines the camera the input is attached to.
  105903. */
  105904. camera: FlyCamera;
  105905. /**
  105906. * Defines if touch is enabled. (Default is true.)
  105907. */
  105908. touchEnabled: boolean;
  105909. /**
  105910. * Defines the buttons associated with the input to handle camera rotation.
  105911. */
  105912. buttons: number[];
  105913. /**
  105914. * Assign buttons for Yaw control.
  105915. */
  105916. buttonsYaw: number[];
  105917. /**
  105918. * Assign buttons for Pitch control.
  105919. */
  105920. buttonsPitch: number[];
  105921. /**
  105922. * Assign buttons for Roll control.
  105923. */
  105924. buttonsRoll: number[];
  105925. /**
  105926. * Detect if any button is being pressed while mouse is moved.
  105927. * -1 = Mouse locked.
  105928. * 0 = Left button.
  105929. * 1 = Middle Button.
  105930. * 2 = Right Button.
  105931. */
  105932. activeButton: number;
  105933. /**
  105934. * Defines the pointer's angular sensibility, to control the camera rotation speed.
  105935. * Higher values reduce its sensitivity.
  105936. */
  105937. angularSensibility: number;
  105938. private _mousemoveCallback;
  105939. private _observer;
  105940. private _rollObserver;
  105941. private previousPosition;
  105942. private noPreventDefault;
  105943. private element;
  105944. /**
  105945. * Listen to mouse events to control the camera.
  105946. * @param touchEnabled Define if touch is enabled. (Default is true.)
  105947. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105948. */
  105949. constructor(touchEnabled?: boolean);
  105950. /**
  105951. * Attach the mouse control to the HTML DOM element.
  105952. * @param element Defines the element that listens to the input events.
  105953. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault().
  105954. */
  105955. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  105956. /**
  105957. * Detach the current controls from the specified dom element.
  105958. * @param element Defines the element to stop listening the inputs from
  105959. */
  105960. detachControl(element: Nullable<HTMLElement>): void;
  105961. /**
  105962. * Gets the class name of the current input.
  105963. * @returns the class name.
  105964. */
  105965. getClassName(): string;
  105966. /**
  105967. * Get the friendly name associated with the input class.
  105968. * @returns the input's friendly name.
  105969. */
  105970. getSimpleName(): string;
  105971. private _pointerInput;
  105972. private _onMouseMove;
  105973. /**
  105974. * Rotate camera by mouse offset.
  105975. */
  105976. private rotateCamera;
  105977. }
  105978. }
  105979. declare module BABYLON {
  105980. /**
  105981. * Default Inputs manager for the FlyCamera.
  105982. * It groups all the default supported inputs for ease of use.
  105983. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  105984. */
  105985. export class FlyCameraInputsManager extends CameraInputsManager<FlyCamera> {
  105986. /**
  105987. * Instantiates a new FlyCameraInputsManager.
  105988. * @param camera Defines the camera the inputs belong to.
  105989. */
  105990. constructor(camera: FlyCamera);
  105991. /**
  105992. * Add keyboard input support to the input manager.
  105993. * @returns the new FlyCameraKeyboardMoveInput().
  105994. */
  105995. addKeyboard(): FlyCameraInputsManager;
  105996. /**
  105997. * Add mouse input support to the input manager.
  105998. * @param touchEnabled Enable touch screen support.
  105999. * @returns the new FlyCameraMouseInput().
  106000. */
  106001. addMouse(touchEnabled?: boolean): FlyCameraInputsManager;
  106002. }
  106003. }
  106004. declare module BABYLON {
  106005. /**
  106006. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106007. * such as in a 3D Space Shooter or a Flight Simulator.
  106008. */
  106009. export class FlyCamera extends TargetCamera {
  106010. /**
  106011. * Define the collision ellipsoid of the camera.
  106012. * This is helpful for simulating a camera body, like a player's body.
  106013. * @see http://doc.babylonjs.com/babylon101/cameras,_mesh_collisions_and_gravity#arcrotatecamera
  106014. */
  106015. ellipsoid: Vector3;
  106016. /**
  106017. * Define an offset for the position of the ellipsoid around the camera.
  106018. * This can be helpful if the camera is attached away from the player's body center,
  106019. * such as at its head.
  106020. */
  106021. ellipsoidOffset: Vector3;
  106022. /**
  106023. * Enable or disable collisions of the camera with the rest of the scene objects.
  106024. */
  106025. checkCollisions: boolean;
  106026. /**
  106027. * Enable or disable gravity on the camera.
  106028. */
  106029. applyGravity: boolean;
  106030. /**
  106031. * Define the current direction the camera is moving to.
  106032. */
  106033. cameraDirection: Vector3;
  106034. /**
  106035. * Define the current local rotation of the camera as a quaternion to prevent Gimbal lock.
  106036. * This overrides and empties cameraRotation.
  106037. */
  106038. rotationQuaternion: Quaternion;
  106039. /**
  106040. * Track Roll to maintain the wanted Rolling when looking around.
  106041. */
  106042. _trackRoll: number;
  106043. /**
  106044. * Slowly correct the Roll to its original value after a Pitch+Yaw rotation.
  106045. */
  106046. rollCorrect: number;
  106047. /**
  106048. * Mimic a banked turn, Rolling the camera when Yawing.
  106049. * It's recommended to use rollCorrect = 10 for faster banking correction.
  106050. */
  106051. bankedTurn: boolean;
  106052. /**
  106053. * Limit in radians for how much Roll banking will add. (Default: 90°)
  106054. */
  106055. bankedTurnLimit: number;
  106056. /**
  106057. * Value of 0 disables the banked Roll.
  106058. * Value of 1 is equal to the Yaw angle in radians.
  106059. */
  106060. bankedTurnMultiplier: number;
  106061. /**
  106062. * The inputs manager loads all the input sources, such as keyboard and mouse.
  106063. */
  106064. inputs: FlyCameraInputsManager;
  106065. /**
  106066. * Gets the input sensibility for mouse input.
  106067. * Higher values reduce sensitivity.
  106068. */
  106069. /**
  106070. * Sets the input sensibility for a mouse input.
  106071. * Higher values reduce sensitivity.
  106072. */
  106073. angularSensibility: number;
  106074. /**
  106075. * Get the keys for camera movement forward.
  106076. */
  106077. /**
  106078. * Set the keys for camera movement forward.
  106079. */
  106080. keysForward: number[];
  106081. /**
  106082. * Get the keys for camera movement backward.
  106083. */
  106084. keysBackward: number[];
  106085. /**
  106086. * Get the keys for camera movement up.
  106087. */
  106088. /**
  106089. * Set the keys for camera movement up.
  106090. */
  106091. keysUp: number[];
  106092. /**
  106093. * Get the keys for camera movement down.
  106094. */
  106095. /**
  106096. * Set the keys for camera movement down.
  106097. */
  106098. keysDown: number[];
  106099. /**
  106100. * Get the keys for camera movement left.
  106101. */
  106102. /**
  106103. * Set the keys for camera movement left.
  106104. */
  106105. keysLeft: number[];
  106106. /**
  106107. * Set the keys for camera movement right.
  106108. */
  106109. /**
  106110. * Set the keys for camera movement right.
  106111. */
  106112. keysRight: number[];
  106113. /**
  106114. * Event raised when the camera collides with a mesh in the scene.
  106115. */
  106116. onCollide: (collidedMesh: AbstractMesh) => void;
  106117. private _collider;
  106118. private _needMoveForGravity;
  106119. private _oldPosition;
  106120. private _diffPosition;
  106121. private _newPosition;
  106122. /** @hidden */
  106123. _localDirection: Vector3;
  106124. /** @hidden */
  106125. _transformedDirection: Vector3;
  106126. /**
  106127. * Instantiates a FlyCamera.
  106128. * This is a flying camera, designed for 3D movement and rotation in all directions,
  106129. * such as in a 3D Space Shooter or a Flight Simulator.
  106130. * @param name Define the name of the camera in the scene.
  106131. * @param position Define the starting position of the camera in the scene.
  106132. * @param scene Define the scene the camera belongs to.
  106133. * @param setActiveOnSceneIfNoneActive Defines wheter the camera should be marked as active, if no other camera has been defined as active.
  106134. */
  106135. constructor(name: string, position: Vector3, scene: Scene, setActiveOnSceneIfNoneActive?: boolean);
  106136. /**
  106137. * Attach a control to the HTML DOM element.
  106138. * @param element Defines the element that listens to the input events.
  106139. * @param noPreventDefault Defines whether events caught by the controls should call preventdefault(). https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault
  106140. */
  106141. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106142. /**
  106143. * Detach a control from the HTML DOM element.
  106144. * The camera will stop reacting to that input.
  106145. * @param element Defines the element that listens to the input events.
  106146. */
  106147. detachControl(element: HTMLElement): void;
  106148. private _collisionMask;
  106149. /**
  106150. * Get the mask that the camera ignores in collision events.
  106151. */
  106152. /**
  106153. * Set the mask that the camera ignores in collision events.
  106154. */
  106155. collisionMask: number;
  106156. /** @hidden */
  106157. _collideWithWorld(displacement: Vector3): void;
  106158. /** @hidden */
  106159. private _onCollisionPositionChange;
  106160. /** @hidden */
  106161. _checkInputs(): void;
  106162. /** @hidden */
  106163. _decideIfNeedsToMove(): boolean;
  106164. /** @hidden */
  106165. _updatePosition(): void;
  106166. /**
  106167. * Restore the Roll to its target value at the rate specified.
  106168. * @param rate - Higher means slower restoring.
  106169. * @hidden
  106170. */
  106171. restoreRoll(rate: number): void;
  106172. /**
  106173. * Destroy the camera and release the current resources held by it.
  106174. */
  106175. dispose(): void;
  106176. /**
  106177. * Get the current object class name.
  106178. * @returns the class name.
  106179. */
  106180. getClassName(): string;
  106181. }
  106182. }
  106183. declare module BABYLON {
  106184. /**
  106185. * Listen to keyboard events to control the camera.
  106186. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106187. */
  106188. export class FlyCameraKeyboardInput implements ICameraInput<FlyCamera> {
  106189. /**
  106190. * Defines the camera the input is attached to.
  106191. */
  106192. camera: FlyCamera;
  106193. /**
  106194. * The list of keyboard keys used to control the forward move of the camera.
  106195. */
  106196. keysForward: number[];
  106197. /**
  106198. * The list of keyboard keys used to control the backward move of the camera.
  106199. */
  106200. keysBackward: number[];
  106201. /**
  106202. * The list of keyboard keys used to control the forward move of the camera.
  106203. */
  106204. keysUp: number[];
  106205. /**
  106206. * The list of keyboard keys used to control the backward move of the camera.
  106207. */
  106208. keysDown: number[];
  106209. /**
  106210. * The list of keyboard keys used to control the right strafe move of the camera.
  106211. */
  106212. keysRight: number[];
  106213. /**
  106214. * The list of keyboard keys used to control the left strafe move of the camera.
  106215. */
  106216. keysLeft: number[];
  106217. private _keys;
  106218. private _onCanvasBlurObserver;
  106219. private _onKeyboardObserver;
  106220. private _engine;
  106221. private _scene;
  106222. /**
  106223. * Attach the input controls to a specific dom element to get the input from.
  106224. * @param element Defines the element the controls should be listened from
  106225. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106226. */
  106227. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106228. /**
  106229. * Detach the current controls from the specified dom element.
  106230. * @param element Defines the element to stop listening the inputs from
  106231. */
  106232. detachControl(element: Nullable<HTMLElement>): void;
  106233. /**
  106234. * Gets the class name of the current intput.
  106235. * @returns the class name
  106236. */
  106237. getClassName(): string;
  106238. /** @hidden */
  106239. _onLostFocus(e: FocusEvent): void;
  106240. /**
  106241. * Get the friendly name associated with the input class.
  106242. * @returns the input friendly name
  106243. */
  106244. getSimpleName(): string;
  106245. /**
  106246. * Update the current camera state depending on the inputs that have been used this frame.
  106247. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106248. */
  106249. checkInputs(): void;
  106250. }
  106251. }
  106252. declare module BABYLON {
  106253. /**
  106254. * Manage the mouse wheel inputs to control a follow camera.
  106255. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106256. */
  106257. export class FollowCameraMouseWheelInput implements ICameraInput<FollowCamera> {
  106258. /**
  106259. * Defines the camera the input is attached to.
  106260. */
  106261. camera: FollowCamera;
  106262. /**
  106263. * Moue wheel controls zoom. (Mouse wheel modifies camera.radius value.)
  106264. */
  106265. axisControlRadius: boolean;
  106266. /**
  106267. * Moue wheel controls height. (Mouse wheel modifies camera.heightOffset value.)
  106268. */
  106269. axisControlHeight: boolean;
  106270. /**
  106271. * Moue wheel controls angle. (Mouse wheel modifies camera.rotationOffset value.)
  106272. */
  106273. axisControlRotation: boolean;
  106274. /**
  106275. * Gets or Set the mouse wheel precision or how fast is the camera moves in
  106276. * relation to mouseWheel events.
  106277. */
  106278. wheelPrecision: number;
  106279. /**
  106280. * wheelDeltaPercentage will be used instead of wheelPrecision if different from 0.
  106281. * It defines the percentage of current camera.radius to use as delta when wheel is used.
  106282. */
  106283. wheelDeltaPercentage: number;
  106284. private _wheel;
  106285. private _observer;
  106286. /**
  106287. * Attach the input controls to a specific dom element to get the input from.
  106288. * @param element Defines the element the controls should be listened from
  106289. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106290. */
  106291. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106292. /**
  106293. * Detach the current controls from the specified dom element.
  106294. * @param element Defines the element to stop listening the inputs from
  106295. */
  106296. detachControl(element: Nullable<HTMLElement>): void;
  106297. /**
  106298. * Gets the class name of the current intput.
  106299. * @returns the class name
  106300. */
  106301. getClassName(): string;
  106302. /**
  106303. * Get the friendly name associated with the input class.
  106304. * @returns the input friendly name
  106305. */
  106306. getSimpleName(): string;
  106307. }
  106308. }
  106309. declare module BABYLON {
  106310. /**
  106311. * Manage the pointers inputs to control an follow camera.
  106312. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106313. */
  106314. export class FollowCameraPointersInput extends BaseCameraPointersInput {
  106315. /**
  106316. * Defines the camera the input is attached to.
  106317. */
  106318. camera: FollowCamera;
  106319. /**
  106320. * Gets the class name of the current input.
  106321. * @returns the class name
  106322. */
  106323. getClassName(): string;
  106324. /**
  106325. * Defines the pointer angular sensibility along the X axis or how fast is
  106326. * the camera rotating.
  106327. * A negative number will reverse the axis direction.
  106328. */
  106329. angularSensibilityX: number;
  106330. /**
  106331. * Defines the pointer angular sensibility along the Y axis or how fast is
  106332. * the camera rotating.
  106333. * A negative number will reverse the axis direction.
  106334. */
  106335. angularSensibilityY: number;
  106336. /**
  106337. * Defines the pointer pinch precision or how fast is the camera zooming.
  106338. * A negative number will reverse the axis direction.
  106339. */
  106340. pinchPrecision: number;
  106341. /**
  106342. * pinchDeltaPercentage will be used instead of pinchPrecision if different
  106343. * from 0.
  106344. * It defines the percentage of current camera.radius to use as delta when
  106345. * pinch zoom is used.
  106346. */
  106347. pinchDeltaPercentage: number;
  106348. /**
  106349. * Pointer X axis controls zoom. (X axis modifies camera.radius value.)
  106350. */
  106351. axisXControlRadius: boolean;
  106352. /**
  106353. * Pointer X axis controls height. (X axis modifies camera.heightOffset value.)
  106354. */
  106355. axisXControlHeight: boolean;
  106356. /**
  106357. * Pointer X axis controls angle. (X axis modifies camera.rotationOffset value.)
  106358. */
  106359. axisXControlRotation: boolean;
  106360. /**
  106361. * Pointer Y axis controls zoom. (Y axis modifies camera.radius value.)
  106362. */
  106363. axisYControlRadius: boolean;
  106364. /**
  106365. * Pointer Y axis controls height. (Y axis modifies camera.heightOffset value.)
  106366. */
  106367. axisYControlHeight: boolean;
  106368. /**
  106369. * Pointer Y axis controls angle. (Y axis modifies camera.rotationOffset value.)
  106370. */
  106371. axisYControlRotation: boolean;
  106372. /**
  106373. * Pinch controls zoom. (Pinch modifies camera.radius value.)
  106374. */
  106375. axisPinchControlRadius: boolean;
  106376. /**
  106377. * Pinch controls height. (Pinch modifies camera.heightOffset value.)
  106378. */
  106379. axisPinchControlHeight: boolean;
  106380. /**
  106381. * Pinch controls angle. (Pinch modifies camera.rotationOffset value.)
  106382. */
  106383. axisPinchControlRotation: boolean;
  106384. /**
  106385. * Log error messages if basic misconfiguration has occurred.
  106386. */
  106387. warningEnable: boolean;
  106388. protected onTouch(pointA: Nullable<PointerTouch>, offsetX: number, offsetY: number): void;
  106389. protected onMultiTouch(pointA: Nullable<PointerTouch>, pointB: Nullable<PointerTouch>, previousPinchSquaredDistance: number, pinchSquaredDistance: number, previousMultiTouchPanPosition: Nullable<PointerTouch>, multiTouchPanPosition: Nullable<PointerTouch>): void;
  106390. private _warningCounter;
  106391. private _warning;
  106392. }
  106393. }
  106394. declare module BABYLON {
  106395. /**
  106396. * Default Inputs manager for the FollowCamera.
  106397. * It groups all the default supported inputs for ease of use.
  106398. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106399. */
  106400. export class FollowCameraInputsManager extends CameraInputsManager<FollowCamera> {
  106401. /**
  106402. * Instantiates a new FollowCameraInputsManager.
  106403. * @param camera Defines the camera the inputs belong to
  106404. */
  106405. constructor(camera: FollowCamera);
  106406. /**
  106407. * Add keyboard input support to the input manager.
  106408. * @returns the current input manager
  106409. */
  106410. addKeyboard(): FollowCameraInputsManager;
  106411. /**
  106412. * Add mouse wheel input support to the input manager.
  106413. * @returns the current input manager
  106414. */
  106415. addMouseWheel(): FollowCameraInputsManager;
  106416. /**
  106417. * Add pointers input support to the input manager.
  106418. * @returns the current input manager
  106419. */
  106420. addPointers(): FollowCameraInputsManager;
  106421. /**
  106422. * Add orientation input support to the input manager.
  106423. * @returns the current input manager
  106424. */
  106425. addVRDeviceOrientation(): FollowCameraInputsManager;
  106426. }
  106427. }
  106428. declare module BABYLON {
  106429. /**
  106430. * A follow camera takes a mesh as a target and follows it as it moves. Both a free camera version followCamera and
  106431. * an arc rotate version arcFollowCamera are available.
  106432. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106433. */
  106434. export class FollowCamera extends TargetCamera {
  106435. /**
  106436. * Distance the follow camera should follow an object at
  106437. */
  106438. radius: number;
  106439. /**
  106440. * Minimum allowed distance of the camera to the axis of rotation
  106441. * (The camera can not get closer).
  106442. * This can help limiting how the Camera is able to move in the scene.
  106443. */
  106444. lowerRadiusLimit: Nullable<number>;
  106445. /**
  106446. * Maximum allowed distance of the camera to the axis of rotation
  106447. * (The camera can not get further).
  106448. * This can help limiting how the Camera is able to move in the scene.
  106449. */
  106450. upperRadiusLimit: Nullable<number>;
  106451. /**
  106452. * Define a rotation offset between the camera and the object it follows
  106453. */
  106454. rotationOffset: number;
  106455. /**
  106456. * Minimum allowed angle to camera position relative to target object.
  106457. * This can help limiting how the Camera is able to move in the scene.
  106458. */
  106459. lowerRotationOffsetLimit: Nullable<number>;
  106460. /**
  106461. * Maximum allowed angle to camera position relative to target object.
  106462. * This can help limiting how the Camera is able to move in the scene.
  106463. */
  106464. upperRotationOffsetLimit: Nullable<number>;
  106465. /**
  106466. * Define a height offset between the camera and the object it follows.
  106467. * It can help following an object from the top (like a car chaing a plane)
  106468. */
  106469. heightOffset: number;
  106470. /**
  106471. * Minimum allowed height of camera position relative to target object.
  106472. * This can help limiting how the Camera is able to move in the scene.
  106473. */
  106474. lowerHeightOffsetLimit: Nullable<number>;
  106475. /**
  106476. * Maximum allowed height of camera position relative to target object.
  106477. * This can help limiting how the Camera is able to move in the scene.
  106478. */
  106479. upperHeightOffsetLimit: Nullable<number>;
  106480. /**
  106481. * Define how fast the camera can accelerate to follow it s target.
  106482. */
  106483. cameraAcceleration: number;
  106484. /**
  106485. * Define the speed limit of the camera following an object.
  106486. */
  106487. maxCameraSpeed: number;
  106488. /**
  106489. * Define the target of the camera.
  106490. */
  106491. lockedTarget: Nullable<AbstractMesh>;
  106492. /**
  106493. * Defines the input associated with the camera.
  106494. */
  106495. inputs: FollowCameraInputsManager;
  106496. /**
  106497. * Instantiates the follow camera.
  106498. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106499. * @param name Define the name of the camera in the scene
  106500. * @param position Define the position of the camera
  106501. * @param scene Define the scene the camera belong to
  106502. * @param lockedTarget Define the target of the camera
  106503. */
  106504. constructor(name: string, position: Vector3, scene: Scene, lockedTarget?: Nullable<AbstractMesh>);
  106505. private _follow;
  106506. /**
  106507. * Attached controls to the current camera.
  106508. * @param element Defines the element the controls should be listened from
  106509. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106510. */
  106511. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106512. /**
  106513. * Detach the current controls from the camera.
  106514. * The camera will stop reacting to inputs.
  106515. * @param element Defines the element to stop listening the inputs from
  106516. */
  106517. detachControl(element: HTMLElement): void;
  106518. /** @hidden */
  106519. _checkInputs(): void;
  106520. private _checkLimits;
  106521. /**
  106522. * Gets the camera class name.
  106523. * @returns the class name
  106524. */
  106525. getClassName(): string;
  106526. }
  106527. /**
  106528. * Arc Rotate version of the follow camera.
  106529. * It still follows a Defined mesh but in an Arc Rotate Camera fashion.
  106530. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106531. */
  106532. export class ArcFollowCamera extends TargetCamera {
  106533. /** The longitudinal angle of the camera */
  106534. alpha: number;
  106535. /** The latitudinal angle of the camera */
  106536. beta: number;
  106537. /** The radius of the camera from its target */
  106538. radius: number;
  106539. /** Define the camera target (the messh it should follow) */
  106540. target: Nullable<AbstractMesh>;
  106541. private _cartesianCoordinates;
  106542. /**
  106543. * Instantiates a new ArcFollowCamera
  106544. * @see http://doc.babylonjs.com/features/cameras#follow-camera
  106545. * @param name Define the name of the camera
  106546. * @param alpha Define the rotation angle of the camera around the logitudinal axis
  106547. * @param beta Define the rotation angle of the camera around the elevation axis
  106548. * @param radius Define the radius of the camera from its target point
  106549. * @param target Define the target of the camera
  106550. * @param scene Define the scene the camera belongs to
  106551. */
  106552. constructor(name: string,
  106553. /** The longitudinal angle of the camera */
  106554. alpha: number,
  106555. /** The latitudinal angle of the camera */
  106556. beta: number,
  106557. /** The radius of the camera from its target */
  106558. radius: number,
  106559. /** Define the camera target (the messh it should follow) */
  106560. target: Nullable<AbstractMesh>, scene: Scene);
  106561. private _follow;
  106562. /** @hidden */
  106563. _checkInputs(): void;
  106564. /**
  106565. * Returns the class name of the object.
  106566. * It is mostly used internally for serialization purposes.
  106567. */
  106568. getClassName(): string;
  106569. }
  106570. }
  106571. declare module BABYLON {
  106572. /**
  106573. * Manage the keyboard inputs to control the movement of a follow camera.
  106574. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106575. */
  106576. export class FollowCameraKeyboardMoveInput implements ICameraInput<FollowCamera> {
  106577. /**
  106578. * Defines the camera the input is attached to.
  106579. */
  106580. camera: FollowCamera;
  106581. /**
  106582. * Defines the list of key codes associated with the up action (increase heightOffset)
  106583. */
  106584. keysHeightOffsetIncr: number[];
  106585. /**
  106586. * Defines the list of key codes associated with the down action (decrease heightOffset)
  106587. */
  106588. keysHeightOffsetDecr: number[];
  106589. /**
  106590. * Defines whether the Alt modifier key is required to move up/down (alter heightOffset)
  106591. */
  106592. keysHeightOffsetModifierAlt: boolean;
  106593. /**
  106594. * Defines whether the Ctrl modifier key is required to move up/down (alter heightOffset)
  106595. */
  106596. keysHeightOffsetModifierCtrl: boolean;
  106597. /**
  106598. * Defines whether the Shift modifier key is required to move up/down (alter heightOffset)
  106599. */
  106600. keysHeightOffsetModifierShift: boolean;
  106601. /**
  106602. * Defines the list of key codes associated with the left action (increase rotationOffset)
  106603. */
  106604. keysRotationOffsetIncr: number[];
  106605. /**
  106606. * Defines the list of key codes associated with the right action (decrease rotationOffset)
  106607. */
  106608. keysRotationOffsetDecr: number[];
  106609. /**
  106610. * Defines whether the Alt modifier key is required to move left/right (alter rotationOffset)
  106611. */
  106612. keysRotationOffsetModifierAlt: boolean;
  106613. /**
  106614. * Defines whether the Ctrl modifier key is required to move left/right (alter rotationOffset)
  106615. */
  106616. keysRotationOffsetModifierCtrl: boolean;
  106617. /**
  106618. * Defines whether the Shift modifier key is required to move left/right (alter rotationOffset)
  106619. */
  106620. keysRotationOffsetModifierShift: boolean;
  106621. /**
  106622. * Defines the list of key codes associated with the zoom-in action (decrease radius)
  106623. */
  106624. keysRadiusIncr: number[];
  106625. /**
  106626. * Defines the list of key codes associated with the zoom-out action (increase radius)
  106627. */
  106628. keysRadiusDecr: number[];
  106629. /**
  106630. * Defines whether the Alt modifier key is required to zoom in/out (alter radius value)
  106631. */
  106632. keysRadiusModifierAlt: boolean;
  106633. /**
  106634. * Defines whether the Ctrl modifier key is required to zoom in/out (alter radius value)
  106635. */
  106636. keysRadiusModifierCtrl: boolean;
  106637. /**
  106638. * Defines whether the Shift modifier key is required to zoom in/out (alter radius value)
  106639. */
  106640. keysRadiusModifierShift: boolean;
  106641. /**
  106642. * Defines the rate of change of heightOffset.
  106643. */
  106644. heightSensibility: number;
  106645. /**
  106646. * Defines the rate of change of rotationOffset.
  106647. */
  106648. rotationSensibility: number;
  106649. /**
  106650. * Defines the rate of change of radius.
  106651. */
  106652. radiusSensibility: number;
  106653. private _keys;
  106654. private _ctrlPressed;
  106655. private _altPressed;
  106656. private _shiftPressed;
  106657. private _onCanvasBlurObserver;
  106658. private _onKeyboardObserver;
  106659. private _engine;
  106660. private _scene;
  106661. /**
  106662. * Attach the input controls to a specific dom element to get the input from.
  106663. * @param element Defines the element the controls should be listened from
  106664. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106665. */
  106666. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106667. /**
  106668. * Detach the current controls from the specified dom element.
  106669. * @param element Defines the element to stop listening the inputs from
  106670. */
  106671. detachControl(element: Nullable<HTMLElement>): void;
  106672. /**
  106673. * Update the current camera state depending on the inputs that have been used this frame.
  106674. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106675. */
  106676. checkInputs(): void;
  106677. /**
  106678. * Gets the class name of the current input.
  106679. * @returns the class name
  106680. */
  106681. getClassName(): string;
  106682. /**
  106683. * Get the friendly name associated with the input class.
  106684. * @returns the input friendly name
  106685. */
  106686. getSimpleName(): string;
  106687. /**
  106688. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106689. * allow modification of the heightOffset value.
  106690. */
  106691. private _modifierHeightOffset;
  106692. /**
  106693. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106694. * allow modification of the rotationOffset value.
  106695. */
  106696. private _modifierRotationOffset;
  106697. /**
  106698. * Check if the pressed modifier keys (Alt/Ctrl/Shift) match those configured to
  106699. * allow modification of the radius value.
  106700. */
  106701. private _modifierRadius;
  106702. }
  106703. }
  106704. declare module BABYLON {
  106705. interface FreeCameraInputsManager {
  106706. /**
  106707. * @hidden
  106708. */
  106709. _deviceOrientationInput: Nullable<FreeCameraDeviceOrientationInput>;
  106710. /**
  106711. * Add orientation input support to the input manager.
  106712. * @returns the current input manager
  106713. */
  106714. addDeviceOrientation(): FreeCameraInputsManager;
  106715. }
  106716. /**
  106717. * Takes information about the orientation of the device as reported by the deviceorientation event to orient the camera.
  106718. * Screen rotation is taken into account.
  106719. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106720. */
  106721. export class FreeCameraDeviceOrientationInput implements ICameraInput<FreeCamera> {
  106722. private _camera;
  106723. private _screenOrientationAngle;
  106724. private _constantTranform;
  106725. private _screenQuaternion;
  106726. private _alpha;
  106727. private _beta;
  106728. private _gamma;
  106729. /**
  106730. * Can be used to detect if a device orientation sensor is availible on a device
  106731. * @param timeout amount of time in milliseconds to wait for a response from the sensor (default: infinite)
  106732. * @returns a promise that will resolve on orientation change
  106733. */
  106734. static WaitForOrientationChangeAsync(timeout?: number): Promise<unknown>;
  106735. /**
  106736. * @hidden
  106737. */
  106738. _onDeviceOrientationChangedObservable: Observable<void>;
  106739. /**
  106740. * Instantiates a new input
  106741. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106742. */
  106743. constructor();
  106744. /**
  106745. * Define the camera controlled by the input.
  106746. */
  106747. camera: FreeCamera;
  106748. /**
  106749. * Attach the input controls to a specific dom element to get the input from.
  106750. * @param element Defines the element the controls should be listened from
  106751. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106752. */
  106753. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106754. private _orientationChanged;
  106755. private _deviceOrientation;
  106756. /**
  106757. * Detach the current controls from the specified dom element.
  106758. * @param element Defines the element to stop listening the inputs from
  106759. */
  106760. detachControl(element: Nullable<HTMLElement>): void;
  106761. /**
  106762. * Update the current camera state depending on the inputs that have been used this frame.
  106763. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106764. */
  106765. checkInputs(): void;
  106766. /**
  106767. * Gets the class name of the current intput.
  106768. * @returns the class name
  106769. */
  106770. getClassName(): string;
  106771. /**
  106772. * Get the friendly name associated with the input class.
  106773. * @returns the input friendly name
  106774. */
  106775. getSimpleName(): string;
  106776. }
  106777. }
  106778. declare module BABYLON {
  106779. /**
  106780. * Manage the gamepad inputs to control a free camera.
  106781. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106782. */
  106783. export class FreeCameraGamepadInput implements ICameraInput<FreeCamera> {
  106784. /**
  106785. * Define the camera the input is attached to.
  106786. */
  106787. camera: FreeCamera;
  106788. /**
  106789. * Define the Gamepad controlling the input
  106790. */
  106791. gamepad: Nullable<Gamepad>;
  106792. /**
  106793. * Defines the gamepad rotation sensiblity.
  106794. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  106795. */
  106796. gamepadAngularSensibility: number;
  106797. /**
  106798. * Defines the gamepad move sensiblity.
  106799. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  106800. */
  106801. gamepadMoveSensibility: number;
  106802. private _yAxisScale;
  106803. /**
  106804. * Gets or sets a boolean indicating that Yaxis (for right stick) should be inverted
  106805. */
  106806. invertYAxis: boolean;
  106807. private _onGamepadConnectedObserver;
  106808. private _onGamepadDisconnectedObserver;
  106809. private _cameraTransform;
  106810. private _deltaTransform;
  106811. private _vector3;
  106812. private _vector2;
  106813. /**
  106814. * Attach the input controls to a specific dom element to get the input from.
  106815. * @param element Defines the element the controls should be listened from
  106816. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106817. */
  106818. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106819. /**
  106820. * Detach the current controls from the specified dom element.
  106821. * @param element Defines the element to stop listening the inputs from
  106822. */
  106823. detachControl(element: Nullable<HTMLElement>): void;
  106824. /**
  106825. * Update the current camera state depending on the inputs that have been used this frame.
  106826. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106827. */
  106828. checkInputs(): void;
  106829. /**
  106830. * Gets the class name of the current intput.
  106831. * @returns the class name
  106832. */
  106833. getClassName(): string;
  106834. /**
  106835. * Get the friendly name associated with the input class.
  106836. * @returns the input friendly name
  106837. */
  106838. getSimpleName(): string;
  106839. }
  106840. }
  106841. declare module BABYLON {
  106842. /**
  106843. * Defines the potential axis of a Joystick
  106844. */
  106845. export enum JoystickAxis {
  106846. /** X axis */
  106847. X = 0,
  106848. /** Y axis */
  106849. Y = 1,
  106850. /** Z axis */
  106851. Z = 2
  106852. }
  106853. /**
  106854. * Class used to define virtual joystick (used in touch mode)
  106855. */
  106856. export class VirtualJoystick {
  106857. /**
  106858. * Gets or sets a boolean indicating that left and right values must be inverted
  106859. */
  106860. reverseLeftRight: boolean;
  106861. /**
  106862. * Gets or sets a boolean indicating that up and down values must be inverted
  106863. */
  106864. reverseUpDown: boolean;
  106865. /**
  106866. * Gets the offset value for the position (ie. the change of the position value)
  106867. */
  106868. deltaPosition: Vector3;
  106869. /**
  106870. * Gets a boolean indicating if the virtual joystick was pressed
  106871. */
  106872. pressed: boolean;
  106873. /**
  106874. * Canvas the virtual joystick will render onto, default z-index of this is 5
  106875. */
  106876. static Canvas: Nullable<HTMLCanvasElement>;
  106877. private static _globalJoystickIndex;
  106878. private static vjCanvasContext;
  106879. private static vjCanvasWidth;
  106880. private static vjCanvasHeight;
  106881. private static halfWidth;
  106882. private _action;
  106883. private _axisTargetedByLeftAndRight;
  106884. private _axisTargetedByUpAndDown;
  106885. private _joystickSensibility;
  106886. private _inversedSensibility;
  106887. private _joystickPointerID;
  106888. private _joystickColor;
  106889. private _joystickPointerPos;
  106890. private _joystickPreviousPointerPos;
  106891. private _joystickPointerStartPos;
  106892. private _deltaJoystickVector;
  106893. private _leftJoystick;
  106894. private _touches;
  106895. private _onPointerDownHandlerRef;
  106896. private _onPointerMoveHandlerRef;
  106897. private _onPointerUpHandlerRef;
  106898. private _onResize;
  106899. /**
  106900. * Creates a new virtual joystick
  106901. * @param leftJoystick defines that the joystick is for left hand (false by default)
  106902. */
  106903. constructor(leftJoystick?: boolean);
  106904. /**
  106905. * Defines joystick sensibility (ie. the ratio beteen a physical move and virtual joystick position change)
  106906. * @param newJoystickSensibility defines the new sensibility
  106907. */
  106908. setJoystickSensibility(newJoystickSensibility: number): void;
  106909. private _onPointerDown;
  106910. private _onPointerMove;
  106911. private _onPointerUp;
  106912. /**
  106913. * Change the color of the virtual joystick
  106914. * @param newColor a string that must be a CSS color value (like "red") or the hexa value (like "#FF0000")
  106915. */
  106916. setJoystickColor(newColor: string): void;
  106917. /**
  106918. * Defines a callback to call when the joystick is touched
  106919. * @param action defines the callback
  106920. */
  106921. setActionOnTouch(action: () => any): void;
  106922. /**
  106923. * Defines which axis you'd like to control for left & right
  106924. * @param axis defines the axis to use
  106925. */
  106926. setAxisForLeftRight(axis: JoystickAxis): void;
  106927. /**
  106928. * Defines which axis you'd like to control for up & down
  106929. * @param axis defines the axis to use
  106930. */
  106931. setAxisForUpDown(axis: JoystickAxis): void;
  106932. private _drawVirtualJoystick;
  106933. /**
  106934. * Release internal HTML canvas
  106935. */
  106936. releaseCanvas(): void;
  106937. }
  106938. }
  106939. declare module BABYLON {
  106940. interface FreeCameraInputsManager {
  106941. /**
  106942. * Add virtual joystick input support to the input manager.
  106943. * @returns the current input manager
  106944. */
  106945. addVirtualJoystick(): FreeCameraInputsManager;
  106946. }
  106947. /**
  106948. * Manage the Virtual Joystick inputs to control the movement of a free camera.
  106949. * @see http://doc.babylonjs.com/how_to/customizing_camera_inputs
  106950. */
  106951. export class FreeCameraVirtualJoystickInput implements ICameraInput<FreeCamera> {
  106952. /**
  106953. * Defines the camera the input is attached to.
  106954. */
  106955. camera: FreeCamera;
  106956. private _leftjoystick;
  106957. private _rightjoystick;
  106958. /**
  106959. * Gets the left stick of the virtual joystick.
  106960. * @returns The virtual Joystick
  106961. */
  106962. getLeftJoystick(): VirtualJoystick;
  106963. /**
  106964. * Gets the right stick of the virtual joystick.
  106965. * @returns The virtual Joystick
  106966. */
  106967. getRightJoystick(): VirtualJoystick;
  106968. /**
  106969. * Update the current camera state depending on the inputs that have been used this frame.
  106970. * This is a dynamically created lambda to avoid the performance penalty of looping for inputs in the render loop.
  106971. */
  106972. checkInputs(): void;
  106973. /**
  106974. * Attach the input controls to a specific dom element to get the input from.
  106975. * @param element Defines the element the controls should be listened from
  106976. * @param noPreventDefault Defines whether event caught by the controls should call preventdefault() (https://developer.mozilla.org/en-US/docs/Web/API/Event/preventDefault)
  106977. */
  106978. attachControl(element: HTMLElement, noPreventDefault?: boolean): void;
  106979. /**
  106980. * Detach the current controls from the specified dom element.
  106981. * @param element Defines the element to stop listening the inputs from
  106982. */
  106983. detachControl(element: Nullable<HTMLElement>): void;
  106984. /**
  106985. * Gets the class name of the current intput.
  106986. * @returns the class name
  106987. */
  106988. getClassName(): string;
  106989. /**
  106990. * Get the friendly name associated with the input class.
  106991. * @returns the input friendly name
  106992. */
  106993. getSimpleName(): string;
  106994. }
  106995. }
  106996. declare module BABYLON {
  106997. /**
  106998. * This represents a FPS type of camera controlled by touch.
  106999. * This is like a universal camera minus the Gamepad controls.
  107000. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107001. */
  107002. export class TouchCamera extends FreeCamera {
  107003. /**
  107004. * Defines the touch sensibility for rotation.
  107005. * The higher the faster.
  107006. */
  107007. touchAngularSensibility: number;
  107008. /**
  107009. * Defines the touch sensibility for move.
  107010. * The higher the faster.
  107011. */
  107012. touchMoveSensibility: number;
  107013. /**
  107014. * Instantiates a new touch camera.
  107015. * This represents a FPS type of camera controlled by touch.
  107016. * This is like a universal camera minus the Gamepad controls.
  107017. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107018. * @param name Define the name of the camera in the scene
  107019. * @param position Define the start position of the camera in the scene
  107020. * @param scene Define the scene the camera belongs to
  107021. */
  107022. constructor(name: string, position: Vector3, scene: Scene);
  107023. /**
  107024. * Gets the current object class name.
  107025. * @return the class name
  107026. */
  107027. getClassName(): string;
  107028. /** @hidden */
  107029. _setupInputs(): void;
  107030. }
  107031. }
  107032. declare module BABYLON {
  107033. /**
  107034. * This is a camera specifically designed to react to device orientation events such as a modern mobile device
  107035. * being tilted forward or back and left or right.
  107036. */
  107037. export class DeviceOrientationCamera extends FreeCamera {
  107038. private _initialQuaternion;
  107039. private _quaternionCache;
  107040. private _tmpDragQuaternion;
  107041. private _disablePointerInputWhenUsingDeviceOrientation;
  107042. /**
  107043. * Creates a new device orientation camera
  107044. * @param name The name of the camera
  107045. * @param position The start position camera
  107046. * @param scene The scene the camera belongs to
  107047. */
  107048. constructor(name: string, position: Vector3, scene: Scene);
  107049. /**
  107050. * Gets or sets a boolean indicating that pointer input must be disabled on first orientation sensor update (Default: true)
  107051. */
  107052. disablePointerInputWhenUsingDeviceOrientation: boolean;
  107053. private _dragFactor;
  107054. /**
  107055. * Enabled turning on the y axis when the orientation sensor is active
  107056. * @param dragFactor the factor that controls the turn speed (default: 1/300)
  107057. */
  107058. enableHorizontalDragging(dragFactor?: number): void;
  107059. /**
  107060. * Gets the current instance class name ("DeviceOrientationCamera").
  107061. * This helps avoiding instanceof at run time.
  107062. * @returns the class name
  107063. */
  107064. getClassName(): string;
  107065. /**
  107066. * @hidden
  107067. * Checks and applies the current values of the inputs to the camera. (Internal use only)
  107068. */
  107069. _checkInputs(): void;
  107070. /**
  107071. * Reset the camera to its default orientation on the specified axis only.
  107072. * @param axis The axis to reset
  107073. */
  107074. resetToCurrentRotation(axis?: Axis): void;
  107075. }
  107076. }
  107077. declare module BABYLON {
  107078. /**
  107079. * Defines supported buttons for XBox360 compatible gamepads
  107080. */
  107081. export enum Xbox360Button {
  107082. /** A */
  107083. A = 0,
  107084. /** B */
  107085. B = 1,
  107086. /** X */
  107087. X = 2,
  107088. /** Y */
  107089. Y = 3,
  107090. /** Start */
  107091. Start = 4,
  107092. /** Back */
  107093. Back = 5,
  107094. /** Left button */
  107095. LB = 6,
  107096. /** Right button */
  107097. RB = 7,
  107098. /** Left stick */
  107099. LeftStick = 8,
  107100. /** Right stick */
  107101. RightStick = 9
  107102. }
  107103. /** Defines values for XBox360 DPad */
  107104. export enum Xbox360Dpad {
  107105. /** Up */
  107106. Up = 0,
  107107. /** Down */
  107108. Down = 1,
  107109. /** Left */
  107110. Left = 2,
  107111. /** Right */
  107112. Right = 3
  107113. }
  107114. /**
  107115. * Defines a XBox360 gamepad
  107116. */
  107117. export class Xbox360Pad extends Gamepad {
  107118. private _leftTrigger;
  107119. private _rightTrigger;
  107120. private _onlefttriggerchanged;
  107121. private _onrighttriggerchanged;
  107122. private _onbuttondown;
  107123. private _onbuttonup;
  107124. private _ondpaddown;
  107125. private _ondpadup;
  107126. /** Observable raised when a button is pressed */
  107127. onButtonDownObservable: Observable<Xbox360Button>;
  107128. /** Observable raised when a button is released */
  107129. onButtonUpObservable: Observable<Xbox360Button>;
  107130. /** Observable raised when a pad is pressed */
  107131. onPadDownObservable: Observable<Xbox360Dpad>;
  107132. /** Observable raised when a pad is released */
  107133. onPadUpObservable: Observable<Xbox360Dpad>;
  107134. private _buttonA;
  107135. private _buttonB;
  107136. private _buttonX;
  107137. private _buttonY;
  107138. private _buttonBack;
  107139. private _buttonStart;
  107140. private _buttonLB;
  107141. private _buttonRB;
  107142. private _buttonLeftStick;
  107143. private _buttonRightStick;
  107144. private _dPadUp;
  107145. private _dPadDown;
  107146. private _dPadLeft;
  107147. private _dPadRight;
  107148. private _isXboxOnePad;
  107149. /**
  107150. * Creates a new XBox360 gamepad object
  107151. * @param id defines the id of this gamepad
  107152. * @param index defines its index
  107153. * @param gamepad defines the internal HTML gamepad object
  107154. * @param xboxOne defines if it is a XBox One gamepad
  107155. */
  107156. constructor(id: string, index: number, gamepad: any, xboxOne?: boolean);
  107157. /**
  107158. * Defines the callback to call when left trigger is pressed
  107159. * @param callback defines the callback to use
  107160. */
  107161. onlefttriggerchanged(callback: (value: number) => void): void;
  107162. /**
  107163. * Defines the callback to call when right trigger is pressed
  107164. * @param callback defines the callback to use
  107165. */
  107166. onrighttriggerchanged(callback: (value: number) => void): void;
  107167. /**
  107168. * Gets the left trigger value
  107169. */
  107170. /**
  107171. * Sets the left trigger value
  107172. */
  107173. leftTrigger: number;
  107174. /**
  107175. * Gets the right trigger value
  107176. */
  107177. /**
  107178. * Sets the right trigger value
  107179. */
  107180. rightTrigger: number;
  107181. /**
  107182. * Defines the callback to call when a button is pressed
  107183. * @param callback defines the callback to use
  107184. */
  107185. onbuttondown(callback: (buttonPressed: Xbox360Button) => void): void;
  107186. /**
  107187. * Defines the callback to call when a button is released
  107188. * @param callback defines the callback to use
  107189. */
  107190. onbuttonup(callback: (buttonReleased: Xbox360Button) => void): void;
  107191. /**
  107192. * Defines the callback to call when a pad is pressed
  107193. * @param callback defines the callback to use
  107194. */
  107195. ondpaddown(callback: (dPadPressed: Xbox360Dpad) => void): void;
  107196. /**
  107197. * Defines the callback to call when a pad is released
  107198. * @param callback defines the callback to use
  107199. */
  107200. ondpadup(callback: (dPadReleased: Xbox360Dpad) => void): void;
  107201. private _setButtonValue;
  107202. private _setDPadValue;
  107203. /**
  107204. * Gets the value of the `A` button
  107205. */
  107206. /**
  107207. * Sets the value of the `A` button
  107208. */
  107209. buttonA: number;
  107210. /**
  107211. * Gets the value of the `B` button
  107212. */
  107213. /**
  107214. * Sets the value of the `B` button
  107215. */
  107216. buttonB: number;
  107217. /**
  107218. * Gets the value of the `X` button
  107219. */
  107220. /**
  107221. * Sets the value of the `X` button
  107222. */
  107223. buttonX: number;
  107224. /**
  107225. * Gets the value of the `Y` button
  107226. */
  107227. /**
  107228. * Sets the value of the `Y` button
  107229. */
  107230. buttonY: number;
  107231. /**
  107232. * Gets the value of the `Start` button
  107233. */
  107234. /**
  107235. * Sets the value of the `Start` button
  107236. */
  107237. buttonStart: number;
  107238. /**
  107239. * Gets the value of the `Back` button
  107240. */
  107241. /**
  107242. * Sets the value of the `Back` button
  107243. */
  107244. buttonBack: number;
  107245. /**
  107246. * Gets the value of the `Left` button
  107247. */
  107248. /**
  107249. * Sets the value of the `Left` button
  107250. */
  107251. buttonLB: number;
  107252. /**
  107253. * Gets the value of the `Right` button
  107254. */
  107255. /**
  107256. * Sets the value of the `Right` button
  107257. */
  107258. buttonRB: number;
  107259. /**
  107260. * Gets the value of the Left joystick
  107261. */
  107262. /**
  107263. * Sets the value of the Left joystick
  107264. */
  107265. buttonLeftStick: number;
  107266. /**
  107267. * Gets the value of the Right joystick
  107268. */
  107269. /**
  107270. * Sets the value of the Right joystick
  107271. */
  107272. buttonRightStick: number;
  107273. /**
  107274. * Gets the value of D-pad up
  107275. */
  107276. /**
  107277. * Sets the value of D-pad up
  107278. */
  107279. dPadUp: number;
  107280. /**
  107281. * Gets the value of D-pad down
  107282. */
  107283. /**
  107284. * Sets the value of D-pad down
  107285. */
  107286. dPadDown: number;
  107287. /**
  107288. * Gets the value of D-pad left
  107289. */
  107290. /**
  107291. * Sets the value of D-pad left
  107292. */
  107293. dPadLeft: number;
  107294. /**
  107295. * Gets the value of D-pad right
  107296. */
  107297. /**
  107298. * Sets the value of D-pad right
  107299. */
  107300. dPadRight: number;
  107301. /**
  107302. * Force the gamepad to synchronize with device values
  107303. */
  107304. update(): void;
  107305. /**
  107306. * Disposes the gamepad
  107307. */
  107308. dispose(): void;
  107309. }
  107310. }
  107311. declare module BABYLON {
  107312. /**
  107313. * Defines supported buttons for DualShock compatible gamepads
  107314. */
  107315. export enum DualShockButton {
  107316. /** Cross */
  107317. Cross = 0,
  107318. /** Circle */
  107319. Circle = 1,
  107320. /** Square */
  107321. Square = 2,
  107322. /** Triangle */
  107323. Triangle = 3,
  107324. /** Options */
  107325. Options = 4,
  107326. /** Share */
  107327. Share = 5,
  107328. /** L1 */
  107329. L1 = 6,
  107330. /** R1 */
  107331. R1 = 7,
  107332. /** Left stick */
  107333. LeftStick = 8,
  107334. /** Right stick */
  107335. RightStick = 9
  107336. }
  107337. /** Defines values for DualShock DPad */
  107338. export enum DualShockDpad {
  107339. /** Up */
  107340. Up = 0,
  107341. /** Down */
  107342. Down = 1,
  107343. /** Left */
  107344. Left = 2,
  107345. /** Right */
  107346. Right = 3
  107347. }
  107348. /**
  107349. * Defines a DualShock gamepad
  107350. */
  107351. export class DualShockPad extends Gamepad {
  107352. private _leftTrigger;
  107353. private _rightTrigger;
  107354. private _onlefttriggerchanged;
  107355. private _onrighttriggerchanged;
  107356. private _onbuttondown;
  107357. private _onbuttonup;
  107358. private _ondpaddown;
  107359. private _ondpadup;
  107360. /** Observable raised when a button is pressed */
  107361. onButtonDownObservable: Observable<DualShockButton>;
  107362. /** Observable raised when a button is released */
  107363. onButtonUpObservable: Observable<DualShockButton>;
  107364. /** Observable raised when a pad is pressed */
  107365. onPadDownObservable: Observable<DualShockDpad>;
  107366. /** Observable raised when a pad is released */
  107367. onPadUpObservable: Observable<DualShockDpad>;
  107368. private _buttonCross;
  107369. private _buttonCircle;
  107370. private _buttonSquare;
  107371. private _buttonTriangle;
  107372. private _buttonShare;
  107373. private _buttonOptions;
  107374. private _buttonL1;
  107375. private _buttonR1;
  107376. private _buttonLeftStick;
  107377. private _buttonRightStick;
  107378. private _dPadUp;
  107379. private _dPadDown;
  107380. private _dPadLeft;
  107381. private _dPadRight;
  107382. /**
  107383. * Creates a new DualShock gamepad object
  107384. * @param id defines the id of this gamepad
  107385. * @param index defines its index
  107386. * @param gamepad defines the internal HTML gamepad object
  107387. */
  107388. constructor(id: string, index: number, gamepad: any);
  107389. /**
  107390. * Defines the callback to call when left trigger is pressed
  107391. * @param callback defines the callback to use
  107392. */
  107393. onlefttriggerchanged(callback: (value: number) => void): void;
  107394. /**
  107395. * Defines the callback to call when right trigger is pressed
  107396. * @param callback defines the callback to use
  107397. */
  107398. onrighttriggerchanged(callback: (value: number) => void): void;
  107399. /**
  107400. * Gets the left trigger value
  107401. */
  107402. /**
  107403. * Sets the left trigger value
  107404. */
  107405. leftTrigger: number;
  107406. /**
  107407. * Gets the right trigger value
  107408. */
  107409. /**
  107410. * Sets the right trigger value
  107411. */
  107412. rightTrigger: number;
  107413. /**
  107414. * Defines the callback to call when a button is pressed
  107415. * @param callback defines the callback to use
  107416. */
  107417. onbuttondown(callback: (buttonPressed: DualShockButton) => void): void;
  107418. /**
  107419. * Defines the callback to call when a button is released
  107420. * @param callback defines the callback to use
  107421. */
  107422. onbuttonup(callback: (buttonReleased: DualShockButton) => void): void;
  107423. /**
  107424. * Defines the callback to call when a pad is pressed
  107425. * @param callback defines the callback to use
  107426. */
  107427. ondpaddown(callback: (dPadPressed: DualShockDpad) => void): void;
  107428. /**
  107429. * Defines the callback to call when a pad is released
  107430. * @param callback defines the callback to use
  107431. */
  107432. ondpadup(callback: (dPadReleased: DualShockDpad) => void): void;
  107433. private _setButtonValue;
  107434. private _setDPadValue;
  107435. /**
  107436. * Gets the value of the `Cross` button
  107437. */
  107438. /**
  107439. * Sets the value of the `Cross` button
  107440. */
  107441. buttonCross: number;
  107442. /**
  107443. * Gets the value of the `Circle` button
  107444. */
  107445. /**
  107446. * Sets the value of the `Circle` button
  107447. */
  107448. buttonCircle: number;
  107449. /**
  107450. * Gets the value of the `Square` button
  107451. */
  107452. /**
  107453. * Sets the value of the `Square` button
  107454. */
  107455. buttonSquare: number;
  107456. /**
  107457. * Gets the value of the `Triangle` button
  107458. */
  107459. /**
  107460. * Sets the value of the `Triangle` button
  107461. */
  107462. buttonTriangle: number;
  107463. /**
  107464. * Gets the value of the `Options` button
  107465. */
  107466. /**
  107467. * Sets the value of the `Options` button
  107468. */
  107469. buttonOptions: number;
  107470. /**
  107471. * Gets the value of the `Share` button
  107472. */
  107473. /**
  107474. * Sets the value of the `Share` button
  107475. */
  107476. buttonShare: number;
  107477. /**
  107478. * Gets the value of the `L1` button
  107479. */
  107480. /**
  107481. * Sets the value of the `L1` button
  107482. */
  107483. buttonL1: number;
  107484. /**
  107485. * Gets the value of the `R1` button
  107486. */
  107487. /**
  107488. * Sets the value of the `R1` button
  107489. */
  107490. buttonR1: number;
  107491. /**
  107492. * Gets the value of the Left joystick
  107493. */
  107494. /**
  107495. * Sets the value of the Left joystick
  107496. */
  107497. buttonLeftStick: number;
  107498. /**
  107499. * Gets the value of the Right joystick
  107500. */
  107501. /**
  107502. * Sets the value of the Right joystick
  107503. */
  107504. buttonRightStick: number;
  107505. /**
  107506. * Gets the value of D-pad up
  107507. */
  107508. /**
  107509. * Sets the value of D-pad up
  107510. */
  107511. dPadUp: number;
  107512. /**
  107513. * Gets the value of D-pad down
  107514. */
  107515. /**
  107516. * Sets the value of D-pad down
  107517. */
  107518. dPadDown: number;
  107519. /**
  107520. * Gets the value of D-pad left
  107521. */
  107522. /**
  107523. * Sets the value of D-pad left
  107524. */
  107525. dPadLeft: number;
  107526. /**
  107527. * Gets the value of D-pad right
  107528. */
  107529. /**
  107530. * Sets the value of D-pad right
  107531. */
  107532. dPadRight: number;
  107533. /**
  107534. * Force the gamepad to synchronize with device values
  107535. */
  107536. update(): void;
  107537. /**
  107538. * Disposes the gamepad
  107539. */
  107540. dispose(): void;
  107541. }
  107542. }
  107543. declare module BABYLON {
  107544. /**
  107545. * Manager for handling gamepads
  107546. */
  107547. export class GamepadManager {
  107548. private _scene?;
  107549. private _babylonGamepads;
  107550. private _oneGamepadConnected;
  107551. /** @hidden */
  107552. _isMonitoring: boolean;
  107553. private _gamepadEventSupported;
  107554. private _gamepadSupport;
  107555. /**
  107556. * observable to be triggered when the gamepad controller has been connected
  107557. */
  107558. onGamepadConnectedObservable: Observable<Gamepad>;
  107559. /**
  107560. * observable to be triggered when the gamepad controller has been disconnected
  107561. */
  107562. onGamepadDisconnectedObservable: Observable<Gamepad>;
  107563. private _onGamepadConnectedEvent;
  107564. private _onGamepadDisconnectedEvent;
  107565. /**
  107566. * Initializes the gamepad manager
  107567. * @param _scene BabylonJS scene
  107568. */
  107569. constructor(_scene?: Scene | undefined);
  107570. /**
  107571. * The gamepads in the game pad manager
  107572. */
  107573. readonly gamepads: Gamepad[];
  107574. /**
  107575. * Get the gamepad controllers based on type
  107576. * @param type The type of gamepad controller
  107577. * @returns Nullable gamepad
  107578. */
  107579. getGamepadByType(type?: number): Nullable<Gamepad>;
  107580. /**
  107581. * Disposes the gamepad manager
  107582. */
  107583. dispose(): void;
  107584. private _addNewGamepad;
  107585. private _startMonitoringGamepads;
  107586. private _stopMonitoringGamepads;
  107587. /** @hidden */
  107588. _checkGamepadsStatus(): void;
  107589. private _updateGamepadObjects;
  107590. }
  107591. }
  107592. declare module BABYLON {
  107593. interface Scene {
  107594. /** @hidden */
  107595. _gamepadManager: Nullable<GamepadManager>;
  107596. /**
  107597. * Gets the gamepad manager associated with the scene
  107598. * @see http://doc.babylonjs.com/how_to/how_to_use_gamepads
  107599. */
  107600. gamepadManager: GamepadManager;
  107601. }
  107602. /**
  107603. * Interface representing a free camera inputs manager
  107604. */
  107605. interface FreeCameraInputsManager {
  107606. /**
  107607. * Adds gamepad input support to the FreeCameraInputsManager.
  107608. * @returns the FreeCameraInputsManager
  107609. */
  107610. addGamepad(): FreeCameraInputsManager;
  107611. }
  107612. /**
  107613. * Interface representing an arc rotate camera inputs manager
  107614. */
  107615. interface ArcRotateCameraInputsManager {
  107616. /**
  107617. * Adds gamepad input support to the ArcRotateCamera InputManager.
  107618. * @returns the camera inputs manager
  107619. */
  107620. addGamepad(): ArcRotateCameraInputsManager;
  107621. }
  107622. /**
  107623. * Defines the gamepad scene component responsible to manage gamepads in a given scene
  107624. */
  107625. export class GamepadSystemSceneComponent implements ISceneComponent {
  107626. /**
  107627. * The component name helpfull to identify the component in the list of scene components.
  107628. */
  107629. readonly name: string;
  107630. /**
  107631. * The scene the component belongs to.
  107632. */
  107633. scene: Scene;
  107634. /**
  107635. * Creates a new instance of the component for the given scene
  107636. * @param scene Defines the scene to register the component in
  107637. */
  107638. constructor(scene: Scene);
  107639. /**
  107640. * Registers the component in a given scene
  107641. */
  107642. register(): void;
  107643. /**
  107644. * Rebuilds the elements related to this component in case of
  107645. * context lost for instance.
  107646. */
  107647. rebuild(): void;
  107648. /**
  107649. * Disposes the component and the associated ressources
  107650. */
  107651. dispose(): void;
  107652. private _beforeCameraUpdate;
  107653. }
  107654. }
  107655. declare module BABYLON {
  107656. /**
  107657. * 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,
  107658. * which still works and will still be found in many Playgrounds.
  107659. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107660. */
  107661. export class UniversalCamera extends TouchCamera {
  107662. /**
  107663. * Defines the gamepad rotation sensiblity.
  107664. * This is the threshold from when rotation starts to be accounted for to prevent jittering.
  107665. */
  107666. gamepadAngularSensibility: number;
  107667. /**
  107668. * Defines the gamepad move sensiblity.
  107669. * This is the threshold from when moving starts to be accounted for for to prevent jittering.
  107670. */
  107671. gamepadMoveSensibility: number;
  107672. /**
  107673. * 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,
  107674. * which still works and will still be found in many Playgrounds.
  107675. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107676. * @param name Define the name of the camera in the scene
  107677. * @param position Define the start position of the camera in the scene
  107678. * @param scene Define the scene the camera belongs to
  107679. */
  107680. constructor(name: string, position: Vector3, scene: Scene);
  107681. /**
  107682. * Gets the current object class name.
  107683. * @return the class name
  107684. */
  107685. getClassName(): string;
  107686. }
  107687. }
  107688. declare module BABYLON {
  107689. /**
  107690. * This represents a FPS type of camera. This is only here for back compat purpose.
  107691. * Please use the UniversalCamera instead as both are identical.
  107692. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107693. */
  107694. export class GamepadCamera extends UniversalCamera {
  107695. /**
  107696. * Instantiates a new Gamepad Camera
  107697. * This represents a FPS type of camera. This is only here for back compat purpose.
  107698. * Please use the UniversalCamera instead as both are identical.
  107699. * @see http://doc.babylonjs.com/features/cameras#universal-camera
  107700. * @param name Define the name of the camera in the scene
  107701. * @param position Define the start position of the camera in the scene
  107702. * @param scene Define the scene the camera belongs to
  107703. */
  107704. constructor(name: string, position: Vector3, scene: Scene);
  107705. /**
  107706. * Gets the current object class name.
  107707. * @return the class name
  107708. */
  107709. getClassName(): string;
  107710. }
  107711. }
  107712. declare module BABYLON {
  107713. /** @hidden */
  107714. export var passPixelShader: {
  107715. name: string;
  107716. shader: string;
  107717. };
  107718. }
  107719. declare module BABYLON {
  107720. /** @hidden */
  107721. export var passCubePixelShader: {
  107722. name: string;
  107723. shader: string;
  107724. };
  107725. }
  107726. declare module BABYLON {
  107727. /**
  107728. * PassPostProcess which produces an output the same as it's input
  107729. */
  107730. export class PassPostProcess extends PostProcess {
  107731. /**
  107732. * Creates the PassPostProcess
  107733. * @param name The name of the effect.
  107734. * @param options The required width/height ratio to downsize to before computing the render pass.
  107735. * @param camera The camera to apply the render pass to.
  107736. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107737. * @param engine The engine which the post process will be applied. (default: current engine)
  107738. * @param reusable If the post process can be reused on the same frame. (default: false)
  107739. * @param textureType The type of texture to be used when performing the post processing.
  107740. * @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)
  107741. */
  107742. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107743. }
  107744. /**
  107745. * PassCubePostProcess which produces an output the same as it's input (which must be a cube texture)
  107746. */
  107747. export class PassCubePostProcess extends PostProcess {
  107748. private _face;
  107749. /**
  107750. * Gets or sets the cube face to display.
  107751. * * 0 is +X
  107752. * * 1 is -X
  107753. * * 2 is +Y
  107754. * * 3 is -Y
  107755. * * 4 is +Z
  107756. * * 5 is -Z
  107757. */
  107758. face: number;
  107759. /**
  107760. * Creates the PassCubePostProcess
  107761. * @param name The name of the effect.
  107762. * @param options The required width/height ratio to downsize to before computing the render pass.
  107763. * @param camera The camera to apply the render pass to.
  107764. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107765. * @param engine The engine which the post process will be applied. (default: current engine)
  107766. * @param reusable If the post process can be reused on the same frame. (default: false)
  107767. * @param textureType The type of texture to be used when performing the post processing.
  107768. * @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)
  107769. */
  107770. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  107771. }
  107772. }
  107773. declare module BABYLON {
  107774. /** @hidden */
  107775. export var anaglyphPixelShader: {
  107776. name: string;
  107777. shader: string;
  107778. };
  107779. }
  107780. declare module BABYLON {
  107781. /**
  107782. * Postprocess used to generate anaglyphic rendering
  107783. */
  107784. export class AnaglyphPostProcess extends PostProcess {
  107785. private _passedProcess;
  107786. /**
  107787. * Creates a new AnaglyphPostProcess
  107788. * @param name defines postprocess name
  107789. * @param options defines creation options or target ratio scale
  107790. * @param rigCameras defines cameras using this postprocess
  107791. * @param samplingMode defines required sampling mode (BABYLON.Texture.NEAREST_SAMPLINGMODE by default)
  107792. * @param engine defines hosting engine
  107793. * @param reusable defines if the postprocess will be reused multiple times per frame
  107794. */
  107795. constructor(name: string, options: number | PostProcessOptions, rigCameras: Camera[], samplingMode?: number, engine?: Engine, reusable?: boolean);
  107796. }
  107797. }
  107798. declare module BABYLON {
  107799. /**
  107800. * Camera used to simulate anaglyphic rendering (based on ArcRotateCamera)
  107801. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107802. */
  107803. export class AnaglyphArcRotateCamera extends ArcRotateCamera {
  107804. /**
  107805. * Creates a new AnaglyphArcRotateCamera
  107806. * @param name defines camera name
  107807. * @param alpha defines alpha angle (in radians)
  107808. * @param beta defines beta angle (in radians)
  107809. * @param radius defines radius
  107810. * @param target defines camera target
  107811. * @param interaxialDistance defines distance between each color axis
  107812. * @param scene defines the hosting scene
  107813. */
  107814. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, scene: Scene);
  107815. /**
  107816. * Gets camera class name
  107817. * @returns AnaglyphArcRotateCamera
  107818. */
  107819. getClassName(): string;
  107820. }
  107821. }
  107822. declare module BABYLON {
  107823. /**
  107824. * Camera used to simulate anaglyphic rendering (based on FreeCamera)
  107825. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107826. */
  107827. export class AnaglyphFreeCamera extends FreeCamera {
  107828. /**
  107829. * Creates a new AnaglyphFreeCamera
  107830. * @param name defines camera name
  107831. * @param position defines initial position
  107832. * @param interaxialDistance defines distance between each color axis
  107833. * @param scene defines the hosting scene
  107834. */
  107835. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107836. /**
  107837. * Gets camera class name
  107838. * @returns AnaglyphFreeCamera
  107839. */
  107840. getClassName(): string;
  107841. }
  107842. }
  107843. declare module BABYLON {
  107844. /**
  107845. * Camera used to simulate anaglyphic rendering (based on GamepadCamera)
  107846. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107847. */
  107848. export class AnaglyphGamepadCamera extends GamepadCamera {
  107849. /**
  107850. * Creates a new AnaglyphGamepadCamera
  107851. * @param name defines camera name
  107852. * @param position defines initial position
  107853. * @param interaxialDistance defines distance between each color axis
  107854. * @param scene defines the hosting scene
  107855. */
  107856. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107857. /**
  107858. * Gets camera class name
  107859. * @returns AnaglyphGamepadCamera
  107860. */
  107861. getClassName(): string;
  107862. }
  107863. }
  107864. declare module BABYLON {
  107865. /**
  107866. * Camera used to simulate anaglyphic rendering (based on UniversalCamera)
  107867. * @see http://doc.babylonjs.com/features/cameras#anaglyph-cameras
  107868. */
  107869. export class AnaglyphUniversalCamera extends UniversalCamera {
  107870. /**
  107871. * Creates a new AnaglyphUniversalCamera
  107872. * @param name defines camera name
  107873. * @param position defines initial position
  107874. * @param interaxialDistance defines distance between each color axis
  107875. * @param scene defines the hosting scene
  107876. */
  107877. constructor(name: string, position: Vector3, interaxialDistance: number, scene: Scene);
  107878. /**
  107879. * Gets camera class name
  107880. * @returns AnaglyphUniversalCamera
  107881. */
  107882. getClassName(): string;
  107883. }
  107884. }
  107885. declare module BABYLON {
  107886. /** @hidden */
  107887. export var stereoscopicInterlacePixelShader: {
  107888. name: string;
  107889. shader: string;
  107890. };
  107891. }
  107892. declare module BABYLON {
  107893. /**
  107894. * StereoscopicInterlacePostProcess used to render stereo views from a rigged camera
  107895. */
  107896. export class StereoscopicInterlacePostProcess extends PostProcess {
  107897. private _stepSize;
  107898. private _passedProcess;
  107899. /**
  107900. * Initializes a StereoscopicInterlacePostProcess
  107901. * @param name The name of the effect.
  107902. * @param rigCameras The rig cameras to be appled to the post process
  107903. * @param isStereoscopicHoriz If the rendered results are horizontal or verticle
  107904. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  107905. * @param engine The engine which the post process will be applied. (default: current engine)
  107906. * @param reusable If the post process can be reused on the same frame. (default: false)
  107907. */
  107908. constructor(name: string, rigCameras: Camera[], isStereoscopicHoriz: boolean, samplingMode?: number, engine?: Engine, reusable?: boolean);
  107909. }
  107910. }
  107911. declare module BABYLON {
  107912. /**
  107913. * Camera used to simulate stereoscopic rendering (based on ArcRotateCamera)
  107914. * @see http://doc.babylonjs.com/features/cameras
  107915. */
  107916. export class StereoscopicArcRotateCamera extends ArcRotateCamera {
  107917. /**
  107918. * Creates a new StereoscopicArcRotateCamera
  107919. * @param name defines camera name
  107920. * @param alpha defines alpha angle (in radians)
  107921. * @param beta defines beta angle (in radians)
  107922. * @param radius defines radius
  107923. * @param target defines camera target
  107924. * @param interaxialDistance defines distance between each color axis
  107925. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107926. * @param scene defines the hosting scene
  107927. */
  107928. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107929. /**
  107930. * Gets camera class name
  107931. * @returns StereoscopicArcRotateCamera
  107932. */
  107933. getClassName(): string;
  107934. }
  107935. }
  107936. declare module BABYLON {
  107937. /**
  107938. * Camera used to simulate stereoscopic rendering (based on FreeCamera)
  107939. * @see http://doc.babylonjs.com/features/cameras
  107940. */
  107941. export class StereoscopicFreeCamera extends FreeCamera {
  107942. /**
  107943. * Creates a new StereoscopicFreeCamera
  107944. * @param name defines camera name
  107945. * @param position defines initial position
  107946. * @param interaxialDistance defines distance between each color axis
  107947. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107948. * @param scene defines the hosting scene
  107949. */
  107950. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107951. /**
  107952. * Gets camera class name
  107953. * @returns StereoscopicFreeCamera
  107954. */
  107955. getClassName(): string;
  107956. }
  107957. }
  107958. declare module BABYLON {
  107959. /**
  107960. * Camera used to simulate stereoscopic rendering (based on GamepadCamera)
  107961. * @see http://doc.babylonjs.com/features/cameras
  107962. */
  107963. export class StereoscopicGamepadCamera extends GamepadCamera {
  107964. /**
  107965. * Creates a new StereoscopicGamepadCamera
  107966. * @param name defines camera name
  107967. * @param position defines initial position
  107968. * @param interaxialDistance defines distance between each color axis
  107969. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107970. * @param scene defines the hosting scene
  107971. */
  107972. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107973. /**
  107974. * Gets camera class name
  107975. * @returns StereoscopicGamepadCamera
  107976. */
  107977. getClassName(): string;
  107978. }
  107979. }
  107980. declare module BABYLON {
  107981. /**
  107982. * Camera used to simulate stereoscopic rendering (based on UniversalCamera)
  107983. * @see http://doc.babylonjs.com/features/cameras
  107984. */
  107985. export class StereoscopicUniversalCamera extends UniversalCamera {
  107986. /**
  107987. * Creates a new StereoscopicUniversalCamera
  107988. * @param name defines camera name
  107989. * @param position defines initial position
  107990. * @param interaxialDistance defines distance between each color axis
  107991. * @param isStereoscopicSideBySide defines is stereoscopic is done side by side or over under
  107992. * @param scene defines the hosting scene
  107993. */
  107994. constructor(name: string, position: Vector3, interaxialDistance: number, isStereoscopicSideBySide: boolean, scene: Scene);
  107995. /**
  107996. * Gets camera class name
  107997. * @returns StereoscopicUniversalCamera
  107998. */
  107999. getClassName(): string;
  108000. }
  108001. }
  108002. declare module BABYLON {
  108003. /**
  108004. * This represents a free type of camera. It can be useful in First Person Shooter game for instance.
  108005. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108006. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108007. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108008. */
  108009. export class VirtualJoysticksCamera extends FreeCamera {
  108010. /**
  108011. * Intantiates a VirtualJoysticksCamera. It can be useful in First Person Shooter game for instance.
  108012. * It is identical to the Free Camera and simply adds by default a virtual joystick.
  108013. * Virtual Joysticks are on-screen 2D graphics that are used to control the camera or other scene items.
  108014. * @see http://doc.babylonjs.com/features/cameras#virtual-joysticks-camera
  108015. * @param name Define the name of the camera in the scene
  108016. * @param position Define the start position of the camera in the scene
  108017. * @param scene Define the scene the camera belongs to
  108018. */
  108019. constructor(name: string, position: Vector3, scene: Scene);
  108020. /**
  108021. * Gets the current object class name.
  108022. * @return the class name
  108023. */
  108024. getClassName(): string;
  108025. }
  108026. }
  108027. declare module BABYLON {
  108028. /**
  108029. * This represents all the required metrics to create a VR camera.
  108030. * @see http://doc.babylonjs.com/babylon101/cameras#device-orientation-camera
  108031. */
  108032. export class VRCameraMetrics {
  108033. /**
  108034. * Define the horizontal resolution off the screen.
  108035. */
  108036. hResolution: number;
  108037. /**
  108038. * Define the vertical resolution off the screen.
  108039. */
  108040. vResolution: number;
  108041. /**
  108042. * Define the horizontal screen size.
  108043. */
  108044. hScreenSize: number;
  108045. /**
  108046. * Define the vertical screen size.
  108047. */
  108048. vScreenSize: number;
  108049. /**
  108050. * Define the vertical screen center position.
  108051. */
  108052. vScreenCenter: number;
  108053. /**
  108054. * Define the distance of the eyes to the screen.
  108055. */
  108056. eyeToScreenDistance: number;
  108057. /**
  108058. * Define the distance between both lenses
  108059. */
  108060. lensSeparationDistance: number;
  108061. /**
  108062. * Define the distance between both viewer's eyes.
  108063. */
  108064. interpupillaryDistance: number;
  108065. /**
  108066. * Define the distortion factor of the VR postprocess.
  108067. * Please, touch with care.
  108068. */
  108069. distortionK: number[];
  108070. /**
  108071. * Define the chromatic aberration correction factors for the VR post process.
  108072. */
  108073. chromaAbCorrection: number[];
  108074. /**
  108075. * Define the scale factor of the post process.
  108076. * The smaller the better but the slower.
  108077. */
  108078. postProcessScaleFactor: number;
  108079. /**
  108080. * Define an offset for the lens center.
  108081. */
  108082. lensCenterOffset: number;
  108083. /**
  108084. * Define if the current vr camera should compensate the distortion of the lense or not.
  108085. */
  108086. compensateDistortion: boolean;
  108087. /**
  108088. * Defines if multiview should be enabled when rendering (Default: false)
  108089. */
  108090. multiviewEnabled: boolean;
  108091. /**
  108092. * Gets the rendering aspect ratio based on the provided resolutions.
  108093. */
  108094. readonly aspectRatio: number;
  108095. /**
  108096. * Gets the aspect ratio based on the FOV, scale factors, and real screen sizes.
  108097. */
  108098. readonly aspectRatioFov: number;
  108099. /**
  108100. * @hidden
  108101. */
  108102. readonly leftHMatrix: Matrix;
  108103. /**
  108104. * @hidden
  108105. */
  108106. readonly rightHMatrix: Matrix;
  108107. /**
  108108. * @hidden
  108109. */
  108110. readonly leftPreViewMatrix: Matrix;
  108111. /**
  108112. * @hidden
  108113. */
  108114. readonly rightPreViewMatrix: Matrix;
  108115. /**
  108116. * Get the default VRMetrics based on the most generic setup.
  108117. * @returns the default vr metrics
  108118. */
  108119. static GetDefault(): VRCameraMetrics;
  108120. }
  108121. }
  108122. declare module BABYLON {
  108123. /** @hidden */
  108124. export var vrDistortionCorrectionPixelShader: {
  108125. name: string;
  108126. shader: string;
  108127. };
  108128. }
  108129. declare module BABYLON {
  108130. /**
  108131. * VRDistortionCorrectionPostProcess used for mobile VR
  108132. */
  108133. export class VRDistortionCorrectionPostProcess extends PostProcess {
  108134. private _isRightEye;
  108135. private _distortionFactors;
  108136. private _postProcessScaleFactor;
  108137. private _lensCenterOffset;
  108138. private _scaleIn;
  108139. private _scaleFactor;
  108140. private _lensCenter;
  108141. /**
  108142. * Initializes the VRDistortionCorrectionPostProcess
  108143. * @param name The name of the effect.
  108144. * @param camera The camera to apply the render pass to.
  108145. * @param isRightEye If this is for the right eye distortion
  108146. * @param vrMetrics All the required metrics for the VR camera
  108147. */
  108148. constructor(name: string, camera: Camera, isRightEye: boolean, vrMetrics: VRCameraMetrics);
  108149. }
  108150. }
  108151. declare module BABYLON {
  108152. /**
  108153. * Camera used to simulate VR rendering (based on ArcRotateCamera)
  108154. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108155. */
  108156. export class VRDeviceOrientationArcRotateCamera extends ArcRotateCamera {
  108157. /**
  108158. * Creates a new VRDeviceOrientationArcRotateCamera
  108159. * @param name defines camera name
  108160. * @param alpha defines the camera rotation along the logitudinal axis
  108161. * @param beta defines the camera rotation along the latitudinal axis
  108162. * @param radius defines the camera distance from its target
  108163. * @param target defines the camera target
  108164. * @param scene defines the scene the camera belongs to
  108165. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108166. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108167. */
  108168. constructor(name: string, alpha: number, beta: number, radius: number, target: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108169. /**
  108170. * Gets camera class name
  108171. * @returns VRDeviceOrientationArcRotateCamera
  108172. */
  108173. getClassName(): string;
  108174. }
  108175. }
  108176. declare module BABYLON {
  108177. /**
  108178. * Camera used to simulate VR rendering (based on FreeCamera)
  108179. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108180. */
  108181. export class VRDeviceOrientationFreeCamera extends DeviceOrientationCamera {
  108182. /**
  108183. * Creates a new VRDeviceOrientationFreeCamera
  108184. * @param name defines camera name
  108185. * @param position defines the start position of the camera
  108186. * @param scene defines the scene the camera belongs to
  108187. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108188. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108189. */
  108190. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108191. /**
  108192. * Gets camera class name
  108193. * @returns VRDeviceOrientationFreeCamera
  108194. */
  108195. getClassName(): string;
  108196. }
  108197. }
  108198. declare module BABYLON {
  108199. /**
  108200. * Camera used to simulate VR rendering (based on VRDeviceOrientationFreeCamera)
  108201. * @see http://doc.babylonjs.com/babylon101/cameras#vr-device-orientation-cameras
  108202. */
  108203. export class VRDeviceOrientationGamepadCamera extends VRDeviceOrientationFreeCamera {
  108204. /**
  108205. * Creates a new VRDeviceOrientationGamepadCamera
  108206. * @param name defines camera name
  108207. * @param position defines the start position of the camera
  108208. * @param scene defines the scene the camera belongs to
  108209. * @param compensateDistortion defines if the camera needs to compensate the lens distorsion
  108210. * @param vrCameraMetrics defines the vr metrics associated to the camera
  108211. */
  108212. constructor(name: string, position: Vector3, scene: Scene, compensateDistortion?: boolean, vrCameraMetrics?: VRCameraMetrics);
  108213. /**
  108214. * Gets camera class name
  108215. * @returns VRDeviceOrientationGamepadCamera
  108216. */
  108217. getClassName(): string;
  108218. }
  108219. }
  108220. declare module BABYLON {
  108221. /**
  108222. * Base class of materials working in push mode in babylon JS
  108223. * @hidden
  108224. */
  108225. export class PushMaterial extends Material {
  108226. protected _activeEffect: Effect;
  108227. protected _normalMatrix: Matrix;
  108228. /**
  108229. * Gets or sets a boolean indicating that the material is allowed to do shader hot swapping.
  108230. * This means that the material can keep using a previous shader while a new one is being compiled.
  108231. * This is mostly used when shader parallel compilation is supported (true by default)
  108232. */
  108233. allowShaderHotSwapping: boolean;
  108234. constructor(name: string, scene: Scene);
  108235. getEffect(): Effect;
  108236. isReady(mesh?: AbstractMesh, useInstances?: boolean): boolean;
  108237. /**
  108238. * Binds the given world matrix to the active effect
  108239. *
  108240. * @param world the matrix to bind
  108241. */
  108242. bindOnlyWorldMatrix(world: Matrix): void;
  108243. /**
  108244. * Binds the given normal matrix to the active effect
  108245. *
  108246. * @param normalMatrix the matrix to bind
  108247. */
  108248. bindOnlyNormalMatrix(normalMatrix: Matrix): void;
  108249. bind(world: Matrix, mesh?: Mesh): void;
  108250. protected _afterBind(mesh: Mesh, effect?: Nullable<Effect>): void;
  108251. protected _mustRebind(scene: Scene, effect: Effect, visibility?: number): boolean;
  108252. }
  108253. }
  108254. declare module BABYLON {
  108255. /**
  108256. * This groups all the flags used to control the materials channel.
  108257. */
  108258. export class MaterialFlags {
  108259. private static _DiffuseTextureEnabled;
  108260. /**
  108261. * Are diffuse textures enabled in the application.
  108262. */
  108263. static DiffuseTextureEnabled: boolean;
  108264. private static _AmbientTextureEnabled;
  108265. /**
  108266. * Are ambient textures enabled in the application.
  108267. */
  108268. static AmbientTextureEnabled: boolean;
  108269. private static _OpacityTextureEnabled;
  108270. /**
  108271. * Are opacity textures enabled in the application.
  108272. */
  108273. static OpacityTextureEnabled: boolean;
  108274. private static _ReflectionTextureEnabled;
  108275. /**
  108276. * Are reflection textures enabled in the application.
  108277. */
  108278. static ReflectionTextureEnabled: boolean;
  108279. private static _EmissiveTextureEnabled;
  108280. /**
  108281. * Are emissive textures enabled in the application.
  108282. */
  108283. static EmissiveTextureEnabled: boolean;
  108284. private static _SpecularTextureEnabled;
  108285. /**
  108286. * Are specular textures enabled in the application.
  108287. */
  108288. static SpecularTextureEnabled: boolean;
  108289. private static _BumpTextureEnabled;
  108290. /**
  108291. * Are bump textures enabled in the application.
  108292. */
  108293. static BumpTextureEnabled: boolean;
  108294. private static _LightmapTextureEnabled;
  108295. /**
  108296. * Are lightmap textures enabled in the application.
  108297. */
  108298. static LightmapTextureEnabled: boolean;
  108299. private static _RefractionTextureEnabled;
  108300. /**
  108301. * Are refraction textures enabled in the application.
  108302. */
  108303. static RefractionTextureEnabled: boolean;
  108304. private static _ColorGradingTextureEnabled;
  108305. /**
  108306. * Are color grading textures enabled in the application.
  108307. */
  108308. static ColorGradingTextureEnabled: boolean;
  108309. private static _FresnelEnabled;
  108310. /**
  108311. * Are fresnels enabled in the application.
  108312. */
  108313. static FresnelEnabled: boolean;
  108314. private static _ClearCoatTextureEnabled;
  108315. /**
  108316. * Are clear coat textures enabled in the application.
  108317. */
  108318. static ClearCoatTextureEnabled: boolean;
  108319. private static _ClearCoatBumpTextureEnabled;
  108320. /**
  108321. * Are clear coat bump textures enabled in the application.
  108322. */
  108323. static ClearCoatBumpTextureEnabled: boolean;
  108324. private static _ClearCoatTintTextureEnabled;
  108325. /**
  108326. * Are clear coat tint textures enabled in the application.
  108327. */
  108328. static ClearCoatTintTextureEnabled: boolean;
  108329. private static _SheenTextureEnabled;
  108330. /**
  108331. * Are sheen textures enabled in the application.
  108332. */
  108333. static SheenTextureEnabled: boolean;
  108334. private static _AnisotropicTextureEnabled;
  108335. /**
  108336. * Are anisotropic textures enabled in the application.
  108337. */
  108338. static AnisotropicTextureEnabled: boolean;
  108339. private static _ThicknessTextureEnabled;
  108340. /**
  108341. * Are thickness textures enabled in the application.
  108342. */
  108343. static ThicknessTextureEnabled: boolean;
  108344. }
  108345. }
  108346. declare module BABYLON {
  108347. /** @hidden */
  108348. export var defaultFragmentDeclaration: {
  108349. name: string;
  108350. shader: string;
  108351. };
  108352. }
  108353. declare module BABYLON {
  108354. /** @hidden */
  108355. export var defaultUboDeclaration: {
  108356. name: string;
  108357. shader: string;
  108358. };
  108359. }
  108360. declare module BABYLON {
  108361. /** @hidden */
  108362. export var lightFragmentDeclaration: {
  108363. name: string;
  108364. shader: string;
  108365. };
  108366. }
  108367. declare module BABYLON {
  108368. /** @hidden */
  108369. export var lightUboDeclaration: {
  108370. name: string;
  108371. shader: string;
  108372. };
  108373. }
  108374. declare module BABYLON {
  108375. /** @hidden */
  108376. export var lightsFragmentFunctions: {
  108377. name: string;
  108378. shader: string;
  108379. };
  108380. }
  108381. declare module BABYLON {
  108382. /** @hidden */
  108383. export var shadowsFragmentFunctions: {
  108384. name: string;
  108385. shader: string;
  108386. };
  108387. }
  108388. declare module BABYLON {
  108389. /** @hidden */
  108390. export var fresnelFunction: {
  108391. name: string;
  108392. shader: string;
  108393. };
  108394. }
  108395. declare module BABYLON {
  108396. /** @hidden */
  108397. export var reflectionFunction: {
  108398. name: string;
  108399. shader: string;
  108400. };
  108401. }
  108402. declare module BABYLON {
  108403. /** @hidden */
  108404. export var bumpFragmentFunctions: {
  108405. name: string;
  108406. shader: string;
  108407. };
  108408. }
  108409. declare module BABYLON {
  108410. /** @hidden */
  108411. export var logDepthDeclaration: {
  108412. name: string;
  108413. shader: string;
  108414. };
  108415. }
  108416. declare module BABYLON {
  108417. /** @hidden */
  108418. export var bumpFragment: {
  108419. name: string;
  108420. shader: string;
  108421. };
  108422. }
  108423. declare module BABYLON {
  108424. /** @hidden */
  108425. export var depthPrePass: {
  108426. name: string;
  108427. shader: string;
  108428. };
  108429. }
  108430. declare module BABYLON {
  108431. /** @hidden */
  108432. export var lightFragment: {
  108433. name: string;
  108434. shader: string;
  108435. };
  108436. }
  108437. declare module BABYLON {
  108438. /** @hidden */
  108439. export var logDepthFragment: {
  108440. name: string;
  108441. shader: string;
  108442. };
  108443. }
  108444. declare module BABYLON {
  108445. /** @hidden */
  108446. export var defaultPixelShader: {
  108447. name: string;
  108448. shader: string;
  108449. };
  108450. }
  108451. declare module BABYLON {
  108452. /** @hidden */
  108453. export var defaultVertexDeclaration: {
  108454. name: string;
  108455. shader: string;
  108456. };
  108457. }
  108458. declare module BABYLON {
  108459. /** @hidden */
  108460. export var bumpVertexDeclaration: {
  108461. name: string;
  108462. shader: string;
  108463. };
  108464. }
  108465. declare module BABYLON {
  108466. /** @hidden */
  108467. export var bumpVertex: {
  108468. name: string;
  108469. shader: string;
  108470. };
  108471. }
  108472. declare module BABYLON {
  108473. /** @hidden */
  108474. export var fogVertex: {
  108475. name: string;
  108476. shader: string;
  108477. };
  108478. }
  108479. declare module BABYLON {
  108480. /** @hidden */
  108481. export var shadowsVertex: {
  108482. name: string;
  108483. shader: string;
  108484. };
  108485. }
  108486. declare module BABYLON {
  108487. /** @hidden */
  108488. export var pointCloudVertex: {
  108489. name: string;
  108490. shader: string;
  108491. };
  108492. }
  108493. declare module BABYLON {
  108494. /** @hidden */
  108495. export var logDepthVertex: {
  108496. name: string;
  108497. shader: string;
  108498. };
  108499. }
  108500. declare module BABYLON {
  108501. /** @hidden */
  108502. export var defaultVertexShader: {
  108503. name: string;
  108504. shader: string;
  108505. };
  108506. }
  108507. declare module BABYLON {
  108508. /** @hidden */
  108509. export class StandardMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  108510. MAINUV1: boolean;
  108511. MAINUV2: boolean;
  108512. DIFFUSE: boolean;
  108513. DIFFUSEDIRECTUV: number;
  108514. AMBIENT: boolean;
  108515. AMBIENTDIRECTUV: number;
  108516. OPACITY: boolean;
  108517. OPACITYDIRECTUV: number;
  108518. OPACITYRGB: boolean;
  108519. REFLECTION: boolean;
  108520. EMISSIVE: boolean;
  108521. EMISSIVEDIRECTUV: number;
  108522. SPECULAR: boolean;
  108523. SPECULARDIRECTUV: number;
  108524. BUMP: boolean;
  108525. BUMPDIRECTUV: number;
  108526. PARALLAX: boolean;
  108527. PARALLAXOCCLUSION: boolean;
  108528. SPECULAROVERALPHA: boolean;
  108529. CLIPPLANE: boolean;
  108530. CLIPPLANE2: boolean;
  108531. CLIPPLANE3: boolean;
  108532. CLIPPLANE4: boolean;
  108533. ALPHATEST: boolean;
  108534. DEPTHPREPASS: boolean;
  108535. ALPHAFROMDIFFUSE: boolean;
  108536. POINTSIZE: boolean;
  108537. FOG: boolean;
  108538. SPECULARTERM: boolean;
  108539. DIFFUSEFRESNEL: boolean;
  108540. OPACITYFRESNEL: boolean;
  108541. REFLECTIONFRESNEL: boolean;
  108542. REFRACTIONFRESNEL: boolean;
  108543. EMISSIVEFRESNEL: boolean;
  108544. FRESNEL: boolean;
  108545. NORMAL: boolean;
  108546. UV1: boolean;
  108547. UV2: boolean;
  108548. VERTEXCOLOR: boolean;
  108549. VERTEXALPHA: boolean;
  108550. NUM_BONE_INFLUENCERS: number;
  108551. BonesPerMesh: number;
  108552. BONETEXTURE: boolean;
  108553. INSTANCES: boolean;
  108554. GLOSSINESS: boolean;
  108555. ROUGHNESS: boolean;
  108556. EMISSIVEASILLUMINATION: boolean;
  108557. LINKEMISSIVEWITHDIFFUSE: boolean;
  108558. REFLECTIONFRESNELFROMSPECULAR: boolean;
  108559. LIGHTMAP: boolean;
  108560. LIGHTMAPDIRECTUV: number;
  108561. OBJECTSPACE_NORMALMAP: boolean;
  108562. USELIGHTMAPASSHADOWMAP: boolean;
  108563. REFLECTIONMAP_3D: boolean;
  108564. REFLECTIONMAP_SPHERICAL: boolean;
  108565. REFLECTIONMAP_PLANAR: boolean;
  108566. REFLECTIONMAP_CUBIC: boolean;
  108567. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  108568. REFLECTIONMAP_PROJECTION: boolean;
  108569. REFLECTIONMAP_SKYBOX: boolean;
  108570. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  108571. REFLECTIONMAP_EXPLICIT: boolean;
  108572. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  108573. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  108574. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  108575. INVERTCUBICMAP: boolean;
  108576. LOGARITHMICDEPTH: boolean;
  108577. REFRACTION: boolean;
  108578. REFRACTIONMAP_3D: boolean;
  108579. REFLECTIONOVERALPHA: boolean;
  108580. TWOSIDEDLIGHTING: boolean;
  108581. SHADOWFLOAT: boolean;
  108582. MORPHTARGETS: boolean;
  108583. MORPHTARGETS_NORMAL: boolean;
  108584. MORPHTARGETS_TANGENT: boolean;
  108585. MORPHTARGETS_UV: boolean;
  108586. NUM_MORPH_INFLUENCERS: number;
  108587. NONUNIFORMSCALING: boolean;
  108588. PREMULTIPLYALPHA: boolean;
  108589. IMAGEPROCESSING: boolean;
  108590. VIGNETTE: boolean;
  108591. VIGNETTEBLENDMODEMULTIPLY: boolean;
  108592. VIGNETTEBLENDMODEOPAQUE: boolean;
  108593. TONEMAPPING: boolean;
  108594. TONEMAPPING_ACES: boolean;
  108595. CONTRAST: boolean;
  108596. COLORCURVES: boolean;
  108597. COLORGRADING: boolean;
  108598. COLORGRADING3D: boolean;
  108599. SAMPLER3DGREENDEPTH: boolean;
  108600. SAMPLER3DBGRMAP: boolean;
  108601. IMAGEPROCESSINGPOSTPROCESS: boolean;
  108602. MULTIVIEW: boolean;
  108603. /**
  108604. * If the reflection texture on this material is in linear color space
  108605. * @hidden
  108606. */
  108607. IS_REFLECTION_LINEAR: boolean;
  108608. /**
  108609. * If the refraction texture on this material is in linear color space
  108610. * @hidden
  108611. */
  108612. IS_REFRACTION_LINEAR: boolean;
  108613. EXPOSURE: boolean;
  108614. constructor();
  108615. setReflectionMode(modeToEnable: string): void;
  108616. }
  108617. /**
  108618. * This is the default material used in Babylon. It is the best trade off between quality
  108619. * and performances.
  108620. * @see http://doc.babylonjs.com/babylon101/materials
  108621. */
  108622. export class StandardMaterial extends PushMaterial {
  108623. private _diffuseTexture;
  108624. /**
  108625. * The basic texture of the material as viewed under a light.
  108626. */
  108627. diffuseTexture: Nullable<BaseTexture>;
  108628. private _ambientTexture;
  108629. /**
  108630. * AKA Occlusion Texture in other nomenclature, it helps adding baked shadows into your material.
  108631. */
  108632. ambientTexture: Nullable<BaseTexture>;
  108633. private _opacityTexture;
  108634. /**
  108635. * Define the transparency of the material from a texture.
  108636. * The final alpha value can be read either from the red channel (if texture.getAlphaFromRGB is false)
  108637. * or from the luminance or the current texel (if texture.getAlphaFromRGB is true)
  108638. */
  108639. opacityTexture: Nullable<BaseTexture>;
  108640. private _reflectionTexture;
  108641. /**
  108642. * Define the texture used to display the reflection.
  108643. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108644. */
  108645. reflectionTexture: Nullable<BaseTexture>;
  108646. private _emissiveTexture;
  108647. /**
  108648. * Define texture of the material as if self lit.
  108649. * This will be mixed in the final result even in the absence of light.
  108650. */
  108651. emissiveTexture: Nullable<BaseTexture>;
  108652. private _specularTexture;
  108653. /**
  108654. * Define how the color and intensity of the highlight given by the light in the material.
  108655. */
  108656. specularTexture: Nullable<BaseTexture>;
  108657. private _bumpTexture;
  108658. /**
  108659. * Bump mapping is a technique to simulate bump and dents on a rendered surface.
  108660. * 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.
  108661. * @see http://doc.babylonjs.com/how_to/more_materials#bump-map
  108662. */
  108663. bumpTexture: Nullable<BaseTexture>;
  108664. private _lightmapTexture;
  108665. /**
  108666. * Complex lighting can be computationally expensive to compute at runtime.
  108667. * To save on computation, lightmaps may be used to store calculated lighting in a texture which will be applied to a given mesh.
  108668. * @see http://doc.babylonjs.com/babylon101/lights#lightmaps
  108669. */
  108670. lightmapTexture: Nullable<BaseTexture>;
  108671. private _refractionTexture;
  108672. /**
  108673. * Define the texture used to display the refraction.
  108674. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108675. */
  108676. refractionTexture: Nullable<BaseTexture>;
  108677. /**
  108678. * The color of the material lit by the environmental background lighting.
  108679. * @see http://doc.babylonjs.com/babylon101/materials#ambient-color-example
  108680. */
  108681. ambientColor: Color3;
  108682. /**
  108683. * The basic color of the material as viewed under a light.
  108684. */
  108685. diffuseColor: Color3;
  108686. /**
  108687. * Define how the color and intensity of the highlight given by the light in the material.
  108688. */
  108689. specularColor: Color3;
  108690. /**
  108691. * Define the color of the material as if self lit.
  108692. * This will be mixed in the final result even in the absence of light.
  108693. */
  108694. emissiveColor: Color3;
  108695. /**
  108696. * Defines how sharp are the highlights in the material.
  108697. * The bigger the value the sharper giving a more glossy feeling to the result.
  108698. * Reversely, the smaller the value the blurrier giving a more rough feeling to the result.
  108699. */
  108700. specularPower: number;
  108701. private _useAlphaFromDiffuseTexture;
  108702. /**
  108703. * Does the transparency come from the diffuse texture alpha channel.
  108704. */
  108705. useAlphaFromDiffuseTexture: boolean;
  108706. private _useEmissiveAsIllumination;
  108707. /**
  108708. * If true, the emissive value is added into the end result, otherwise it is multiplied in.
  108709. */
  108710. useEmissiveAsIllumination: boolean;
  108711. private _linkEmissiveWithDiffuse;
  108712. /**
  108713. * If true, some kind of energy conservation will prevent the end result to be more than 1 by reducing
  108714. * the emissive level when the final color is close to one.
  108715. */
  108716. linkEmissiveWithDiffuse: boolean;
  108717. private _useSpecularOverAlpha;
  108718. /**
  108719. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  108720. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  108721. */
  108722. useSpecularOverAlpha: boolean;
  108723. private _useReflectionOverAlpha;
  108724. /**
  108725. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  108726. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  108727. */
  108728. useReflectionOverAlpha: boolean;
  108729. private _disableLighting;
  108730. /**
  108731. * Does lights from the scene impacts this material.
  108732. * It can be a nice trick for performance to disable lighting on a fully emissive material.
  108733. */
  108734. disableLighting: boolean;
  108735. private _useObjectSpaceNormalMap;
  108736. /**
  108737. * Allows using an object space normal map (instead of tangent space).
  108738. */
  108739. useObjectSpaceNormalMap: boolean;
  108740. private _useParallax;
  108741. /**
  108742. * Is parallax enabled or not.
  108743. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108744. */
  108745. useParallax: boolean;
  108746. private _useParallaxOcclusion;
  108747. /**
  108748. * Is parallax occlusion enabled or not.
  108749. * If true, the outcome is way more realistic than traditional Parallax but you can expect a performance hit that worthes consideration.
  108750. * @see http://doc.babylonjs.com/how_to/using_parallax_mapping
  108751. */
  108752. useParallaxOcclusion: boolean;
  108753. /**
  108754. * 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.
  108755. */
  108756. parallaxScaleBias: number;
  108757. private _roughness;
  108758. /**
  108759. * Helps to define how blurry the reflections should appears in the material.
  108760. */
  108761. roughness: number;
  108762. /**
  108763. * In case of refraction, define the value of the index of refraction.
  108764. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108765. */
  108766. indexOfRefraction: number;
  108767. /**
  108768. * Invert the refraction texture alongside the y axis.
  108769. * It can be useful with procedural textures or probe for instance.
  108770. * @see http://doc.babylonjs.com/how_to/reflect#how-to-obtain-reflections-and-refractions
  108771. */
  108772. invertRefractionY: boolean;
  108773. /**
  108774. * Defines the alpha limits in alpha test mode.
  108775. */
  108776. alphaCutOff: number;
  108777. private _useLightmapAsShadowmap;
  108778. /**
  108779. * In case of light mapping, define whether the map contains light or shadow informations.
  108780. */
  108781. useLightmapAsShadowmap: boolean;
  108782. private _diffuseFresnelParameters;
  108783. /**
  108784. * Define the diffuse fresnel parameters of the material.
  108785. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108786. */
  108787. diffuseFresnelParameters: FresnelParameters;
  108788. private _opacityFresnelParameters;
  108789. /**
  108790. * Define the opacity fresnel parameters of the material.
  108791. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108792. */
  108793. opacityFresnelParameters: FresnelParameters;
  108794. private _reflectionFresnelParameters;
  108795. /**
  108796. * Define the reflection fresnel parameters of the material.
  108797. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108798. */
  108799. reflectionFresnelParameters: FresnelParameters;
  108800. private _refractionFresnelParameters;
  108801. /**
  108802. * Define the refraction fresnel parameters of the material.
  108803. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108804. */
  108805. refractionFresnelParameters: FresnelParameters;
  108806. private _emissiveFresnelParameters;
  108807. /**
  108808. * Define the emissive fresnel parameters of the material.
  108809. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108810. */
  108811. emissiveFresnelParameters: FresnelParameters;
  108812. private _useReflectionFresnelFromSpecular;
  108813. /**
  108814. * If true automatically deducts the fresnels values from the material specularity.
  108815. * @see http://doc.babylonjs.com/how_to/how_to_use_fresnelparameters
  108816. */
  108817. useReflectionFresnelFromSpecular: boolean;
  108818. private _useGlossinessFromSpecularMapAlpha;
  108819. /**
  108820. * Defines if the glossiness/roughness of the material should be read from the specular map alpha channel
  108821. */
  108822. useGlossinessFromSpecularMapAlpha: boolean;
  108823. private _maxSimultaneousLights;
  108824. /**
  108825. * Defines the maximum number of lights that can be used in the material
  108826. */
  108827. maxSimultaneousLights: number;
  108828. private _invertNormalMapX;
  108829. /**
  108830. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  108831. */
  108832. invertNormalMapX: boolean;
  108833. private _invertNormalMapY;
  108834. /**
  108835. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  108836. */
  108837. invertNormalMapY: boolean;
  108838. private _twoSidedLighting;
  108839. /**
  108840. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  108841. */
  108842. twoSidedLighting: boolean;
  108843. /**
  108844. * Default configuration related to image processing available in the standard Material.
  108845. */
  108846. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  108847. /**
  108848. * Gets the image processing configuration used either in this material.
  108849. */
  108850. /**
  108851. * Sets the Default image processing configuration used either in the this material.
  108852. *
  108853. * If sets to null, the scene one is in use.
  108854. */
  108855. imageProcessingConfiguration: ImageProcessingConfiguration;
  108856. /**
  108857. * Keep track of the image processing observer to allow dispose and replace.
  108858. */
  108859. private _imageProcessingObserver;
  108860. /**
  108861. * Attaches a new image processing configuration to the Standard Material.
  108862. * @param configuration
  108863. */
  108864. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  108865. /**
  108866. * Gets wether the color curves effect is enabled.
  108867. */
  108868. /**
  108869. * Sets wether the color curves effect is enabled.
  108870. */
  108871. cameraColorCurvesEnabled: boolean;
  108872. /**
  108873. * Gets wether the color grading effect is enabled.
  108874. */
  108875. /**
  108876. * Gets wether the color grading effect is enabled.
  108877. */
  108878. cameraColorGradingEnabled: boolean;
  108879. /**
  108880. * Gets wether tonemapping is enabled or not.
  108881. */
  108882. /**
  108883. * Sets wether tonemapping is enabled or not
  108884. */
  108885. cameraToneMappingEnabled: boolean;
  108886. /**
  108887. * The camera exposure used on this material.
  108888. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108889. * This corresponds to a photographic exposure.
  108890. */
  108891. /**
  108892. * The camera exposure used on this material.
  108893. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  108894. * This corresponds to a photographic exposure.
  108895. */
  108896. cameraExposure: number;
  108897. /**
  108898. * Gets The camera contrast used on this material.
  108899. */
  108900. /**
  108901. * Sets The camera contrast used on this material.
  108902. */
  108903. cameraContrast: number;
  108904. /**
  108905. * Gets the Color Grading 2D Lookup Texture.
  108906. */
  108907. /**
  108908. * Sets the Color Grading 2D Lookup Texture.
  108909. */
  108910. cameraColorGradingTexture: Nullable<BaseTexture>;
  108911. /**
  108912. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108913. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108914. * 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;
  108915. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108916. */
  108917. /**
  108918. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  108919. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  108920. * 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;
  108921. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  108922. */
  108923. cameraColorCurves: Nullable<ColorCurves>;
  108924. /**
  108925. * Custom callback helping to override the default shader used in the material.
  108926. */
  108927. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: StandardMaterialDefines) => string;
  108928. protected _renderTargets: SmartArray<RenderTargetTexture>;
  108929. protected _worldViewProjectionMatrix: Matrix;
  108930. protected _globalAmbientColor: Color3;
  108931. protected _useLogarithmicDepth: boolean;
  108932. protected _rebuildInParallel: boolean;
  108933. /**
  108934. * Instantiates a new standard material.
  108935. * This is the default material used in Babylon. It is the best trade off between quality
  108936. * and performances.
  108937. * @see http://doc.babylonjs.com/babylon101/materials
  108938. * @param name Define the name of the material in the scene
  108939. * @param scene Define the scene the material belong to
  108940. */
  108941. constructor(name: string, scene: Scene);
  108942. /**
  108943. * Gets a boolean indicating that current material needs to register RTT
  108944. */
  108945. readonly hasRenderTargetTextures: boolean;
  108946. /**
  108947. * Gets the current class name of the material e.g. "StandardMaterial"
  108948. * Mainly use in serialization.
  108949. * @returns the class name
  108950. */
  108951. getClassName(): string;
  108952. /**
  108953. * In case the depth buffer does not allow enough depth precision for your scene (might be the case in large scenes)
  108954. * You can try switching to logarithmic depth.
  108955. * @see http://doc.babylonjs.com/how_to/using_logarithmic_depth_buffer
  108956. */
  108957. useLogarithmicDepth: boolean;
  108958. /**
  108959. * Specifies if the material will require alpha blending
  108960. * @returns a boolean specifying if alpha blending is needed
  108961. */
  108962. needAlphaBlending(): boolean;
  108963. /**
  108964. * Specifies if this material should be rendered in alpha test mode
  108965. * @returns a boolean specifying if an alpha test is needed.
  108966. */
  108967. needAlphaTesting(): boolean;
  108968. protected _shouldUseAlphaFromDiffuseTexture(): boolean;
  108969. /**
  108970. * Get the texture used for alpha test purpose.
  108971. * @returns the diffuse texture in case of the standard material.
  108972. */
  108973. getAlphaTestTexture(): Nullable<BaseTexture>;
  108974. /**
  108975. * Get if the submesh is ready to be used and all its information available.
  108976. * Child classes can use it to update shaders
  108977. * @param mesh defines the mesh to check
  108978. * @param subMesh defines which submesh to check
  108979. * @param useInstances specifies that instances should be used
  108980. * @returns a boolean indicating that the submesh is ready or not
  108981. */
  108982. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  108983. /**
  108984. * Builds the material UBO layouts.
  108985. * Used internally during the effect preparation.
  108986. */
  108987. buildUniformLayout(): void;
  108988. /**
  108989. * Unbinds the material from the mesh
  108990. */
  108991. unbind(): void;
  108992. /**
  108993. * Binds the submesh to this material by preparing the effect and shader to draw
  108994. * @param world defines the world transformation matrix
  108995. * @param mesh defines the mesh containing the submesh
  108996. * @param subMesh defines the submesh to bind the material to
  108997. */
  108998. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  108999. /**
  109000. * Get the list of animatables in the material.
  109001. * @returns the list of animatables object used in the material
  109002. */
  109003. getAnimatables(): IAnimatable[];
  109004. /**
  109005. * Gets the active textures from the material
  109006. * @returns an array of textures
  109007. */
  109008. getActiveTextures(): BaseTexture[];
  109009. /**
  109010. * Specifies if the material uses a texture
  109011. * @param texture defines the texture to check against the material
  109012. * @returns a boolean specifying if the material uses the texture
  109013. */
  109014. hasTexture(texture: BaseTexture): boolean;
  109015. /**
  109016. * Disposes the material
  109017. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  109018. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  109019. */
  109020. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  109021. /**
  109022. * Makes a duplicate of the material, and gives it a new name
  109023. * @param name defines the new name for the duplicated material
  109024. * @returns the cloned material
  109025. */
  109026. clone(name: string): StandardMaterial;
  109027. /**
  109028. * Serializes this material in a JSON representation
  109029. * @returns the serialized material object
  109030. */
  109031. serialize(): any;
  109032. /**
  109033. * Creates a standard material from parsed material data
  109034. * @param source defines the JSON representation of the material
  109035. * @param scene defines the hosting scene
  109036. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  109037. * @returns a new standard material
  109038. */
  109039. static Parse(source: any, scene: Scene, rootUrl: string): StandardMaterial;
  109040. /**
  109041. * Are diffuse textures enabled in the application.
  109042. */
  109043. static DiffuseTextureEnabled: boolean;
  109044. /**
  109045. * Are ambient textures enabled in the application.
  109046. */
  109047. static AmbientTextureEnabled: boolean;
  109048. /**
  109049. * Are opacity textures enabled in the application.
  109050. */
  109051. static OpacityTextureEnabled: boolean;
  109052. /**
  109053. * Are reflection textures enabled in the application.
  109054. */
  109055. static ReflectionTextureEnabled: boolean;
  109056. /**
  109057. * Are emissive textures enabled in the application.
  109058. */
  109059. static EmissiveTextureEnabled: boolean;
  109060. /**
  109061. * Are specular textures enabled in the application.
  109062. */
  109063. static SpecularTextureEnabled: boolean;
  109064. /**
  109065. * Are bump textures enabled in the application.
  109066. */
  109067. static BumpTextureEnabled: boolean;
  109068. /**
  109069. * Are lightmap textures enabled in the application.
  109070. */
  109071. static LightmapTextureEnabled: boolean;
  109072. /**
  109073. * Are refraction textures enabled in the application.
  109074. */
  109075. static RefractionTextureEnabled: boolean;
  109076. /**
  109077. * Are color grading textures enabled in the application.
  109078. */
  109079. static ColorGradingTextureEnabled: boolean;
  109080. /**
  109081. * Are fresnels enabled in the application.
  109082. */
  109083. static FresnelEnabled: boolean;
  109084. }
  109085. }
  109086. declare module BABYLON {
  109087. /** @hidden */
  109088. export var imageProcessingPixelShader: {
  109089. name: string;
  109090. shader: string;
  109091. };
  109092. }
  109093. declare module BABYLON {
  109094. /**
  109095. * ImageProcessingPostProcess
  109096. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#imageprocessing
  109097. */
  109098. export class ImageProcessingPostProcess extends PostProcess {
  109099. /**
  109100. * Default configuration related to image processing available in the PBR Material.
  109101. */
  109102. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  109103. /**
  109104. * Gets the image processing configuration used either in this material.
  109105. */
  109106. /**
  109107. * Sets the Default image processing configuration used either in the this material.
  109108. *
  109109. * If sets to null, the scene one is in use.
  109110. */
  109111. imageProcessingConfiguration: ImageProcessingConfiguration;
  109112. /**
  109113. * Keep track of the image processing observer to allow dispose and replace.
  109114. */
  109115. private _imageProcessingObserver;
  109116. /**
  109117. * Attaches a new image processing configuration to the PBR Material.
  109118. * @param configuration
  109119. */
  109120. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>, doNotBuild?: boolean): void;
  109121. /**
  109122. * Gets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109123. */
  109124. /**
  109125. * Sets Color curves setup used in the effect if colorCurvesEnabled is set to true .
  109126. */
  109127. colorCurves: Nullable<ColorCurves>;
  109128. /**
  109129. * Gets wether the color curves effect is enabled.
  109130. */
  109131. /**
  109132. * Sets wether the color curves effect is enabled.
  109133. */
  109134. colorCurvesEnabled: boolean;
  109135. /**
  109136. * Gets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109137. */
  109138. /**
  109139. * Sets Color grading LUT texture used in the effect if colorGradingEnabled is set to true.
  109140. */
  109141. colorGradingTexture: Nullable<BaseTexture>;
  109142. /**
  109143. * Gets wether the color grading effect is enabled.
  109144. */
  109145. /**
  109146. * Gets wether the color grading effect is enabled.
  109147. */
  109148. colorGradingEnabled: boolean;
  109149. /**
  109150. * Gets exposure used in the effect.
  109151. */
  109152. /**
  109153. * Sets exposure used in the effect.
  109154. */
  109155. exposure: number;
  109156. /**
  109157. * Gets wether tonemapping is enabled or not.
  109158. */
  109159. /**
  109160. * Sets wether tonemapping is enabled or not
  109161. */
  109162. toneMappingEnabled: boolean;
  109163. /**
  109164. * Gets the type of tone mapping effect.
  109165. */
  109166. /**
  109167. * Sets the type of tone mapping effect.
  109168. */
  109169. toneMappingType: number;
  109170. /**
  109171. * Gets contrast used in the effect.
  109172. */
  109173. /**
  109174. * Sets contrast used in the effect.
  109175. */
  109176. contrast: number;
  109177. /**
  109178. * Gets Vignette stretch size.
  109179. */
  109180. /**
  109181. * Sets Vignette stretch size.
  109182. */
  109183. vignetteStretch: number;
  109184. /**
  109185. * Gets Vignette centre X Offset.
  109186. */
  109187. /**
  109188. * Sets Vignette centre X Offset.
  109189. */
  109190. vignetteCentreX: number;
  109191. /**
  109192. * Gets Vignette centre Y Offset.
  109193. */
  109194. /**
  109195. * Sets Vignette centre Y Offset.
  109196. */
  109197. vignetteCentreY: number;
  109198. /**
  109199. * Gets Vignette weight or intensity of the vignette effect.
  109200. */
  109201. /**
  109202. * Sets Vignette weight or intensity of the vignette effect.
  109203. */
  109204. vignetteWeight: number;
  109205. /**
  109206. * Gets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109207. * if vignetteEnabled is set to true.
  109208. */
  109209. /**
  109210. * Sets Color of the vignette applied on the screen through the chosen blend mode (vignetteBlendMode)
  109211. * if vignetteEnabled is set to true.
  109212. */
  109213. vignetteColor: Color4;
  109214. /**
  109215. * Gets Camera field of view used by the Vignette effect.
  109216. */
  109217. /**
  109218. * Sets Camera field of view used by the Vignette effect.
  109219. */
  109220. vignetteCameraFov: number;
  109221. /**
  109222. * Gets the vignette blend mode allowing different kind of effect.
  109223. */
  109224. /**
  109225. * Sets the vignette blend mode allowing different kind of effect.
  109226. */
  109227. vignetteBlendMode: number;
  109228. /**
  109229. * Gets wether the vignette effect is enabled.
  109230. */
  109231. /**
  109232. * Sets wether the vignette effect is enabled.
  109233. */
  109234. vignetteEnabled: boolean;
  109235. private _fromLinearSpace;
  109236. /**
  109237. * Gets wether the input of the processing is in Gamma or Linear Space.
  109238. */
  109239. /**
  109240. * Sets wether the input of the processing is in Gamma or Linear Space.
  109241. */
  109242. fromLinearSpace: boolean;
  109243. /**
  109244. * Defines cache preventing GC.
  109245. */
  109246. private _defines;
  109247. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, imageProcessingConfiguration?: ImageProcessingConfiguration);
  109248. /**
  109249. * "ImageProcessingPostProcess"
  109250. * @returns "ImageProcessingPostProcess"
  109251. */
  109252. getClassName(): string;
  109253. protected _updateParameters(): void;
  109254. dispose(camera?: Camera): void;
  109255. }
  109256. }
  109257. declare module BABYLON {
  109258. /**
  109259. * Class containing static functions to help procedurally build meshes
  109260. */
  109261. export class GroundBuilder {
  109262. /**
  109263. * Creates a ground mesh
  109264. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  109265. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  109266. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  109267. * @param name defines the name of the mesh
  109268. * @param options defines the options used to create the mesh
  109269. * @param scene defines the hosting scene
  109270. * @returns the ground mesh
  109271. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  109272. */
  109273. static CreateGround(name: string, options: {
  109274. width?: number;
  109275. height?: number;
  109276. subdivisions?: number;
  109277. subdivisionsX?: number;
  109278. subdivisionsY?: number;
  109279. updatable?: boolean;
  109280. }, scene: any): Mesh;
  109281. /**
  109282. * Creates a tiled ground mesh
  109283. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  109284. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  109285. * * 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
  109286. * * 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
  109287. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109288. * @param name defines the name of the mesh
  109289. * @param options defines the options used to create the mesh
  109290. * @param scene defines the hosting scene
  109291. * @returns the tiled ground mesh
  109292. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  109293. */
  109294. static CreateTiledGround(name: string, options: {
  109295. xmin: number;
  109296. zmin: number;
  109297. xmax: number;
  109298. zmax: number;
  109299. subdivisions?: {
  109300. w: number;
  109301. h: number;
  109302. };
  109303. precision?: {
  109304. w: number;
  109305. h: number;
  109306. };
  109307. updatable?: boolean;
  109308. }, scene?: Nullable<Scene>): Mesh;
  109309. /**
  109310. * Creates a ground mesh from a height map
  109311. * * The parameter `url` sets the URL of the height map image resource.
  109312. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  109313. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  109314. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  109315. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  109316. * * 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.
  109317. * * 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).
  109318. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  109319. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109320. * @param name defines the name of the mesh
  109321. * @param url defines the url to the height map
  109322. * @param options defines the options used to create the mesh
  109323. * @param scene defines the hosting scene
  109324. * @returns the ground mesh
  109325. * @see https://doc.babylonjs.com/babylon101/height_map
  109326. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  109327. */
  109328. static CreateGroundFromHeightMap(name: string, url: string, options: {
  109329. width?: number;
  109330. height?: number;
  109331. subdivisions?: number;
  109332. minHeight?: number;
  109333. maxHeight?: number;
  109334. colorFilter?: Color3;
  109335. alphaFilter?: number;
  109336. updatable?: boolean;
  109337. onReady?: (mesh: GroundMesh) => void;
  109338. }, scene?: Nullable<Scene>): GroundMesh;
  109339. }
  109340. }
  109341. declare module BABYLON {
  109342. /**
  109343. * Class containing static functions to help procedurally build meshes
  109344. */
  109345. export class TorusBuilder {
  109346. /**
  109347. * Creates a torus mesh
  109348. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  109349. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  109350. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  109351. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109352. * * 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
  109353. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109354. * @param name defines the name of the mesh
  109355. * @param options defines the options used to create the mesh
  109356. * @param scene defines the hosting scene
  109357. * @returns the torus mesh
  109358. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  109359. */
  109360. static CreateTorus(name: string, options: {
  109361. diameter?: number;
  109362. thickness?: number;
  109363. tessellation?: number;
  109364. updatable?: boolean;
  109365. sideOrientation?: number;
  109366. frontUVs?: Vector4;
  109367. backUVs?: Vector4;
  109368. }, scene: any): Mesh;
  109369. }
  109370. }
  109371. declare module BABYLON {
  109372. /**
  109373. * Class containing static functions to help procedurally build meshes
  109374. */
  109375. export class CylinderBuilder {
  109376. /**
  109377. * Creates a cylinder or a cone mesh
  109378. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  109379. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  109380. * * 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.
  109381. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  109382. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  109383. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  109384. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  109385. * * 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).
  109386. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  109387. * * 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).
  109388. * * 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
  109389. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  109390. * * 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
  109391. * * 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.
  109392. * * If `enclose` is false, a ring surface is one element.
  109393. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  109394. * * 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
  109395. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  109396. * * 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
  109397. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  109398. * @param name defines the name of the mesh
  109399. * @param options defines the options used to create the mesh
  109400. * @param scene defines the hosting scene
  109401. * @returns the cylinder mesh
  109402. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  109403. */
  109404. static CreateCylinder(name: string, options: {
  109405. height?: number;
  109406. diameterTop?: number;
  109407. diameterBottom?: number;
  109408. diameter?: number;
  109409. tessellation?: number;
  109410. subdivisions?: number;
  109411. arc?: number;
  109412. faceColors?: Color4[];
  109413. faceUV?: Vector4[];
  109414. updatable?: boolean;
  109415. hasRings?: boolean;
  109416. enclose?: boolean;
  109417. cap?: number;
  109418. sideOrientation?: number;
  109419. frontUVs?: Vector4;
  109420. backUVs?: Vector4;
  109421. }, scene: any): Mesh;
  109422. }
  109423. }
  109424. declare module BABYLON {
  109425. /**
  109426. * Options to modify the vr teleportation behavior.
  109427. */
  109428. export interface VRTeleportationOptions {
  109429. /**
  109430. * The name of the mesh which should be used as the teleportation floor. (default: null)
  109431. */
  109432. floorMeshName?: string;
  109433. /**
  109434. * A list of meshes to be used as the teleportation floor. (default: empty)
  109435. */
  109436. floorMeshes?: Mesh[];
  109437. }
  109438. /**
  109439. * Options to modify the vr experience helper's behavior.
  109440. */
  109441. export interface VRExperienceHelperOptions extends WebVROptions {
  109442. /**
  109443. * Create a DeviceOrientationCamera to be used as your out of vr camera. (default: true)
  109444. */
  109445. createDeviceOrientationCamera?: boolean;
  109446. /**
  109447. * Create a VRDeviceOrientationFreeCamera to be used for VR when no external HMD is found. (default: true)
  109448. */
  109449. createFallbackVRDeviceOrientationFreeCamera?: boolean;
  109450. /**
  109451. * Uses the main button on the controller to toggle the laser casted. (default: true)
  109452. */
  109453. laserToggle?: boolean;
  109454. /**
  109455. * A list of meshes to be used as the teleportation floor. If specified, teleportation will be enabled (default: undefined)
  109456. */
  109457. floorMeshes?: Mesh[];
  109458. /**
  109459. * Distortion metrics for the fallback vrDeviceOrientationCamera (default: VRCameraMetrics.Default)
  109460. */
  109461. vrDeviceOrientationCameraMetrics?: VRCameraMetrics;
  109462. }
  109463. /**
  109464. * Event containing information after VR has been entered
  109465. */
  109466. export class OnAfterEnteringVRObservableEvent {
  109467. /**
  109468. * If entering vr was successful
  109469. */
  109470. success: boolean;
  109471. }
  109472. /**
  109473. * Helps to quickly add VR support to an existing scene.
  109474. * See http://doc.babylonjs.com/how_to/webvr_helper
  109475. */
  109476. export class VRExperienceHelper {
  109477. /** Options to modify the vr experience helper's behavior. */
  109478. webVROptions: VRExperienceHelperOptions;
  109479. private _scene;
  109480. private _position;
  109481. private _btnVR;
  109482. private _btnVRDisplayed;
  109483. private _webVRsupported;
  109484. private _webVRready;
  109485. private _webVRrequesting;
  109486. private _webVRpresenting;
  109487. private _hasEnteredVR;
  109488. private _fullscreenVRpresenting;
  109489. private _inputElement;
  109490. private _webVRCamera;
  109491. private _vrDeviceOrientationCamera;
  109492. private _deviceOrientationCamera;
  109493. private _existingCamera;
  109494. private _onKeyDown;
  109495. private _onVrDisplayPresentChange;
  109496. private _onVRDisplayChanged;
  109497. private _onVRRequestPresentStart;
  109498. private _onVRRequestPresentComplete;
  109499. /**
  109500. * 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)
  109501. */
  109502. enableGazeEvenWhenNoPointerLock: boolean;
  109503. /**
  109504. * Gets or sets a boolean indicating that the VREXperienceHelper will exit VR if double tap is detected
  109505. */
  109506. exitVROnDoubleTap: boolean;
  109507. /**
  109508. * Observable raised right before entering VR.
  109509. */
  109510. onEnteringVRObservable: Observable<VRExperienceHelper>;
  109511. /**
  109512. * Observable raised when entering VR has completed.
  109513. */
  109514. onAfterEnteringVRObservable: Observable<OnAfterEnteringVRObservableEvent>;
  109515. /**
  109516. * Observable raised when exiting VR.
  109517. */
  109518. onExitingVRObservable: Observable<VRExperienceHelper>;
  109519. /**
  109520. * Observable raised when controller mesh is loaded.
  109521. */
  109522. onControllerMeshLoadedObservable: Observable<WebVRController>;
  109523. /** Return this.onEnteringVRObservable
  109524. * Note: This one is for backward compatibility. Please use onEnteringVRObservable directly
  109525. */
  109526. readonly onEnteringVR: Observable<VRExperienceHelper>;
  109527. /** Return this.onExitingVRObservable
  109528. * Note: This one is for backward compatibility. Please use onExitingVRObservable directly
  109529. */
  109530. readonly onExitingVR: Observable<VRExperienceHelper>;
  109531. /** Return this.onControllerMeshLoadedObservable
  109532. * Note: This one is for backward compatibility. Please use onControllerMeshLoadedObservable directly
  109533. */
  109534. readonly onControllerMeshLoaded: Observable<WebVRController>;
  109535. private _rayLength;
  109536. private _useCustomVRButton;
  109537. private _teleportationRequested;
  109538. private _teleportActive;
  109539. private _floorMeshName;
  109540. private _floorMeshesCollection;
  109541. private _rotationAllowed;
  109542. private _teleportBackwardsVector;
  109543. private _teleportationTarget;
  109544. private _isDefaultTeleportationTarget;
  109545. private _postProcessMove;
  109546. private _teleportationFillColor;
  109547. private _teleportationBorderColor;
  109548. private _rotationAngle;
  109549. private _haloCenter;
  109550. private _cameraGazer;
  109551. private _padSensibilityUp;
  109552. private _padSensibilityDown;
  109553. private _leftController;
  109554. private _rightController;
  109555. /**
  109556. * Observable raised when a new mesh is selected based on meshSelectionPredicate
  109557. */
  109558. onNewMeshSelected: Observable<AbstractMesh>;
  109559. /**
  109560. * Observable raised when a new mesh is selected based on meshSelectionPredicate.
  109561. * This observable will provide the mesh and the controller used to select the mesh
  109562. */
  109563. onMeshSelectedWithController: Observable<{
  109564. mesh: AbstractMesh;
  109565. controller: WebVRController;
  109566. }>;
  109567. /**
  109568. * Observable raised when a new mesh is picked based on meshSelectionPredicate
  109569. */
  109570. onNewMeshPicked: Observable<PickingInfo>;
  109571. private _circleEase;
  109572. /**
  109573. * Observable raised before camera teleportation
  109574. */
  109575. onBeforeCameraTeleport: Observable<Vector3>;
  109576. /**
  109577. * Observable raised after camera teleportation
  109578. */
  109579. onAfterCameraTeleport: Observable<Vector3>;
  109580. /**
  109581. * Observable raised when current selected mesh gets unselected
  109582. */
  109583. onSelectedMeshUnselected: Observable<AbstractMesh>;
  109584. private _raySelectionPredicate;
  109585. /**
  109586. * To be optionaly changed by user to define custom ray selection
  109587. */
  109588. raySelectionPredicate: (mesh: AbstractMesh) => boolean;
  109589. /**
  109590. * To be optionaly changed by user to define custom selection logic (after ray selection)
  109591. */
  109592. meshSelectionPredicate: (mesh: AbstractMesh) => boolean;
  109593. /**
  109594. * Set teleportation enabled. If set to false camera teleportation will be disabled but camera rotation will be kept.
  109595. */
  109596. teleportationEnabled: boolean;
  109597. private _defaultHeight;
  109598. private _teleportationInitialized;
  109599. private _interactionsEnabled;
  109600. private _interactionsRequested;
  109601. private _displayGaze;
  109602. private _displayLaserPointer;
  109603. /**
  109604. * The mesh used to display where the user is going to teleport.
  109605. */
  109606. /**
  109607. * Sets the mesh to be used to display where the user is going to teleport.
  109608. */
  109609. teleportationTarget: Mesh;
  109610. /**
  109611. * 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
  109612. * when set bakeCurrentTransformIntoVertices will be called on the mesh.
  109613. * See http://doc.babylonjs.com/resources/baking_transformations
  109614. */
  109615. gazeTrackerMesh: Mesh;
  109616. /**
  109617. * If the gaze trackers scale should be updated to be constant size when pointing at near/far meshes
  109618. */
  109619. updateGazeTrackerScale: boolean;
  109620. /**
  109621. * If the gaze trackers color should be updated when selecting meshes
  109622. */
  109623. updateGazeTrackerColor: boolean;
  109624. /**
  109625. * If the controller laser color should be updated when selecting meshes
  109626. */
  109627. updateControllerLaserColor: boolean;
  109628. /**
  109629. * The gaze tracking mesh corresponding to the left controller
  109630. */
  109631. readonly leftControllerGazeTrackerMesh: Nullable<Mesh>;
  109632. /**
  109633. * The gaze tracking mesh corresponding to the right controller
  109634. */
  109635. readonly rightControllerGazeTrackerMesh: Nullable<Mesh>;
  109636. /**
  109637. * If the ray of the gaze should be displayed.
  109638. */
  109639. /**
  109640. * Sets if the ray of the gaze should be displayed.
  109641. */
  109642. displayGaze: boolean;
  109643. /**
  109644. * If the ray of the LaserPointer should be displayed.
  109645. */
  109646. /**
  109647. * Sets if the ray of the LaserPointer should be displayed.
  109648. */
  109649. displayLaserPointer: boolean;
  109650. /**
  109651. * The deviceOrientationCamera used as the camera when not in VR.
  109652. */
  109653. readonly deviceOrientationCamera: Nullable<DeviceOrientationCamera>;
  109654. /**
  109655. * Based on the current WebVR support, returns the current VR camera used.
  109656. */
  109657. readonly currentVRCamera: Nullable<Camera>;
  109658. /**
  109659. * The webVRCamera which is used when in VR.
  109660. */
  109661. readonly webVRCamera: WebVRFreeCamera;
  109662. /**
  109663. * The deviceOrientationCamera that is used as a fallback when vr device is not connected.
  109664. */
  109665. readonly vrDeviceOrientationCamera: Nullable<VRDeviceOrientationFreeCamera>;
  109666. /**
  109667. * The html button that is used to trigger entering into VR.
  109668. */
  109669. readonly vrButton: Nullable<HTMLButtonElement>;
  109670. private readonly _teleportationRequestInitiated;
  109671. /**
  109672. * Defines wether or not Pointer lock should be requested when switching to
  109673. * full screen.
  109674. */
  109675. requestPointerLockOnFullScreen: boolean;
  109676. /**
  109677. * Instantiates a VRExperienceHelper.
  109678. * Helps to quickly add VR support to an existing scene.
  109679. * @param scene The scene the VRExperienceHelper belongs to.
  109680. * @param webVROptions Options to modify the vr experience helper's behavior.
  109681. */
  109682. constructor(scene: Scene,
  109683. /** Options to modify the vr experience helper's behavior. */
  109684. webVROptions?: VRExperienceHelperOptions);
  109685. private _onDefaultMeshLoaded;
  109686. private _onResize;
  109687. private _onFullscreenChange;
  109688. /**
  109689. * Gets a value indicating if we are currently in VR mode.
  109690. */
  109691. readonly isInVRMode: boolean;
  109692. private onVrDisplayPresentChange;
  109693. private onVRDisplayChanged;
  109694. private moveButtonToBottomRight;
  109695. private displayVRButton;
  109696. private updateButtonVisibility;
  109697. private _cachedAngularSensibility;
  109698. /**
  109699. * Attempt to enter VR. If a headset is connected and ready, will request present on that.
  109700. * Otherwise, will use the fullscreen API.
  109701. */
  109702. enterVR(): void;
  109703. /**
  109704. * Attempt to exit VR, or fullscreen.
  109705. */
  109706. exitVR(): void;
  109707. /**
  109708. * The position of the vr experience helper.
  109709. */
  109710. /**
  109711. * Sets the position of the vr experience helper.
  109712. */
  109713. position: Vector3;
  109714. /**
  109715. * Enables controllers and user interactions such as selecting and object or clicking on an object.
  109716. */
  109717. enableInteractions(): void;
  109718. private readonly _noControllerIsActive;
  109719. private beforeRender;
  109720. private _isTeleportationFloor;
  109721. /**
  109722. * Adds a floor mesh to be used for teleportation.
  109723. * @param floorMesh the mesh to be used for teleportation.
  109724. */
  109725. addFloorMesh(floorMesh: Mesh): void;
  109726. /**
  109727. * Removes a floor mesh from being used for teleportation.
  109728. * @param floorMesh the mesh to be removed.
  109729. */
  109730. removeFloorMesh(floorMesh: Mesh): void;
  109731. /**
  109732. * Enables interactions and teleportation using the VR controllers and gaze.
  109733. * @param vrTeleportationOptions options to modify teleportation behavior.
  109734. */
  109735. enableTeleportation(vrTeleportationOptions?: VRTeleportationOptions): void;
  109736. private _onNewGamepadConnected;
  109737. private _tryEnableInteractionOnController;
  109738. private _onNewGamepadDisconnected;
  109739. private _enableInteractionOnController;
  109740. private _checkTeleportWithRay;
  109741. private _checkRotate;
  109742. private _checkTeleportBackwards;
  109743. private _enableTeleportationOnController;
  109744. private _createTeleportationCircles;
  109745. private _displayTeleportationTarget;
  109746. private _hideTeleportationTarget;
  109747. private _rotateCamera;
  109748. private _moveTeleportationSelectorTo;
  109749. private _workingVector;
  109750. private _workingQuaternion;
  109751. private _workingMatrix;
  109752. /**
  109753. * Teleports the users feet to the desired location
  109754. * @param location The location where the user's feet should be placed
  109755. */
  109756. teleportCamera(location: Vector3): void;
  109757. private _convertNormalToDirectionOfRay;
  109758. private _castRayAndSelectObject;
  109759. private _notifySelectedMeshUnselected;
  109760. /**
  109761. * Sets the color of the laser ray from the vr controllers.
  109762. * @param color new color for the ray.
  109763. */
  109764. changeLaserColor(color: Color3): void;
  109765. /**
  109766. * Sets the color of the ray from the vr headsets gaze.
  109767. * @param color new color for the ray.
  109768. */
  109769. changeGazeColor(color: Color3): void;
  109770. /**
  109771. * Exits VR and disposes of the vr experience helper
  109772. */
  109773. dispose(): void;
  109774. /**
  109775. * Gets the name of the VRExperienceHelper class
  109776. * @returns "VRExperienceHelper"
  109777. */
  109778. getClassName(): string;
  109779. }
  109780. }
  109781. declare module BABYLON {
  109782. /**
  109783. * States of the webXR experience
  109784. */
  109785. export enum WebXRState {
  109786. /**
  109787. * Transitioning to being in XR mode
  109788. */
  109789. ENTERING_XR = 0,
  109790. /**
  109791. * Transitioning to non XR mode
  109792. */
  109793. EXITING_XR = 1,
  109794. /**
  109795. * In XR mode and presenting
  109796. */
  109797. IN_XR = 2,
  109798. /**
  109799. * Not entered XR mode
  109800. */
  109801. NOT_IN_XR = 3
  109802. }
  109803. /**
  109804. * Abstraction of the XR render target
  109805. */
  109806. export interface WebXRRenderTarget extends IDisposable {
  109807. /**
  109808. * xrpresent context of the canvas which can be used to display/mirror xr content
  109809. */
  109810. canvasContext: WebGLRenderingContext;
  109811. /**
  109812. * xr layer for the canvas
  109813. */
  109814. xrLayer: Nullable<XRWebGLLayer>;
  109815. /**
  109816. * Initializes the xr layer for the session
  109817. * @param xrSession xr session
  109818. * @returns a promise that will resolve once the XR Layer has been created
  109819. */
  109820. initializeXRLayerAsync(xrSession: XRSession): Promise<void>;
  109821. }
  109822. }
  109823. declare module BABYLON {
  109824. /**
  109825. * Creates a canvas that is added/removed from the webpage when entering/exiting XR
  109826. */
  109827. export class WebXRManagedOutputCanvas implements WebXRRenderTarget {
  109828. private _engine;
  109829. private _canvas;
  109830. /**
  109831. * xrpresent context of the canvas which can be used to display/mirror xr content
  109832. */
  109833. canvasContext: WebGLRenderingContext;
  109834. /**
  109835. * xr layer for the canvas
  109836. */
  109837. xrLayer: Nullable<XRWebGLLayer>;
  109838. /**
  109839. * Initializes the xr layer for the session
  109840. * @param xrSession xr session
  109841. * @returns a promise that will resolve once the XR Layer has been created
  109842. */
  109843. initializeXRLayerAsync(xrSession: any): any;
  109844. /**
  109845. * Initializes the canvas to be added/removed upon entering/exiting xr
  109846. * @param engine the Babylon engine
  109847. * @param canvas The canvas to be added/removed (If not specified a full screen canvas will be created)
  109848. * @param onStateChangedObservable the mechanism by which the canvas will be added/removed based on XR state
  109849. */
  109850. constructor(engine: ThinEngine, canvas?: HTMLCanvasElement, onStateChangedObservable?: Observable<WebXRState>);
  109851. /**
  109852. * Disposes of the object
  109853. */
  109854. dispose(): void;
  109855. private _setManagedOutputCanvas;
  109856. private _addCanvas;
  109857. private _removeCanvas;
  109858. }
  109859. }
  109860. declare module BABYLON {
  109861. /**
  109862. * Manages an XRSession to work with Babylon's engine
  109863. * @see https://doc.babylonjs.com/how_to/webxr
  109864. */
  109865. export class WebXRSessionManager implements IDisposable {
  109866. private scene;
  109867. /**
  109868. * Fires every time a new xrFrame arrives which can be used to update the camera
  109869. */
  109870. onXRFrameObservable: Observable<any>;
  109871. /**
  109872. * Fires when the xr session is ended either by the device or manually done
  109873. */
  109874. onXRSessionEnded: Observable<any>;
  109875. /**
  109876. * Underlying xr session
  109877. */
  109878. session: XRSession;
  109879. /**
  109880. * Type of reference space used when creating the session
  109881. */
  109882. referenceSpace: XRReferenceSpace;
  109883. /**
  109884. * Current XR frame
  109885. */
  109886. currentFrame: Nullable<XRFrame>;
  109887. private _xrNavigator;
  109888. private baseLayer;
  109889. private _rttProvider;
  109890. private _sessionEnded;
  109891. /**
  109892. * Constructs a WebXRSessionManager, this must be initialized within a user action before usage
  109893. * @param scene The scene which the session should be created for
  109894. */
  109895. constructor(scene: Scene);
  109896. /**
  109897. * Initializes the manager
  109898. * After initialization enterXR can be called to start an XR session
  109899. * @returns Promise which resolves after it is initialized
  109900. */
  109901. initializeAsync(): Promise<void>;
  109902. /**
  109903. * Initializes an xr session
  109904. * @param xrSessionMode mode to initialize
  109905. * @param optionalFeatures defines optional values to pass to the session builder
  109906. * @returns a promise which will resolve once the session has been initialized
  109907. */
  109908. initializeSessionAsync(xrSessionMode: XRSessionMode, optionalFeatures?: any): any;
  109909. /**
  109910. * Sets the reference space on the xr session
  109911. * @param referenceSpace space to set
  109912. * @returns a promise that will resolve once the reference space has been set
  109913. */
  109914. setReferenceSpaceAsync(referenceSpace: XRReferenceSpaceType): Promise<void>;
  109915. /**
  109916. * Updates the render state of the session
  109917. * @param state state to set
  109918. * @returns a promise that resolves once the render state has been updated
  109919. */
  109920. updateRenderStateAsync(state: XRRenderState): Promise<void>;
  109921. /**
  109922. * Starts rendering to the xr layer
  109923. * @returns a promise that will resolve once rendering has started
  109924. */
  109925. startRenderingToXRAsync(): Promise<void>;
  109926. /**
  109927. * Gets the correct render target texture to be rendered this frame for this eye
  109928. * @param eye the eye for which to get the render target
  109929. * @returns the render target for the specified eye
  109930. */
  109931. getRenderTargetTextureForEye(eye: XREye): RenderTargetTexture;
  109932. /**
  109933. * Stops the xrSession and restores the renderloop
  109934. * @returns Promise which resolves after it exits XR
  109935. */
  109936. exitXRAsync(): Promise<void>;
  109937. /**
  109938. * Checks if a session would be supported for the creation options specified
  109939. * @param sessionMode session mode to check if supported eg. immersive-vr
  109940. * @returns true if supported
  109941. */
  109942. supportsSessionAsync(sessionMode: XRSessionMode): any;
  109943. /**
  109944. * Creates a WebXRRenderTarget object for the XR session
  109945. * @param onStateChangedObservable optional, mechanism for enabling/disabling XR rendering canvas, used only on Web
  109946. * @returns a WebXR render target to which the session can render
  109947. */
  109948. getWebXRRenderTarget(onStateChangedObservable?: Observable<WebXRState>): WebXRRenderTarget;
  109949. /**
  109950. * @hidden
  109951. * Converts the render layer of xrSession to a render target
  109952. * @param session session to create render target for
  109953. * @param scene scene the new render target should be created for
  109954. */
  109955. static _CreateRenderTargetTextureFromSession(session: XRSession, scene: Scene, baseLayer: XRWebGLLayer): RenderTargetTexture;
  109956. /**
  109957. * Disposes of the session manager
  109958. */
  109959. dispose(): void;
  109960. }
  109961. }
  109962. declare module BABYLON {
  109963. /**
  109964. * WebXR Camera which holds the views for the xrSession
  109965. * @see https://doc.babylonjs.com/how_to/webxr
  109966. */
  109967. export class WebXRCamera extends FreeCamera {
  109968. private static _TmpMatrix;
  109969. /**
  109970. * Creates a new webXRCamera, this should only be set at the camera after it has been updated by the xrSessionManager
  109971. * @param name the name of the camera
  109972. * @param scene the scene to add the camera to
  109973. */
  109974. constructor(name: string, scene: Scene);
  109975. private _updateNumberOfRigCameras;
  109976. /** @hidden */
  109977. _updateForDualEyeDebugging(): void;
  109978. /**
  109979. * Updates the cameras position from the current pose information of the XR session
  109980. * @param xrSessionManager the session containing pose information
  109981. * @returns true if the camera has been updated, false if the session did not contain pose or frame data
  109982. */
  109983. updateFromXRSessionManager(xrSessionManager: WebXRSessionManager): boolean;
  109984. }
  109985. }
  109986. declare module BABYLON {
  109987. /**
  109988. * Base set of functionality needed to create an XR experince (WebXRSessionManager, Camera, StateManagement, etc.)
  109989. * @see https://doc.babylonjs.com/how_to/webxr
  109990. */
  109991. export class WebXRExperienceHelper implements IDisposable {
  109992. private scene;
  109993. /**
  109994. * 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
  109995. */
  109996. container: AbstractMesh;
  109997. /**
  109998. * Camera used to render xr content
  109999. */
  110000. camera: WebXRCamera;
  110001. /**
  110002. * The current state of the XR experience (eg. transitioning, in XR or not in XR)
  110003. */
  110004. state: WebXRState;
  110005. private _setState;
  110006. private static _TmpVector;
  110007. /**
  110008. * Fires when the state of the experience helper has changed
  110009. */
  110010. onStateChangedObservable: Observable<WebXRState>;
  110011. /** Session manager used to keep track of xr session */
  110012. sessionManager: WebXRSessionManager;
  110013. private _nonVRCamera;
  110014. private _originalSceneAutoClear;
  110015. private _supported;
  110016. /**
  110017. * Creates the experience helper
  110018. * @param scene the scene to attach the experience helper to
  110019. * @returns a promise for the experience helper
  110020. */
  110021. static CreateAsync(scene: Scene): Promise<WebXRExperienceHelper>;
  110022. /**
  110023. * Creates a WebXRExperienceHelper
  110024. * @param scene The scene the helper should be created in
  110025. */
  110026. private constructor();
  110027. /**
  110028. * Exits XR mode and returns the scene to its original state
  110029. * @returns promise that resolves after xr mode has exited
  110030. */
  110031. exitXRAsync(): Promise<void>;
  110032. /**
  110033. * Enters XR mode (This must be done within a user interaction in most browsers eg. button click)
  110034. * @param sessionMode options for the XR session
  110035. * @param referenceSpaceType frame of reference of the XR session
  110036. * @param renderTarget the output canvas that will be used to enter XR mode
  110037. * @returns promise that resolves after xr mode has entered
  110038. */
  110039. enterXRAsync(sessionMode: XRSessionMode, referenceSpaceType: XRReferenceSpaceType, renderTarget: WebXRRenderTarget): any;
  110040. /**
  110041. * Updates the global position of the camera by moving the camera's container
  110042. * This should be used instead of modifying the camera's position as it will be overwritten by an xrSessions's update frame
  110043. * @param position The desired global position of the camera
  110044. */
  110045. setPositionOfCameraUsingContainer(position: Vector3): void;
  110046. /**
  110047. * Rotates the xr camera by rotating the camera's container around the camera's position
  110048. * This should be used instead of modifying the camera's rotation as it will be overwritten by an xrSessions's update frame
  110049. * @param rotation the desired quaternion rotation to apply to the camera
  110050. */
  110051. rotateCameraByQuaternionUsingContainer(rotation: Quaternion): void;
  110052. /**
  110053. * Disposes of the experience helper
  110054. */
  110055. dispose(): void;
  110056. }
  110057. }
  110058. declare module BABYLON {
  110059. /**
  110060. * Button which can be used to enter a different mode of XR
  110061. */
  110062. export class WebXREnterExitUIButton {
  110063. /** button element */
  110064. element: HTMLElement;
  110065. /** XR initialization options for the button */
  110066. sessionMode: XRSessionMode;
  110067. /** Reference space type */
  110068. referenceSpaceType: XRReferenceSpaceType;
  110069. /**
  110070. * Creates a WebXREnterExitUIButton
  110071. * @param element button element
  110072. * @param sessionMode XR initialization session mode
  110073. * @param referenceSpaceType the type of reference space to be used
  110074. */
  110075. constructor(
  110076. /** button element */
  110077. element: HTMLElement,
  110078. /** XR initialization options for the button */
  110079. sessionMode: XRSessionMode,
  110080. /** Reference space type */
  110081. referenceSpaceType: XRReferenceSpaceType);
  110082. /**
  110083. * Overwritable function which can be used to update the button's visuals when the state changes
  110084. * @param activeButton the current active button in the UI
  110085. */
  110086. update(activeButton: Nullable<WebXREnterExitUIButton>): void;
  110087. }
  110088. /**
  110089. * Options to create the webXR UI
  110090. */
  110091. export class WebXREnterExitUIOptions {
  110092. /**
  110093. * Context to enter xr with
  110094. */
  110095. renderTarget?: Nullable<WebXRRenderTarget>;
  110096. /**
  110097. * User provided buttons to enable/disable WebXR. The system will provide default if not set
  110098. */
  110099. customButtons?: Array<WebXREnterExitUIButton>;
  110100. }
  110101. /**
  110102. * UI to allow the user to enter/exit XR mode
  110103. */
  110104. export class WebXREnterExitUI implements IDisposable {
  110105. private scene;
  110106. private _overlay;
  110107. private _buttons;
  110108. private _activeButton;
  110109. /**
  110110. * Fired every time the active button is changed.
  110111. *
  110112. * When xr is entered via a button that launches xr that button will be the callback parameter
  110113. *
  110114. * When exiting xr the callback parameter will be null)
  110115. */
  110116. activeButtonChangedObservable: Observable<Nullable<WebXREnterExitUIButton>>;
  110117. /**
  110118. * Creates UI to allow the user to enter/exit XR mode
  110119. * @param scene the scene to add the ui to
  110120. * @param helper the xr experience helper to enter/exit xr with
  110121. * @param options options to configure the UI
  110122. * @returns the created ui
  110123. */
  110124. static CreateAsync(scene: Scene, helper: WebXRExperienceHelper, options: WebXREnterExitUIOptions): Promise<WebXREnterExitUI>;
  110125. private constructor();
  110126. private _updateButtons;
  110127. /**
  110128. * Disposes of the object
  110129. */
  110130. dispose(): void;
  110131. }
  110132. }
  110133. declare module BABYLON {
  110134. /**
  110135. * Represents an XR input
  110136. */
  110137. export class WebXRController {
  110138. private scene;
  110139. /** The underlying input source for the controller */
  110140. inputSource: XRInputSource;
  110141. private parentContainer;
  110142. /**
  110143. * 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
  110144. */
  110145. grip?: AbstractMesh;
  110146. /**
  110147. * Pointer which can be used to select objects or attach a visible laser to
  110148. */
  110149. pointer: AbstractMesh;
  110150. private _gamepadMode;
  110151. /**
  110152. * If available, this is the gamepad object related to this controller.
  110153. * Using this object it is possible to get click events and trackpad changes of the
  110154. * webxr controller that is currently being used.
  110155. */
  110156. gamepadController?: WebVRController;
  110157. /**
  110158. * Event that fires when the controller is removed/disposed
  110159. */
  110160. onDisposeObservable: Observable<{}>;
  110161. private _tmpMatrix;
  110162. private _tmpQuaternion;
  110163. private _tmpVector;
  110164. /**
  110165. * Creates the controller
  110166. * @see https://doc.babylonjs.com/how_to/webxr
  110167. * @param scene the scene which the controller should be associated to
  110168. * @param inputSource the underlying input source for the controller
  110169. * @param parentContainer parent that the controller meshes should be children of
  110170. */
  110171. constructor(scene: Scene,
  110172. /** The underlying input source for the controller */
  110173. inputSource: XRInputSource, parentContainer?: Nullable<AbstractMesh>);
  110174. /**
  110175. * Updates the controller pose based on the given XRFrame
  110176. * @param xrFrame xr frame to update the pose with
  110177. * @param referenceSpace reference space to use
  110178. */
  110179. updateFromXRFrame(xrFrame: XRFrame, referenceSpace: XRReferenceSpace): void;
  110180. /**
  110181. * Gets a world space ray coming from the controller
  110182. * @param result the resulting ray
  110183. */
  110184. getWorldPointerRayToRef(result: Ray): void;
  110185. /**
  110186. * Get the scene associated with this controller
  110187. * @returns the scene object
  110188. */
  110189. getScene(): Scene;
  110190. /**
  110191. * Disposes of the object
  110192. */
  110193. dispose(): void;
  110194. }
  110195. }
  110196. declare module BABYLON {
  110197. /**
  110198. * XR input used to track XR inputs such as controllers/rays
  110199. */
  110200. export class WebXRInput implements IDisposable {
  110201. /**
  110202. * Base experience the input listens to
  110203. */
  110204. baseExperience: WebXRExperienceHelper;
  110205. /**
  110206. * XR controllers being tracked
  110207. */
  110208. controllers: Array<WebXRController>;
  110209. private _frameObserver;
  110210. private _stateObserver;
  110211. /**
  110212. * Event when a controller has been connected/added
  110213. */
  110214. onControllerAddedObservable: Observable<WebXRController>;
  110215. /**
  110216. * Event when a controller has been removed/disconnected
  110217. */
  110218. onControllerRemovedObservable: Observable<WebXRController>;
  110219. /**
  110220. * Initializes the WebXRInput
  110221. * @param baseExperience experience helper which the input should be created for
  110222. */
  110223. constructor(
  110224. /**
  110225. * Base experience the input listens to
  110226. */
  110227. baseExperience: WebXRExperienceHelper);
  110228. private _onInputSourcesChange;
  110229. private _addAndRemoveControllers;
  110230. /**
  110231. * Disposes of the object
  110232. */
  110233. dispose(): void;
  110234. }
  110235. }
  110236. declare module BABYLON {
  110237. /**
  110238. * Enables teleportation
  110239. */
  110240. export class WebXRControllerTeleportation {
  110241. private _teleportationFillColor;
  110242. private _teleportationBorderColor;
  110243. private _tmpRay;
  110244. private _tmpVector;
  110245. /**
  110246. * Creates a WebXRControllerTeleportation
  110247. * @param input input manager to add teleportation to
  110248. * @param floorMeshes floormeshes which can be teleported to
  110249. */
  110250. constructor(input: WebXRInput, floorMeshes?: Array<AbstractMesh>);
  110251. }
  110252. }
  110253. declare module BABYLON {
  110254. /**
  110255. * Handles pointer input automatically for the pointer of XR controllers
  110256. */
  110257. export class WebXRControllerPointerSelection {
  110258. private static _idCounter;
  110259. private _tmpRay;
  110260. /**
  110261. * Creates a WebXRControllerPointerSelection
  110262. * @param input input manager to setup pointer selection
  110263. */
  110264. constructor(input: WebXRInput);
  110265. private _convertNormalToDirectionOfRay;
  110266. private _updatePointerDistance;
  110267. }
  110268. }
  110269. declare module BABYLON {
  110270. /**
  110271. * Class used to represent data loading progression
  110272. */
  110273. export class SceneLoaderProgressEvent {
  110274. /** defines if data length to load can be evaluated */
  110275. readonly lengthComputable: boolean;
  110276. /** defines the loaded data length */
  110277. readonly loaded: number;
  110278. /** defines the data length to load */
  110279. readonly total: number;
  110280. /**
  110281. * Create a new progress event
  110282. * @param lengthComputable defines if data length to load can be evaluated
  110283. * @param loaded defines the loaded data length
  110284. * @param total defines the data length to load
  110285. */
  110286. constructor(
  110287. /** defines if data length to load can be evaluated */
  110288. lengthComputable: boolean,
  110289. /** defines the loaded data length */
  110290. loaded: number,
  110291. /** defines the data length to load */
  110292. total: number);
  110293. /**
  110294. * Creates a new SceneLoaderProgressEvent from a ProgressEvent
  110295. * @param event defines the source event
  110296. * @returns a new SceneLoaderProgressEvent
  110297. */
  110298. static FromProgressEvent(event: ProgressEvent): SceneLoaderProgressEvent;
  110299. }
  110300. /**
  110301. * Interface used by SceneLoader plugins to define supported file extensions
  110302. */
  110303. export interface ISceneLoaderPluginExtensions {
  110304. /**
  110305. * Defines the list of supported extensions
  110306. */
  110307. [extension: string]: {
  110308. isBinary: boolean;
  110309. };
  110310. }
  110311. /**
  110312. * Interface used by SceneLoader plugin factory
  110313. */
  110314. export interface ISceneLoaderPluginFactory {
  110315. /**
  110316. * Defines the name of the factory
  110317. */
  110318. name: string;
  110319. /**
  110320. * Function called to create a new plugin
  110321. * @return the new plugin
  110322. */
  110323. createPlugin(): ISceneLoaderPlugin | ISceneLoaderPluginAsync;
  110324. /**
  110325. * The callback that returns true if the data can be directly loaded.
  110326. * @param data string containing the file data
  110327. * @returns if the data can be loaded directly
  110328. */
  110329. canDirectLoad?(data: string): boolean;
  110330. }
  110331. /**
  110332. * Interface used to define the base of ISceneLoaderPlugin and ISceneLoaderPluginAsync
  110333. */
  110334. export interface ISceneLoaderPluginBase {
  110335. /**
  110336. * The friendly name of this plugin.
  110337. */
  110338. name: string;
  110339. /**
  110340. * The file extensions supported by this plugin.
  110341. */
  110342. extensions: string | ISceneLoaderPluginExtensions;
  110343. /**
  110344. * The callback called when loading from a url.
  110345. * @param scene scene loading this url
  110346. * @param url url to load
  110347. * @param onSuccess callback called when the file successfully loads
  110348. * @param onProgress callback called while file is loading (if the server supports this mode)
  110349. * @param useArrayBuffer defines a boolean indicating that date must be returned as ArrayBuffer
  110350. * @param onError callback called when the file fails to load
  110351. * @returns a file request object
  110352. */
  110353. requestFile?(scene: Scene, url: string, onSuccess: (data: any, request?: WebRequest) => void, onProgress?: (ev: ProgressEvent) => void, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110354. /**
  110355. * The callback called when loading from a file object.
  110356. * @param scene scene loading this file
  110357. * @param file defines the file to load
  110358. * @param onSuccess defines the callback to call when data is loaded
  110359. * @param onProgress defines the callback to call during loading process
  110360. * @param useArrayBuffer defines a boolean indicating that data must be returned as an ArrayBuffer
  110361. * @param onError defines the callback to call when an error occurs
  110362. * @returns a file request object
  110363. */
  110364. readFile?(scene: Scene, file: File, onSuccess: (data: any) => void, onProgress?: (ev: ProgressEvent) => any, useArrayBuffer?: boolean, onError?: (error: any) => void): IFileRequest;
  110365. /**
  110366. * The callback that returns true if the data can be directly loaded.
  110367. * @param data string containing the file data
  110368. * @returns if the data can be loaded directly
  110369. */
  110370. canDirectLoad?(data: string): boolean;
  110371. /**
  110372. * The callback that returns the data to pass to the plugin if the data can be directly loaded.
  110373. * @param scene scene loading this data
  110374. * @param data string containing the data
  110375. * @returns data to pass to the plugin
  110376. */
  110377. directLoad?(scene: Scene, data: string): any;
  110378. /**
  110379. * The callback that allows custom handling of the root url based on the response url.
  110380. * @param rootUrl the original root url
  110381. * @param responseURL the response url if available
  110382. * @returns the new root url
  110383. */
  110384. rewriteRootURL?(rootUrl: string, responseURL?: string): string;
  110385. }
  110386. /**
  110387. * Interface used to define a SceneLoader plugin
  110388. */
  110389. export interface ISceneLoaderPlugin extends ISceneLoaderPluginBase {
  110390. /**
  110391. * Import meshes into a scene.
  110392. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110393. * @param scene The scene to import into
  110394. * @param data The data to import
  110395. * @param rootUrl The root url for scene and resources
  110396. * @param meshes The meshes array to import into
  110397. * @param particleSystems The particle systems array to import into
  110398. * @param skeletons The skeletons array to import into
  110399. * @param onError The callback when import fails
  110400. * @returns True if successful or false otherwise
  110401. */
  110402. importMesh(meshesNames: any, scene: Scene, data: any, rootUrl: string, meshes: AbstractMesh[], particleSystems: IParticleSystem[], skeletons: Skeleton[], onError?: (message: string, exception?: any) => void): boolean;
  110403. /**
  110404. * Load into a scene.
  110405. * @param scene The scene to load into
  110406. * @param data The data to import
  110407. * @param rootUrl The root url for scene and resources
  110408. * @param onError The callback when import fails
  110409. * @returns True if successful or false otherwise
  110410. */
  110411. load(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): boolean;
  110412. /**
  110413. * Load into an asset container.
  110414. * @param scene The scene to load into
  110415. * @param data The data to import
  110416. * @param rootUrl The root url for scene and resources
  110417. * @param onError The callback when import fails
  110418. * @returns The loaded asset container
  110419. */
  110420. loadAssetContainer(scene: Scene, data: any, rootUrl: string, onError?: (message: string, exception?: any) => void): AssetContainer;
  110421. }
  110422. /**
  110423. * Interface used to define an async SceneLoader plugin
  110424. */
  110425. export interface ISceneLoaderPluginAsync extends ISceneLoaderPluginBase {
  110426. /**
  110427. * Import meshes into a scene.
  110428. * @param meshesNames An array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110429. * @param scene The scene to import into
  110430. * @param data The data to import
  110431. * @param rootUrl The root url for scene and resources
  110432. * @param onProgress The callback when the load progresses
  110433. * @param fileName Defines the name of the file to load
  110434. * @returns The loaded meshes, particle systems, skeletons, and animation groups
  110435. */
  110436. importMeshAsync(meshesNames: any, scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<{
  110437. meshes: AbstractMesh[];
  110438. particleSystems: IParticleSystem[];
  110439. skeletons: Skeleton[];
  110440. animationGroups: AnimationGroup[];
  110441. }>;
  110442. /**
  110443. * Load into a scene.
  110444. * @param scene The scene to load into
  110445. * @param data The data to import
  110446. * @param rootUrl The root url for scene and resources
  110447. * @param onProgress The callback when the load progresses
  110448. * @param fileName Defines the name of the file to load
  110449. * @returns Nothing
  110450. */
  110451. loadAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<void>;
  110452. /**
  110453. * Load into an asset container.
  110454. * @param scene The scene to load into
  110455. * @param data The data to import
  110456. * @param rootUrl The root url for scene and resources
  110457. * @param onProgress The callback when the load progresses
  110458. * @param fileName Defines the name of the file to load
  110459. * @returns The loaded asset container
  110460. */
  110461. loadAssetContainerAsync(scene: Scene, data: any, rootUrl: string, onProgress?: (event: SceneLoaderProgressEvent) => void, fileName?: string): Promise<AssetContainer>;
  110462. }
  110463. /**
  110464. * Class used to load scene from various file formats using registered plugins
  110465. * @see http://doc.babylonjs.com/how_to/load_from_any_file_type
  110466. */
  110467. export class SceneLoader {
  110468. /**
  110469. * No logging while loading
  110470. */
  110471. static readonly NO_LOGGING: number;
  110472. /**
  110473. * Minimal logging while loading
  110474. */
  110475. static readonly MINIMAL_LOGGING: number;
  110476. /**
  110477. * Summary logging while loading
  110478. */
  110479. static readonly SUMMARY_LOGGING: number;
  110480. /**
  110481. * Detailled logging while loading
  110482. */
  110483. static readonly DETAILED_LOGGING: number;
  110484. /**
  110485. * Gets or sets a boolean indicating if entire scene must be loaded even if scene contains incremental data
  110486. */
  110487. static ForceFullSceneLoadingForIncremental: boolean;
  110488. /**
  110489. * Gets or sets a boolean indicating if loading screen must be displayed while loading a scene
  110490. */
  110491. static ShowLoadingScreen: boolean;
  110492. /**
  110493. * Defines the current logging level (while loading the scene)
  110494. * @ignorenaming
  110495. */
  110496. static loggingLevel: number;
  110497. /**
  110498. * Gets or set a boolean indicating if matrix weights must be cleaned upon loading
  110499. */
  110500. static CleanBoneMatrixWeights: boolean;
  110501. /**
  110502. * Event raised when a plugin is used to load a scene
  110503. */
  110504. static OnPluginActivatedObservable: Observable<ISceneLoaderPlugin | ISceneLoaderPluginAsync>;
  110505. private static _registeredPlugins;
  110506. private static _getDefaultPlugin;
  110507. private static _getPluginForExtension;
  110508. private static _getPluginForDirectLoad;
  110509. private static _getPluginForFilename;
  110510. private static _getDirectLoad;
  110511. private static _loadData;
  110512. private static _getFileInfo;
  110513. /**
  110514. * Gets a plugin that can load the given extension
  110515. * @param extension defines the extension to load
  110516. * @returns a plugin or null if none works
  110517. */
  110518. static GetPluginForExtension(extension: string): ISceneLoaderPlugin | ISceneLoaderPluginAsync | ISceneLoaderPluginFactory;
  110519. /**
  110520. * Gets a boolean indicating that the given extension can be loaded
  110521. * @param extension defines the extension to load
  110522. * @returns true if the extension is supported
  110523. */
  110524. static IsPluginForExtensionAvailable(extension: string): boolean;
  110525. /**
  110526. * Adds a new plugin to the list of registered plugins
  110527. * @param plugin defines the plugin to add
  110528. */
  110529. static RegisterPlugin(plugin: ISceneLoaderPlugin | ISceneLoaderPluginAsync): void;
  110530. /**
  110531. * Import meshes into a scene
  110532. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110533. * @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)
  110534. * @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)
  110535. * @param scene the instance of BABYLON.Scene to append to
  110536. * @param onSuccess a callback with a list of imported meshes, particleSystems, and skeletons when import succeeds
  110537. * @param onProgress a callback with a progress event for each file being loaded
  110538. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110539. * @param pluginExtension the extension used to determine the plugin
  110540. * @returns The loaded plugin
  110541. */
  110542. 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>;
  110543. /**
  110544. * Import meshes into a scene
  110545. * @param meshNames an array of mesh names, a single mesh name, or empty string for all meshes that filter what meshes are imported
  110546. * @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)
  110547. * @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)
  110548. * @param scene the instance of BABYLON.Scene to append to
  110549. * @param onProgress a callback with a progress event for each file being loaded
  110550. * @param pluginExtension the extension used to determine the plugin
  110551. * @returns The loaded list of imported meshes, particle systems, skeletons, and animation groups
  110552. */
  110553. static ImportMeshAsync(meshNames: any, rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<{
  110554. meshes: AbstractMesh[];
  110555. particleSystems: IParticleSystem[];
  110556. skeletons: Skeleton[];
  110557. animationGroups: AnimationGroup[];
  110558. }>;
  110559. /**
  110560. * Load a scene
  110561. * @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)
  110562. * @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)
  110563. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110564. * @param onSuccess a callback with the scene when import succeeds
  110565. * @param onProgress a callback with a progress event for each file being loaded
  110566. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110567. * @param pluginExtension the extension used to determine the plugin
  110568. * @returns The loaded plugin
  110569. */
  110570. 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>;
  110571. /**
  110572. * Load a scene
  110573. * @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)
  110574. * @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)
  110575. * @param engine is the instance of BABYLON.Engine to use to create the scene
  110576. * @param onProgress a callback with a progress event for each file being loaded
  110577. * @param pluginExtension the extension used to determine the plugin
  110578. * @returns The loaded scene
  110579. */
  110580. static LoadAsync(rootUrl: string, sceneFilename?: string | File, engine?: Nullable<Engine>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110581. /**
  110582. * Append a scene
  110583. * @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)
  110584. * @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)
  110585. * @param scene is the instance of BABYLON.Scene to append to
  110586. * @param onSuccess a callback with the scene when import succeeds
  110587. * @param onProgress a callback with a progress event for each file being loaded
  110588. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110589. * @param pluginExtension the extension used to determine the plugin
  110590. * @returns The loaded plugin
  110591. */
  110592. 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>;
  110593. /**
  110594. * Append a scene
  110595. * @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)
  110596. * @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)
  110597. * @param scene is the instance of BABYLON.Scene to append to
  110598. * @param onProgress a callback with a progress event for each file being loaded
  110599. * @param pluginExtension the extension used to determine the plugin
  110600. * @returns The given scene
  110601. */
  110602. static AppendAsync(rootUrl: string, sceneFilename?: string | File, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<Scene>;
  110603. /**
  110604. * Load a scene into an asset container
  110605. * @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)
  110606. * @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)
  110607. * @param scene is the instance of BABYLON.Scene to append to (default: last created scene)
  110608. * @param onSuccess a callback with the scene when import succeeds
  110609. * @param onProgress a callback with a progress event for each file being loaded
  110610. * @param onError a callback with the scene, a message, and possibly an exception when import fails
  110611. * @param pluginExtension the extension used to determine the plugin
  110612. * @returns The loaded plugin
  110613. */
  110614. 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>;
  110615. /**
  110616. * Load a scene into an asset container
  110617. * @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)
  110618. * @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)
  110619. * @param scene is the instance of Scene to append to
  110620. * @param onProgress a callback with a progress event for each file being loaded
  110621. * @param pluginExtension the extension used to determine the plugin
  110622. * @returns The loaded asset container
  110623. */
  110624. static LoadAssetContainerAsync(rootUrl: string, sceneFilename?: string, scene?: Nullable<Scene>, onProgress?: Nullable<(event: SceneLoaderProgressEvent) => void>, pluginExtension?: Nullable<string>): Promise<AssetContainer>;
  110625. }
  110626. }
  110627. declare module BABYLON {
  110628. /**
  110629. * Generic Controller
  110630. */
  110631. export class GenericController extends WebVRController {
  110632. /**
  110633. * Base Url for the controller model.
  110634. */
  110635. static readonly MODEL_BASE_URL: string;
  110636. /**
  110637. * File name for the controller model.
  110638. */
  110639. static readonly MODEL_FILENAME: string;
  110640. /**
  110641. * Creates a new GenericController from a gamepad
  110642. * @param vrGamepad the gamepad that the controller should be created from
  110643. */
  110644. constructor(vrGamepad: any);
  110645. /**
  110646. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110647. * @param scene scene in which to add meshes
  110648. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110649. */
  110650. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110651. /**
  110652. * Called once for each button that changed state since the last frame
  110653. * @param buttonIdx Which button index changed
  110654. * @param state New state of the button
  110655. * @param changes Which properties on the state changed since last frame
  110656. */
  110657. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110658. }
  110659. }
  110660. declare module BABYLON {
  110661. /**
  110662. * Defines the WindowsMotionController object that the state of the windows motion controller
  110663. */
  110664. export class WindowsMotionController extends WebVRController {
  110665. /**
  110666. * The base url used to load the left and right controller models
  110667. */
  110668. static MODEL_BASE_URL: string;
  110669. /**
  110670. * The name of the left controller model file
  110671. */
  110672. static MODEL_LEFT_FILENAME: string;
  110673. /**
  110674. * The name of the right controller model file
  110675. */
  110676. static MODEL_RIGHT_FILENAME: string;
  110677. /**
  110678. * The controller name prefix for this controller type
  110679. */
  110680. static readonly GAMEPAD_ID_PREFIX: string;
  110681. /**
  110682. * The controller id pattern for this controller type
  110683. */
  110684. private static readonly GAMEPAD_ID_PATTERN;
  110685. private _loadedMeshInfo;
  110686. private readonly _mapping;
  110687. /**
  110688. * Fired when the trackpad on this controller is clicked
  110689. */
  110690. onTrackpadChangedObservable: Observable<ExtendedGamepadButton>;
  110691. /**
  110692. * Fired when the trackpad on this controller is modified
  110693. */
  110694. onTrackpadValuesChangedObservable: Observable<StickValues>;
  110695. /**
  110696. * The current x and y values of this controller's trackpad
  110697. */
  110698. trackpad: StickValues;
  110699. /**
  110700. * Creates a new WindowsMotionController from a gamepad
  110701. * @param vrGamepad the gamepad that the controller should be created from
  110702. */
  110703. constructor(vrGamepad: any);
  110704. /**
  110705. * Fired when the trigger on this controller is modified
  110706. */
  110707. readonly onTriggerButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110708. /**
  110709. * Fired when the menu button on this controller is modified
  110710. */
  110711. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110712. /**
  110713. * Fired when the grip button on this controller is modified
  110714. */
  110715. readonly onGripButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110716. /**
  110717. * Fired when the thumbstick button on this controller is modified
  110718. */
  110719. readonly onThumbstickButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110720. /**
  110721. * Fired when the touchpad button on this controller is modified
  110722. */
  110723. readonly onTouchpadButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110724. /**
  110725. * Fired when the touchpad values on this controller are modified
  110726. */
  110727. readonly onTouchpadValuesChangedObservable: Observable<StickValues>;
  110728. private _updateTrackpad;
  110729. /**
  110730. * Called once per frame by the engine.
  110731. */
  110732. update(): void;
  110733. /**
  110734. * Called once for each button that changed state since the last frame
  110735. * @param buttonIdx Which button index changed
  110736. * @param state New state of the button
  110737. * @param changes Which properties on the state changed since last frame
  110738. */
  110739. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110740. /**
  110741. * Moves the buttons on the controller mesh based on their current state
  110742. * @param buttonName the name of the button to move
  110743. * @param buttonValue the value of the button which determines the buttons new position
  110744. */
  110745. protected _lerpButtonTransform(buttonName: string, buttonValue: number): void;
  110746. /**
  110747. * Moves the axis on the controller mesh based on its current state
  110748. * @param axis the index of the axis
  110749. * @param axisValue the value of the axis which determines the meshes new position
  110750. * @hidden
  110751. */
  110752. protected _lerpAxisTransform(axis: number, axisValue: number): void;
  110753. /**
  110754. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110755. * @param scene scene in which to add meshes
  110756. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110757. */
  110758. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void, forceDefault?: boolean): void;
  110759. /**
  110760. * Takes a list of meshes (as loaded from the glTF file) and finds the root node, as well as nodes that
  110761. * can be transformed by button presses and axes values, based on this._mapping.
  110762. *
  110763. * @param scene scene in which the meshes exist
  110764. * @param meshes list of meshes that make up the controller model to process
  110765. * @return structured view of the given meshes, with mapping of buttons and axes to meshes that can be transformed.
  110766. */
  110767. private processModel;
  110768. private createMeshInfo;
  110769. /**
  110770. * Gets the ray of the controller in the direction the controller is pointing
  110771. * @param length the length the resulting ray should be
  110772. * @returns a ray in the direction the controller is pointing
  110773. */
  110774. getForwardRay(length?: number): Ray;
  110775. /**
  110776. * Disposes of the controller
  110777. */
  110778. dispose(): void;
  110779. }
  110780. }
  110781. declare module BABYLON {
  110782. /**
  110783. * Oculus Touch Controller
  110784. */
  110785. export class OculusTouchController extends WebVRController {
  110786. /**
  110787. * Base Url for the controller model.
  110788. */
  110789. static MODEL_BASE_URL: string;
  110790. /**
  110791. * File name for the left controller model.
  110792. */
  110793. static MODEL_LEFT_FILENAME: string;
  110794. /**
  110795. * File name for the right controller model.
  110796. */
  110797. static MODEL_RIGHT_FILENAME: string;
  110798. /**
  110799. * Base Url for the Quest controller model.
  110800. */
  110801. static QUEST_MODEL_BASE_URL: string;
  110802. /**
  110803. * @hidden
  110804. * If the controllers are running on a device that needs the updated Quest controller models
  110805. */
  110806. static _IsQuest: boolean;
  110807. /**
  110808. * Fired when the secondary trigger on this controller is modified
  110809. */
  110810. onSecondaryTriggerStateChangedObservable: Observable<ExtendedGamepadButton>;
  110811. /**
  110812. * Fired when the thumb rest on this controller is modified
  110813. */
  110814. onThumbRestChangedObservable: Observable<ExtendedGamepadButton>;
  110815. /**
  110816. * Creates a new OculusTouchController from a gamepad
  110817. * @param vrGamepad the gamepad that the controller should be created from
  110818. */
  110819. constructor(vrGamepad: any);
  110820. /**
  110821. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110822. * @param scene scene in which to add meshes
  110823. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110824. */
  110825. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110826. /**
  110827. * Fired when the A button on this controller is modified
  110828. */
  110829. readonly onAButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110830. /**
  110831. * Fired when the B button on this controller is modified
  110832. */
  110833. readonly onBButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110834. /**
  110835. * Fired when the X button on this controller is modified
  110836. */
  110837. readonly onXButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110838. /**
  110839. * Fired when the Y button on this controller is modified
  110840. */
  110841. readonly onYButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110842. /**
  110843. * Called once for each button that changed state since the last frame
  110844. * 0) thumb stick (touch, press, value = pressed (0,1)). value is in this.leftStick
  110845. * 1) index trigger (touch (?), press (only when value > 0.1), value 0 to 1)
  110846. * 2) secondary trigger (same)
  110847. * 3) A (right) X (left), touch, pressed = value
  110848. * 4) B / Y
  110849. * 5) thumb rest
  110850. * @param buttonIdx Which button index changed
  110851. * @param state New state of the button
  110852. * @param changes Which properties on the state changed since last frame
  110853. */
  110854. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110855. }
  110856. }
  110857. declare module BABYLON {
  110858. /**
  110859. * Vive Controller
  110860. */
  110861. export class ViveController extends WebVRController {
  110862. /**
  110863. * Base Url for the controller model.
  110864. */
  110865. static MODEL_BASE_URL: string;
  110866. /**
  110867. * File name for the controller model.
  110868. */
  110869. static MODEL_FILENAME: string;
  110870. /**
  110871. * Creates a new ViveController from a gamepad
  110872. * @param vrGamepad the gamepad that the controller should be created from
  110873. */
  110874. constructor(vrGamepad: any);
  110875. /**
  110876. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  110877. * @param scene scene in which to add meshes
  110878. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  110879. */
  110880. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  110881. /**
  110882. * Fired when the left button on this controller is modified
  110883. */
  110884. readonly onLeftButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110885. /**
  110886. * Fired when the right button on this controller is modified
  110887. */
  110888. readonly onRightButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110889. /**
  110890. * Fired when the menu button on this controller is modified
  110891. */
  110892. readonly onMenuButtonStateChangedObservable: Observable<ExtendedGamepadButton>;
  110893. /**
  110894. * Called once for each button that changed state since the last frame
  110895. * Vive mapping:
  110896. * 0: touchpad
  110897. * 1: trigger
  110898. * 2: left AND right buttons
  110899. * 3: menu button
  110900. * @param buttonIdx Which button index changed
  110901. * @param state New state of the button
  110902. * @param changes Which properties on the state changed since last frame
  110903. */
  110904. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  110905. }
  110906. }
  110907. declare module BABYLON {
  110908. /**
  110909. * Loads a controller model and adds it as a child of the WebXRControllers grip when the controller is created
  110910. */
  110911. export class WebXRControllerModelLoader {
  110912. /**
  110913. * Creates the WebXRControllerModelLoader
  110914. * @param input xr input that creates the controllers
  110915. */
  110916. constructor(input: WebXRInput);
  110917. }
  110918. }
  110919. declare module BABYLON {
  110920. /**
  110921. * Contains an array of blocks representing the octree
  110922. */
  110923. export interface IOctreeContainer<T> {
  110924. /**
  110925. * Blocks within the octree
  110926. */
  110927. blocks: Array<OctreeBlock<T>>;
  110928. }
  110929. /**
  110930. * Class used to store a cell in an octree
  110931. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  110932. */
  110933. export class OctreeBlock<T> {
  110934. /**
  110935. * Gets the content of the current block
  110936. */
  110937. entries: T[];
  110938. /**
  110939. * Gets the list of block children
  110940. */
  110941. blocks: Array<OctreeBlock<T>>;
  110942. private _depth;
  110943. private _maxDepth;
  110944. private _capacity;
  110945. private _minPoint;
  110946. private _maxPoint;
  110947. private _boundingVectors;
  110948. private _creationFunc;
  110949. /**
  110950. * Creates a new block
  110951. * @param minPoint defines the minimum vector (in world space) of the block's bounding box
  110952. * @param maxPoint defines the maximum vector (in world space) of the block's bounding box
  110953. * @param capacity defines the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110954. * @param depth defines the current depth of this block in the octree
  110955. * @param maxDepth defines the maximal depth allowed (beyond this value, the capacity is ignored)
  110956. * @param creationFunc defines a callback to call when an element is added to the block
  110957. */
  110958. constructor(minPoint: Vector3, maxPoint: Vector3, capacity: number, depth: number, maxDepth: number, creationFunc: (entry: T, block: OctreeBlock<T>) => void);
  110959. /**
  110960. * Gets the maximum capacity of this block (if capacity is reached the block will be split into sub blocks)
  110961. */
  110962. readonly capacity: number;
  110963. /**
  110964. * Gets the minimum vector (in world space) of the block's bounding box
  110965. */
  110966. readonly minPoint: Vector3;
  110967. /**
  110968. * Gets the maximum vector (in world space) of the block's bounding box
  110969. */
  110970. readonly maxPoint: Vector3;
  110971. /**
  110972. * Add a new element to this block
  110973. * @param entry defines the element to add
  110974. */
  110975. addEntry(entry: T): void;
  110976. /**
  110977. * Remove an element from this block
  110978. * @param entry defines the element to remove
  110979. */
  110980. removeEntry(entry: T): void;
  110981. /**
  110982. * Add an array of elements to this block
  110983. * @param entries defines the array of elements to add
  110984. */
  110985. addEntries(entries: T[]): void;
  110986. /**
  110987. * Test if the current block intersects the furstum planes and if yes, then add its content to the selection array
  110988. * @param frustumPlanes defines the frustum planes to test
  110989. * @param selection defines the array to store current content if selection is positive
  110990. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110991. */
  110992. select(frustumPlanes: Plane[], selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  110993. /**
  110994. * Test if the current block intersect with the given bounding sphere and if yes, then add its content to the selection array
  110995. * @param sphereCenter defines the bounding sphere center
  110996. * @param sphereRadius defines the bounding sphere radius
  110997. * @param selection defines the array to store current content if selection is positive
  110998. * @param allowDuplicate defines if the selection array can contains duplicated entries
  110999. */
  111000. intersects(sphereCenter: Vector3, sphereRadius: number, selection: SmartArrayNoDuplicate<T>, allowDuplicate?: boolean): void;
  111001. /**
  111002. * Test if the current block intersect with the given ray and if yes, then add its content to the selection array
  111003. * @param ray defines the ray to test with
  111004. * @param selection defines the array to store current content if selection is positive
  111005. */
  111006. intersectsRay(ray: Ray, selection: SmartArrayNoDuplicate<T>): void;
  111007. /**
  111008. * Subdivide the content into child blocks (this block will then be empty)
  111009. */
  111010. createInnerBlocks(): void;
  111011. /**
  111012. * @hidden
  111013. */
  111014. 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;
  111015. }
  111016. }
  111017. declare module BABYLON {
  111018. /**
  111019. * Octrees are a really powerful data structure that can quickly select entities based on space coordinates.
  111020. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111021. */
  111022. export class Octree<T> {
  111023. /** 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.) */
  111024. maxDepth: number;
  111025. /**
  111026. * Blocks within the octree containing objects
  111027. */
  111028. blocks: Array<OctreeBlock<T>>;
  111029. /**
  111030. * Content stored in the octree
  111031. */
  111032. dynamicContent: T[];
  111033. private _maxBlockCapacity;
  111034. private _selectionContent;
  111035. private _creationFunc;
  111036. /**
  111037. * Creates a octree
  111038. * @see https://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111039. * @param creationFunc function to be used to instatiate the octree
  111040. * @param maxBlockCapacity defines the maximum number of meshes you want on your octree's leaves (default: 64)
  111041. * @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.)
  111042. */
  111043. constructor(creationFunc: (entry: T, block: OctreeBlock<T>) => void, maxBlockCapacity?: number,
  111044. /** 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.) */
  111045. maxDepth?: number);
  111046. /**
  111047. * Updates the octree by adding blocks for the passed in meshes within the min and max world parameters
  111048. * @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);
  111049. * @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);
  111050. * @param entries meshes to be added to the octree blocks
  111051. */
  111052. update(worldMin: Vector3, worldMax: Vector3, entries: T[]): void;
  111053. /**
  111054. * Adds a mesh to the octree
  111055. * @param entry Mesh to add to the octree
  111056. */
  111057. addMesh(entry: T): void;
  111058. /**
  111059. * Remove an element from the octree
  111060. * @param entry defines the element to remove
  111061. */
  111062. removeMesh(entry: T): void;
  111063. /**
  111064. * Selects an array of meshes within the frustum
  111065. * @param frustumPlanes The frustum planes to use which will select all meshes within it
  111066. * @param allowDuplicate If duplicate objects are allowed in the resulting object array
  111067. * @returns array of meshes within the frustum
  111068. */
  111069. select(frustumPlanes: Plane[], allowDuplicate?: boolean): SmartArray<T>;
  111070. /**
  111071. * Test if the octree intersect with the given bounding sphere and if yes, then add its content to the selection array
  111072. * @param sphereCenter defines the bounding sphere center
  111073. * @param sphereRadius defines the bounding sphere radius
  111074. * @param allowDuplicate defines if the selection array can contains duplicated entries
  111075. * @returns an array of objects that intersect the sphere
  111076. */
  111077. intersects(sphereCenter: Vector3, sphereRadius: number, allowDuplicate?: boolean): SmartArray<T>;
  111078. /**
  111079. * Test if the octree intersect with the given ray and if yes, then add its content to resulting array
  111080. * @param ray defines the ray to test with
  111081. * @returns array of intersected objects
  111082. */
  111083. intersectsRay(ray: Ray): SmartArray<T>;
  111084. /**
  111085. * Adds a mesh into the octree block if it intersects the block
  111086. */
  111087. static CreationFuncForMeshes: (entry: AbstractMesh, block: OctreeBlock<AbstractMesh>) => void;
  111088. /**
  111089. * Adds a submesh into the octree block if it intersects the block
  111090. */
  111091. static CreationFuncForSubMeshes: (entry: SubMesh, block: OctreeBlock<SubMesh>) => void;
  111092. }
  111093. }
  111094. declare module BABYLON {
  111095. interface Scene {
  111096. /**
  111097. * @hidden
  111098. * Backing Filed
  111099. */
  111100. _selectionOctree: Octree<AbstractMesh>;
  111101. /**
  111102. * Gets the octree used to boost mesh selection (picking)
  111103. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111104. */
  111105. selectionOctree: Octree<AbstractMesh>;
  111106. /**
  111107. * Creates or updates the octree used to boost selection (picking)
  111108. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111109. * @param maxCapacity defines the maximum capacity per leaf
  111110. * @param maxDepth defines the maximum depth of the octree
  111111. * @returns an octree of AbstractMesh
  111112. */
  111113. createOrUpdateSelectionOctree(maxCapacity?: number, maxDepth?: number): Octree<AbstractMesh>;
  111114. }
  111115. interface AbstractMesh {
  111116. /**
  111117. * @hidden
  111118. * Backing Field
  111119. */
  111120. _submeshesOctree: Octree<SubMesh>;
  111121. /**
  111122. * This function will create an octree to help to select the right submeshes for rendering, picking and collision computations.
  111123. * Please note that you must have a decent number of submeshes to get performance improvements when using an octree
  111124. * @param maxCapacity defines the maximum size of each block (64 by default)
  111125. * @param maxDepth defines the maximum depth to use (no more than 2 levels by default)
  111126. * @returns the new octree
  111127. * @see https://www.babylonjs-playground.com/#NA4OQ#12
  111128. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene_with_octrees
  111129. */
  111130. createOrUpdateSubmeshesOctree(maxCapacity?: number, maxDepth?: number): Octree<SubMesh>;
  111131. }
  111132. /**
  111133. * Defines the octree scene component responsible to manage any octrees
  111134. * in a given scene.
  111135. */
  111136. export class OctreeSceneComponent {
  111137. /**
  111138. * The component name help to identify the component in the list of scene components.
  111139. */
  111140. readonly name: string;
  111141. /**
  111142. * The scene the component belongs to.
  111143. */
  111144. scene: Scene;
  111145. /**
  111146. * Indicates if the meshes have been checked to make sure they are isEnabled()
  111147. */
  111148. readonly checksIsEnabled: boolean;
  111149. /**
  111150. * Creates a new instance of the component for the given scene
  111151. * @param scene Defines the scene to register the component in
  111152. */
  111153. constructor(scene: Scene);
  111154. /**
  111155. * Registers the component in a given scene
  111156. */
  111157. register(): void;
  111158. /**
  111159. * Return the list of active meshes
  111160. * @returns the list of active meshes
  111161. */
  111162. getActiveMeshCandidates(): ISmartArrayLike<AbstractMesh>;
  111163. /**
  111164. * Return the list of active sub meshes
  111165. * @param mesh The mesh to get the candidates sub meshes from
  111166. * @returns the list of active sub meshes
  111167. */
  111168. getActiveSubMeshCandidates(mesh: AbstractMesh): ISmartArrayLike<SubMesh>;
  111169. private _tempRay;
  111170. /**
  111171. * Return the list of sub meshes intersecting with a given local ray
  111172. * @param mesh defines the mesh to find the submesh for
  111173. * @param localRay defines the ray in local space
  111174. * @returns the list of intersecting sub meshes
  111175. */
  111176. getIntersectingSubMeshCandidates(mesh: AbstractMesh, localRay: Ray): ISmartArrayLike<SubMesh>;
  111177. /**
  111178. * Return the list of sub meshes colliding with a collider
  111179. * @param mesh defines the mesh to find the submesh for
  111180. * @param collider defines the collider to evaluate the collision against
  111181. * @returns the list of colliding sub meshes
  111182. */
  111183. getCollidingSubMeshCandidates(mesh: AbstractMesh, collider: Collider): ISmartArrayLike<SubMesh>;
  111184. /**
  111185. * Rebuilds the elements related to this component in case of
  111186. * context lost for instance.
  111187. */
  111188. rebuild(): void;
  111189. /**
  111190. * Disposes the component and the associated ressources.
  111191. */
  111192. dispose(): void;
  111193. }
  111194. }
  111195. declare module BABYLON {
  111196. /**
  111197. * Renders a layer on top of an existing scene
  111198. */
  111199. export class UtilityLayerRenderer implements IDisposable {
  111200. /** the original scene that will be rendered on top of */
  111201. originalScene: Scene;
  111202. private _pointerCaptures;
  111203. private _lastPointerEvents;
  111204. private static _DefaultUtilityLayer;
  111205. private static _DefaultKeepDepthUtilityLayer;
  111206. private _sharedGizmoLight;
  111207. private _renderCamera;
  111208. /**
  111209. * Gets the camera that is used to render the utility layer (when not set, this will be the last active camera)
  111210. * @returns the camera that is used when rendering the utility layer
  111211. */
  111212. getRenderCamera(): Nullable<Camera>;
  111213. /**
  111214. * Sets the camera that should be used when rendering the utility layer (If set to null the last active camera will be used)
  111215. * @param cam the camera that should be used when rendering the utility layer
  111216. */
  111217. setRenderCamera(cam: Nullable<Camera>): void;
  111218. /**
  111219. * @hidden
  111220. * Light which used by gizmos to get light shading
  111221. */
  111222. _getSharedGizmoLight(): HemisphericLight;
  111223. /**
  111224. * If the picking should be done on the utility layer prior to the actual scene (Default: true)
  111225. */
  111226. pickUtilitySceneFirst: boolean;
  111227. /**
  111228. * 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)
  111229. */
  111230. static readonly DefaultUtilityLayer: UtilityLayerRenderer;
  111231. /**
  111232. * 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)
  111233. */
  111234. static readonly DefaultKeepDepthUtilityLayer: UtilityLayerRenderer;
  111235. /**
  111236. * The scene that is rendered on top of the original scene
  111237. */
  111238. utilityLayerScene: Scene;
  111239. /**
  111240. * If the utility layer should automatically be rendered on top of existing scene
  111241. */
  111242. shouldRender: boolean;
  111243. /**
  111244. * If set to true, only pointer down onPointerObservable events will be blocked when picking is occluded by original scene
  111245. */
  111246. onlyCheckPointerDownEvents: boolean;
  111247. /**
  111248. * If set to false, only pointerUp, pointerDown and pointerMove will be sent to the utilityLayerScene (false by default)
  111249. */
  111250. processAllEvents: boolean;
  111251. /**
  111252. * Observable raised when the pointer move from the utility layer scene to the main scene
  111253. */
  111254. onPointerOutObservable: Observable<number>;
  111255. /** Gets or sets a predicate that will be used to indicate utility meshes present in the main scene */
  111256. mainSceneTrackerPredicate: (mesh: Nullable<AbstractMesh>) => boolean;
  111257. private _afterRenderObserver;
  111258. private _sceneDisposeObserver;
  111259. private _originalPointerObserver;
  111260. /**
  111261. * Instantiates a UtilityLayerRenderer
  111262. * @param originalScene the original scene that will be rendered on top of
  111263. * @param handleEvents boolean indicating if the utility layer should handle events
  111264. */
  111265. constructor(
  111266. /** the original scene that will be rendered on top of */
  111267. originalScene: Scene, handleEvents?: boolean);
  111268. private _notifyObservers;
  111269. /**
  111270. * Renders the utility layers scene on top of the original scene
  111271. */
  111272. render(): void;
  111273. /**
  111274. * Disposes of the renderer
  111275. */
  111276. dispose(): void;
  111277. private _updateCamera;
  111278. }
  111279. }
  111280. declare module BABYLON {
  111281. /**
  111282. * Renders gizmos on top of an existing scene which provide controls for position, rotation, etc.
  111283. */
  111284. export class Gizmo implements IDisposable {
  111285. /** The utility layer the gizmo will be added to */
  111286. gizmoLayer: UtilityLayerRenderer;
  111287. /**
  111288. * The root mesh of the gizmo
  111289. */
  111290. _rootMesh: Mesh;
  111291. private _attachedMesh;
  111292. /**
  111293. * Ratio for the scale of the gizmo (Default: 1)
  111294. */
  111295. scaleRatio: number;
  111296. /**
  111297. * If a custom mesh has been set (Default: false)
  111298. */
  111299. protected _customMeshSet: boolean;
  111300. /**
  111301. * Mesh that the gizmo will be attached to. (eg. on a drag gizmo the mesh that will be dragged)
  111302. * * When set, interactions will be enabled
  111303. */
  111304. attachedMesh: Nullable<AbstractMesh>;
  111305. /**
  111306. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  111307. * @param mesh The mesh to replace the default mesh of the gizmo
  111308. */
  111309. setCustomMesh(mesh: Mesh): void;
  111310. /**
  111311. * If set the gizmo's rotation will be updated to match the attached mesh each frame (Default: true)
  111312. */
  111313. updateGizmoRotationToMatchAttachedMesh: boolean;
  111314. /**
  111315. * If set the gizmo's position will be updated to match the attached mesh each frame (Default: true)
  111316. */
  111317. updateGizmoPositionToMatchAttachedMesh: boolean;
  111318. /**
  111319. * When set, the gizmo will always appear the same size no matter where the camera is (default: true)
  111320. */
  111321. updateScale: boolean;
  111322. protected _interactionsEnabled: boolean;
  111323. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111324. private _beforeRenderObserver;
  111325. private _tempVector;
  111326. /**
  111327. * Creates a gizmo
  111328. * @param gizmoLayer The utility layer the gizmo will be added to
  111329. */
  111330. constructor(
  111331. /** The utility layer the gizmo will be added to */
  111332. gizmoLayer?: UtilityLayerRenderer);
  111333. /**
  111334. * Updates the gizmo to match the attached mesh's position/rotation
  111335. */
  111336. protected _update(): void;
  111337. /**
  111338. * Disposes of the gizmo
  111339. */
  111340. dispose(): void;
  111341. }
  111342. }
  111343. declare module BABYLON {
  111344. /**
  111345. * Single plane drag gizmo
  111346. */
  111347. export class PlaneDragGizmo extends Gizmo {
  111348. /**
  111349. * Drag behavior responsible for the gizmos dragging interactions
  111350. */
  111351. dragBehavior: PointerDragBehavior;
  111352. private _pointerObserver;
  111353. /**
  111354. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111355. */
  111356. snapDistance: number;
  111357. /**
  111358. * Event that fires each time the gizmo snaps to a new location.
  111359. * * snapDistance is the the change in distance
  111360. */
  111361. onSnapObservable: Observable<{
  111362. snapDistance: number;
  111363. }>;
  111364. private _plane;
  111365. private _coloredMaterial;
  111366. private _hoverMaterial;
  111367. private _isEnabled;
  111368. private _parent;
  111369. /** @hidden */
  111370. static _CreatePlane(scene: Scene, material: StandardMaterial): TransformNode;
  111371. /** @hidden */
  111372. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111373. /**
  111374. * Creates a PlaneDragGizmo
  111375. * @param gizmoLayer The utility layer the gizmo will be added to
  111376. * @param dragPlaneNormal The axis normal to which the gizmo will be able to drag on
  111377. * @param color The color of the gizmo
  111378. */
  111379. constructor(dragPlaneNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111380. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111381. /**
  111382. * If the gizmo is enabled
  111383. */
  111384. isEnabled: boolean;
  111385. /**
  111386. * Disposes of the gizmo
  111387. */
  111388. dispose(): void;
  111389. }
  111390. }
  111391. declare module BABYLON {
  111392. /**
  111393. * Gizmo that enables dragging a mesh along 3 axis
  111394. */
  111395. export class PositionGizmo extends Gizmo {
  111396. /**
  111397. * Internal gizmo used for interactions on the x axis
  111398. */
  111399. xGizmo: AxisDragGizmo;
  111400. /**
  111401. * Internal gizmo used for interactions on the y axis
  111402. */
  111403. yGizmo: AxisDragGizmo;
  111404. /**
  111405. * Internal gizmo used for interactions on the z axis
  111406. */
  111407. zGizmo: AxisDragGizmo;
  111408. /**
  111409. * Internal gizmo used for interactions on the yz plane
  111410. */
  111411. xPlaneGizmo: PlaneDragGizmo;
  111412. /**
  111413. * Internal gizmo used for interactions on the xz plane
  111414. */
  111415. yPlaneGizmo: PlaneDragGizmo;
  111416. /**
  111417. * Internal gizmo used for interactions on the xy plane
  111418. */
  111419. zPlaneGizmo: PlaneDragGizmo;
  111420. /**
  111421. * private variables
  111422. */
  111423. private _meshAttached;
  111424. private _updateGizmoRotationToMatchAttachedMesh;
  111425. private _snapDistance;
  111426. private _scaleRatio;
  111427. /** Fires an event when any of it's sub gizmos are dragged */
  111428. onDragStartObservable: Observable<unknown>;
  111429. /** Fires an event when any of it's sub gizmos are released from dragging */
  111430. onDragEndObservable: Observable<unknown>;
  111431. /**
  111432. * If set to true, planar drag is enabled
  111433. */
  111434. private _planarGizmoEnabled;
  111435. attachedMesh: Nullable<AbstractMesh>;
  111436. /**
  111437. * Creates a PositionGizmo
  111438. * @param gizmoLayer The utility layer the gizmo will be added to
  111439. */
  111440. constructor(gizmoLayer?: UtilityLayerRenderer);
  111441. /**
  111442. * If the planar drag gizmo is enabled
  111443. * setting this will enable/disable XY, XZ and YZ planes regardless of individual gizmo settings.
  111444. */
  111445. planarGizmoEnabled: boolean;
  111446. updateGizmoRotationToMatchAttachedMesh: boolean;
  111447. /**
  111448. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111449. */
  111450. snapDistance: number;
  111451. /**
  111452. * Ratio for the scale of the gizmo (Default: 1)
  111453. */
  111454. scaleRatio: number;
  111455. /**
  111456. * Disposes of the gizmo
  111457. */
  111458. dispose(): void;
  111459. /**
  111460. * CustomMeshes are not supported by this gizmo
  111461. * @param mesh The mesh to replace the default mesh of the gizmo
  111462. */
  111463. setCustomMesh(mesh: Mesh): void;
  111464. }
  111465. }
  111466. declare module BABYLON {
  111467. /**
  111468. * Single axis drag gizmo
  111469. */
  111470. export class AxisDragGizmo extends Gizmo {
  111471. /**
  111472. * Drag behavior responsible for the gizmos dragging interactions
  111473. */
  111474. dragBehavior: PointerDragBehavior;
  111475. private _pointerObserver;
  111476. /**
  111477. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  111478. */
  111479. snapDistance: number;
  111480. /**
  111481. * Event that fires each time the gizmo snaps to a new location.
  111482. * * snapDistance is the the change in distance
  111483. */
  111484. onSnapObservable: Observable<{
  111485. snapDistance: number;
  111486. }>;
  111487. private _isEnabled;
  111488. private _parent;
  111489. private _arrow;
  111490. private _coloredMaterial;
  111491. private _hoverMaterial;
  111492. /** @hidden */
  111493. static _CreateArrow(scene: Scene, material: StandardMaterial): TransformNode;
  111494. /** @hidden */
  111495. static _CreateArrowInstance(scene: Scene, arrow: TransformNode): TransformNode;
  111496. /**
  111497. * Creates an AxisDragGizmo
  111498. * @param gizmoLayer The utility layer the gizmo will be added to
  111499. * @param dragAxis The axis which the gizmo will be able to drag on
  111500. * @param color The color of the gizmo
  111501. */
  111502. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<PositionGizmo>);
  111503. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  111504. /**
  111505. * If the gizmo is enabled
  111506. */
  111507. isEnabled: boolean;
  111508. /**
  111509. * Disposes of the gizmo
  111510. */
  111511. dispose(): void;
  111512. }
  111513. }
  111514. declare module BABYLON.Debug {
  111515. /**
  111516. * The Axes viewer will show 3 axes in a specific point in space
  111517. */
  111518. export class AxesViewer {
  111519. private _xAxis;
  111520. private _yAxis;
  111521. private _zAxis;
  111522. private _scaleLinesFactor;
  111523. private _instanced;
  111524. /**
  111525. * Gets the hosting scene
  111526. */
  111527. scene: Scene;
  111528. /**
  111529. * Gets or sets a number used to scale line length
  111530. */
  111531. scaleLines: number;
  111532. /** Gets the node hierarchy used to render x-axis */
  111533. readonly xAxis: TransformNode;
  111534. /** Gets the node hierarchy used to render y-axis */
  111535. readonly yAxis: TransformNode;
  111536. /** Gets the node hierarchy used to render z-axis */
  111537. readonly zAxis: TransformNode;
  111538. /**
  111539. * Creates a new AxesViewer
  111540. * @param scene defines the hosting scene
  111541. * @param scaleLines defines a number used to scale line length (1 by default)
  111542. * @param renderingGroupId defines a number used to set the renderingGroupId of the meshes (2 by default)
  111543. * @param xAxis defines the node hierarchy used to render the x-axis
  111544. * @param yAxis defines the node hierarchy used to render the y-axis
  111545. * @param zAxis defines the node hierarchy used to render the z-axis
  111546. */
  111547. constructor(scene: Scene, scaleLines?: number, renderingGroupId?: Nullable<number>, xAxis?: TransformNode, yAxis?: TransformNode, zAxis?: TransformNode);
  111548. /**
  111549. * Force the viewer to update
  111550. * @param position defines the position of the viewer
  111551. * @param xaxis defines the x axis of the viewer
  111552. * @param yaxis defines the y axis of the viewer
  111553. * @param zaxis defines the z axis of the viewer
  111554. */
  111555. update(position: Vector3, xaxis: Vector3, yaxis: Vector3, zaxis: Vector3): void;
  111556. /**
  111557. * Creates an instance of this axes viewer.
  111558. * @returns a new axes viewer with instanced meshes
  111559. */
  111560. createInstance(): AxesViewer;
  111561. /** Releases resources */
  111562. dispose(): void;
  111563. private static _SetRenderingGroupId;
  111564. }
  111565. }
  111566. declare module BABYLON.Debug {
  111567. /**
  111568. * The BoneAxesViewer will attach 3 axes to a specific bone of a specific mesh
  111569. * @see demo here: https://www.babylonjs-playground.com/#0DE8F4#8
  111570. */
  111571. export class BoneAxesViewer extends AxesViewer {
  111572. /**
  111573. * Gets or sets the target mesh where to display the axes viewer
  111574. */
  111575. mesh: Nullable<Mesh>;
  111576. /**
  111577. * Gets or sets the target bone where to display the axes viewer
  111578. */
  111579. bone: Nullable<Bone>;
  111580. /** Gets current position */
  111581. pos: Vector3;
  111582. /** Gets direction of X axis */
  111583. xaxis: Vector3;
  111584. /** Gets direction of Y axis */
  111585. yaxis: Vector3;
  111586. /** Gets direction of Z axis */
  111587. zaxis: Vector3;
  111588. /**
  111589. * Creates a new BoneAxesViewer
  111590. * @param scene defines the hosting scene
  111591. * @param bone defines the target bone
  111592. * @param mesh defines the target mesh
  111593. * @param scaleLines defines a scaling factor for line length (1 by default)
  111594. */
  111595. constructor(scene: Scene, bone: Bone, mesh: Mesh, scaleLines?: number);
  111596. /**
  111597. * Force the viewer to update
  111598. */
  111599. update(): void;
  111600. /** Releases resources */
  111601. dispose(): void;
  111602. }
  111603. }
  111604. declare module BABYLON {
  111605. /**
  111606. * Interface used to define scene explorer extensibility option
  111607. */
  111608. export interface IExplorerExtensibilityOption {
  111609. /**
  111610. * Define the option label
  111611. */
  111612. label: string;
  111613. /**
  111614. * Defines the action to execute on click
  111615. */
  111616. action: (entity: any) => void;
  111617. }
  111618. /**
  111619. * Defines a group of actions associated with a predicate to use when extending the Inspector scene explorer
  111620. */
  111621. export interface IExplorerExtensibilityGroup {
  111622. /**
  111623. * Defines a predicate to test if a given type mut be extended
  111624. */
  111625. predicate: (entity: any) => boolean;
  111626. /**
  111627. * Gets the list of options added to a type
  111628. */
  111629. entries: IExplorerExtensibilityOption[];
  111630. }
  111631. /**
  111632. * Interface used to define the options to use to create the Inspector
  111633. */
  111634. export interface IInspectorOptions {
  111635. /**
  111636. * Display in overlay mode (default: false)
  111637. */
  111638. overlay?: boolean;
  111639. /**
  111640. * HTML element to use as root (the parent of the rendering canvas will be used as default value)
  111641. */
  111642. globalRoot?: HTMLElement;
  111643. /**
  111644. * Display the Scene explorer
  111645. */
  111646. showExplorer?: boolean;
  111647. /**
  111648. * Display the property inspector
  111649. */
  111650. showInspector?: boolean;
  111651. /**
  111652. * Display in embed mode (both panes on the right)
  111653. */
  111654. embedMode?: boolean;
  111655. /**
  111656. * let the Inspector handles resize of the canvas when panes are resized (default to true)
  111657. */
  111658. handleResize?: boolean;
  111659. /**
  111660. * Allow the panes to popup (default: true)
  111661. */
  111662. enablePopup?: boolean;
  111663. /**
  111664. * Allow the panes to be closed by users (default: true)
  111665. */
  111666. enableClose?: boolean;
  111667. /**
  111668. * Optional list of extensibility entries
  111669. */
  111670. explorerExtensibility?: IExplorerExtensibilityGroup[];
  111671. /**
  111672. * Optional URL to get the inspector script from (by default it uses the babylonjs CDN).
  111673. */
  111674. inspectorURL?: string;
  111675. }
  111676. interface Scene {
  111677. /**
  111678. * @hidden
  111679. * Backing field
  111680. */
  111681. _debugLayer: DebugLayer;
  111682. /**
  111683. * Gets the debug layer (aka Inspector) associated with the scene
  111684. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111685. */
  111686. debugLayer: DebugLayer;
  111687. }
  111688. /**
  111689. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111690. * what is happening in your scene
  111691. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111692. */
  111693. export class DebugLayer {
  111694. /**
  111695. * Define the url to get the inspector script from.
  111696. * By default it uses the babylonjs CDN.
  111697. * @ignoreNaming
  111698. */
  111699. static InspectorURL: string;
  111700. private _scene;
  111701. private BJSINSPECTOR;
  111702. private _onPropertyChangedObservable?;
  111703. /**
  111704. * Observable triggered when a property is changed through the inspector.
  111705. */
  111706. readonly onPropertyChangedObservable: any;
  111707. /**
  111708. * Instantiates a new debug layer.
  111709. * The debug layer (aka Inspector) is the go to tool in order to better understand
  111710. * what is happening in your scene
  111711. * @see http://doc.babylonjs.com/features/playground_debuglayer
  111712. * @param scene Defines the scene to inspect
  111713. */
  111714. constructor(scene: Scene);
  111715. /** Creates the inspector window. */
  111716. private _createInspector;
  111717. /**
  111718. * Select a specific entity in the scene explorer and highlight a specific block in that entity property grid
  111719. * @param entity defines the entity to select
  111720. * @param lineContainerTitle defines the specific block to highlight
  111721. */
  111722. select(entity: any, lineContainerTitle?: string): void;
  111723. /** Get the inspector from bundle or global */
  111724. private _getGlobalInspector;
  111725. /**
  111726. * Get if the inspector is visible or not.
  111727. * @returns true if visible otherwise, false
  111728. */
  111729. isVisible(): boolean;
  111730. /**
  111731. * Hide the inspector and close its window.
  111732. */
  111733. hide(): void;
  111734. /**
  111735. * Launch the debugLayer.
  111736. * @param config Define the configuration of the inspector
  111737. * @return a promise fulfilled when the debug layer is visible
  111738. */
  111739. show(config?: IInspectorOptions): Promise<DebugLayer>;
  111740. }
  111741. }
  111742. declare module BABYLON {
  111743. /**
  111744. * Class containing static functions to help procedurally build meshes
  111745. */
  111746. export class BoxBuilder {
  111747. /**
  111748. * Creates a box mesh
  111749. * * The parameter `size` sets the size (float) of each box side (default 1)
  111750. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  111751. * * 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)
  111752. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  111753. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111754. * * 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
  111755. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111756. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  111757. * @param name defines the name of the mesh
  111758. * @param options defines the options used to create the mesh
  111759. * @param scene defines the hosting scene
  111760. * @returns the box mesh
  111761. */
  111762. static CreateBox(name: string, options: {
  111763. size?: number;
  111764. width?: number;
  111765. height?: number;
  111766. depth?: number;
  111767. faceUV?: Vector4[];
  111768. faceColors?: Color4[];
  111769. sideOrientation?: number;
  111770. frontUVs?: Vector4;
  111771. backUVs?: Vector4;
  111772. wrap?: boolean;
  111773. topBaseAt?: number;
  111774. bottomBaseAt?: number;
  111775. updatable?: boolean;
  111776. }, scene?: Nullable<Scene>): Mesh;
  111777. }
  111778. }
  111779. declare module BABYLON {
  111780. /**
  111781. * Class containing static functions to help procedurally build meshes
  111782. */
  111783. export class SphereBuilder {
  111784. /**
  111785. * Creates a sphere mesh
  111786. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  111787. * * 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`)
  111788. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  111789. * * 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
  111790. * * 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)
  111791. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  111792. * * 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
  111793. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111794. * @param name defines the name of the mesh
  111795. * @param options defines the options used to create the mesh
  111796. * @param scene defines the hosting scene
  111797. * @returns the sphere mesh
  111798. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  111799. */
  111800. static CreateSphere(name: string, options: {
  111801. segments?: number;
  111802. diameter?: number;
  111803. diameterX?: number;
  111804. diameterY?: number;
  111805. diameterZ?: number;
  111806. arc?: number;
  111807. slice?: number;
  111808. sideOrientation?: number;
  111809. frontUVs?: Vector4;
  111810. backUVs?: Vector4;
  111811. updatable?: boolean;
  111812. }, scene?: Nullable<Scene>): Mesh;
  111813. }
  111814. }
  111815. declare module BABYLON.Debug {
  111816. /**
  111817. * Used to show the physics impostor around the specific mesh
  111818. */
  111819. export class PhysicsViewer {
  111820. /** @hidden */
  111821. protected _impostors: Array<Nullable<PhysicsImpostor>>;
  111822. /** @hidden */
  111823. protected _meshes: Array<Nullable<AbstractMesh>>;
  111824. /** @hidden */
  111825. protected _scene: Nullable<Scene>;
  111826. /** @hidden */
  111827. protected _numMeshes: number;
  111828. /** @hidden */
  111829. protected _physicsEnginePlugin: Nullable<IPhysicsEnginePlugin>;
  111830. private _renderFunction;
  111831. private _utilityLayer;
  111832. private _debugBoxMesh;
  111833. private _debugSphereMesh;
  111834. private _debugCylinderMesh;
  111835. private _debugMaterial;
  111836. private _debugMeshMeshes;
  111837. /**
  111838. * Creates a new PhysicsViewer
  111839. * @param scene defines the hosting scene
  111840. */
  111841. constructor(scene: Scene);
  111842. /** @hidden */
  111843. protected _updateDebugMeshes(): void;
  111844. /**
  111845. * Renders a specified physic impostor
  111846. * @param impostor defines the impostor to render
  111847. * @param targetMesh defines the mesh represented by the impostor
  111848. * @returns the new debug mesh used to render the impostor
  111849. */
  111850. showImpostor(impostor: PhysicsImpostor, targetMesh?: Mesh): Nullable<AbstractMesh>;
  111851. /**
  111852. * Hides a specified physic impostor
  111853. * @param impostor defines the impostor to hide
  111854. */
  111855. hideImpostor(impostor: Nullable<PhysicsImpostor>): void;
  111856. private _getDebugMaterial;
  111857. private _getDebugBoxMesh;
  111858. private _getDebugSphereMesh;
  111859. private _getDebugCylinderMesh;
  111860. private _getDebugMeshMesh;
  111861. private _getDebugMesh;
  111862. /** Releases all resources */
  111863. dispose(): void;
  111864. }
  111865. }
  111866. declare module BABYLON {
  111867. /**
  111868. * Class containing static functions to help procedurally build meshes
  111869. */
  111870. export class LinesBuilder {
  111871. /**
  111872. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  111873. * * 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
  111874. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  111875. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  111876. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  111877. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  111878. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  111879. * * 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
  111880. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  111881. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111882. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  111883. * @param name defines the name of the new line system
  111884. * @param options defines the options used to create the line system
  111885. * @param scene defines the hosting scene
  111886. * @returns a new line system mesh
  111887. */
  111888. static CreateLineSystem(name: string, options: {
  111889. lines: Vector3[][];
  111890. updatable?: boolean;
  111891. instance?: Nullable<LinesMesh>;
  111892. colors?: Nullable<Color4[][]>;
  111893. useVertexAlpha?: boolean;
  111894. }, scene: Nullable<Scene>): LinesMesh;
  111895. /**
  111896. * Creates a line mesh
  111897. * 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
  111898. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111899. * * The parameter `points` is an array successive Vector3
  111900. * * 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
  111901. * * The optional parameter `colors` is an array of successive Color4, one per line point
  111902. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  111903. * * When updating an instance, remember that only point positions can change, not the number of points
  111904. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111905. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  111906. * @param name defines the name of the new line system
  111907. * @param options defines the options used to create the line system
  111908. * @param scene defines the hosting scene
  111909. * @returns a new line mesh
  111910. */
  111911. static CreateLines(name: string, options: {
  111912. points: Vector3[];
  111913. updatable?: boolean;
  111914. instance?: Nullable<LinesMesh>;
  111915. colors?: Color4[];
  111916. useVertexAlpha?: boolean;
  111917. }, scene?: Nullable<Scene>): LinesMesh;
  111918. /**
  111919. * Creates a dashed line mesh
  111920. * * 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
  111921. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  111922. * * The parameter `points` is an array successive Vector3
  111923. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  111924. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  111925. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  111926. * * 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
  111927. * * When updating an instance, remember that only point positions can change, not the number of points
  111928. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  111929. * @param name defines the name of the mesh
  111930. * @param options defines the options used to create the mesh
  111931. * @param scene defines the hosting scene
  111932. * @returns the dashed line mesh
  111933. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  111934. */
  111935. static CreateDashedLines(name: string, options: {
  111936. points: Vector3[];
  111937. dashSize?: number;
  111938. gapSize?: number;
  111939. dashNb?: number;
  111940. updatable?: boolean;
  111941. instance?: LinesMesh;
  111942. }, scene?: Nullable<Scene>): LinesMesh;
  111943. }
  111944. }
  111945. declare module BABYLON {
  111946. /**
  111947. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111948. * in order to better appreciate the issue one might have.
  111949. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111950. */
  111951. export class RayHelper {
  111952. /**
  111953. * Defines the ray we are currently tryin to visualize.
  111954. */
  111955. ray: Nullable<Ray>;
  111956. private _renderPoints;
  111957. private _renderLine;
  111958. private _renderFunction;
  111959. private _scene;
  111960. private _updateToMeshFunction;
  111961. private _attachedToMesh;
  111962. private _meshSpaceDirection;
  111963. private _meshSpaceOrigin;
  111964. /**
  111965. * Helper function to create a colored helper in a scene in one line.
  111966. * @param ray Defines the ray we are currently tryin to visualize
  111967. * @param scene Defines the scene the ray is used in
  111968. * @param color Defines the color we want to see the ray in
  111969. * @returns The newly created ray helper.
  111970. */
  111971. static CreateAndShow(ray: Ray, scene: Scene, color: Color3): RayHelper;
  111972. /**
  111973. * Instantiate a new ray helper.
  111974. * As raycast might be hard to debug, the RayHelper can help rendering the different rays
  111975. * in order to better appreciate the issue one might have.
  111976. * @see http://doc.babylonjs.com/babylon101/raycasts#debugging
  111977. * @param ray Defines the ray we are currently tryin to visualize
  111978. */
  111979. constructor(ray: Ray);
  111980. /**
  111981. * Shows the ray we are willing to debug.
  111982. * @param scene Defines the scene the ray needs to be rendered in
  111983. * @param color Defines the color the ray needs to be rendered in
  111984. */
  111985. show(scene: Scene, color?: Color3): void;
  111986. /**
  111987. * Hides the ray we are debugging.
  111988. */
  111989. hide(): void;
  111990. private _render;
  111991. /**
  111992. * Attach a ray helper to a mesh so that we can easily see its orientation for instance or information like its normals.
  111993. * @param mesh Defines the mesh we want the helper attached to
  111994. * @param meshSpaceDirection Defines the direction of the Ray in mesh space (local space of the mesh node)
  111995. * @param meshSpaceOrigin Defines the origin of the Ray in mesh space (local space of the mesh node)
  111996. * @param length Defines the length of the ray
  111997. */
  111998. attachToMesh(mesh: AbstractMesh, meshSpaceDirection?: Vector3, meshSpaceOrigin?: Vector3, length?: number): void;
  111999. /**
  112000. * Detach the ray helper from the mesh it has previously been attached to.
  112001. */
  112002. detachFromMesh(): void;
  112003. private _updateToMesh;
  112004. /**
  112005. * Dispose the helper and release its associated resources.
  112006. */
  112007. dispose(): void;
  112008. }
  112009. }
  112010. declare module BABYLON.Debug {
  112011. /**
  112012. * Class used to render a debug view of a given skeleton
  112013. * @see http://www.babylonjs-playground.com/#1BZJVJ#8
  112014. */
  112015. export class SkeletonViewer {
  112016. /** defines the skeleton to render */
  112017. skeleton: Skeleton;
  112018. /** defines the mesh attached to the skeleton */
  112019. mesh: AbstractMesh;
  112020. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112021. autoUpdateBonesMatrices: boolean;
  112022. /** defines the rendering group id to use with the viewer */
  112023. renderingGroupId: number;
  112024. /** Gets or sets the color used to render the skeleton */
  112025. color: Color3;
  112026. private _scene;
  112027. private _debugLines;
  112028. private _debugMesh;
  112029. private _isEnabled;
  112030. private _renderFunction;
  112031. private _utilityLayer;
  112032. /**
  112033. * Returns the mesh used to render the bones
  112034. */
  112035. readonly debugMesh: Nullable<LinesMesh>;
  112036. /**
  112037. * Creates a new SkeletonViewer
  112038. * @param skeleton defines the skeleton to render
  112039. * @param mesh defines the mesh attached to the skeleton
  112040. * @param scene defines the hosting scene
  112041. * @param autoUpdateBonesMatrices defines a boolean indicating if bones matrices must be forced to update before rendering (true by default)
  112042. * @param renderingGroupId defines the rendering group id to use with the viewer
  112043. */
  112044. constructor(
  112045. /** defines the skeleton to render */
  112046. skeleton: Skeleton,
  112047. /** defines the mesh attached to the skeleton */
  112048. mesh: AbstractMesh, scene: Scene,
  112049. /** defines a boolean indicating if bones matrices must be forced to update before rendering (true by default) */
  112050. autoUpdateBonesMatrices?: boolean,
  112051. /** defines the rendering group id to use with the viewer */
  112052. renderingGroupId?: number);
  112053. /** Gets or sets a boolean indicating if the viewer is enabled */
  112054. isEnabled: boolean;
  112055. private _getBonePosition;
  112056. private _getLinesForBonesWithLength;
  112057. private _getLinesForBonesNoLength;
  112058. /** Update the viewer to sync with current skeleton state */
  112059. update(): void;
  112060. /** Release associated resources */
  112061. dispose(): void;
  112062. }
  112063. }
  112064. declare module BABYLON {
  112065. /**
  112066. * Options to create the null engine
  112067. */
  112068. export class NullEngineOptions {
  112069. /**
  112070. * Render width (Default: 512)
  112071. */
  112072. renderWidth: number;
  112073. /**
  112074. * Render height (Default: 256)
  112075. */
  112076. renderHeight: number;
  112077. /**
  112078. * Texture size (Default: 512)
  112079. */
  112080. textureSize: number;
  112081. /**
  112082. * If delta time between frames should be constant
  112083. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112084. */
  112085. deterministicLockstep: boolean;
  112086. /**
  112087. * Maximum about of steps between frames (Default: 4)
  112088. * @see https://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112089. */
  112090. lockstepMaxSteps: number;
  112091. }
  112092. /**
  112093. * The null engine class provides support for headless version of babylon.js.
  112094. * This can be used in server side scenario or for testing purposes
  112095. */
  112096. export class NullEngine extends Engine {
  112097. private _options;
  112098. /**
  112099. * Gets a boolean indicating that the engine is running in deterministic lock step mode
  112100. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112101. * @returns true if engine is in deterministic lock step mode
  112102. */
  112103. isDeterministicLockStep(): boolean;
  112104. /**
  112105. * Gets the max steps when engine is running in deterministic lock step
  112106. * @see http://doc.babylonjs.com/babylon101/animations#deterministic-lockstep
  112107. * @returns the max steps
  112108. */
  112109. getLockstepMaxSteps(): number;
  112110. /**
  112111. * Gets the current hardware scaling level.
  112112. * By default the hardware scaling level is computed from the window device ratio.
  112113. * 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.
  112114. * @returns a number indicating the current hardware scaling level
  112115. */
  112116. getHardwareScalingLevel(): number;
  112117. constructor(options?: NullEngineOptions);
  112118. /**
  112119. * Creates a vertex buffer
  112120. * @param vertices the data for the vertex buffer
  112121. * @returns the new WebGL static buffer
  112122. */
  112123. createVertexBuffer(vertices: FloatArray): DataBuffer;
  112124. /**
  112125. * Creates a new index buffer
  112126. * @param indices defines the content of the index buffer
  112127. * @param updatable defines if the index buffer must be updatable
  112128. * @returns a new webGL buffer
  112129. */
  112130. createIndexBuffer(indices: IndicesArray): DataBuffer;
  112131. /**
  112132. * Clear the current render buffer or the current render target (if any is set up)
  112133. * @param color defines the color to use
  112134. * @param backBuffer defines if the back buffer must be cleared
  112135. * @param depth defines if the depth buffer must be cleared
  112136. * @param stencil defines if the stencil buffer must be cleared
  112137. */
  112138. clear(color: IColor4Like, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  112139. /**
  112140. * Gets the current render width
  112141. * @param useScreen defines if screen size must be used (or the current render target if any)
  112142. * @returns a number defining the current render width
  112143. */
  112144. getRenderWidth(useScreen?: boolean): number;
  112145. /**
  112146. * Gets the current render height
  112147. * @param useScreen defines if screen size must be used (or the current render target if any)
  112148. * @returns a number defining the current render height
  112149. */
  112150. getRenderHeight(useScreen?: boolean): number;
  112151. /**
  112152. * Set the WebGL's viewport
  112153. * @param viewport defines the viewport element to be used
  112154. * @param requiredWidth defines the width required for rendering. If not provided the rendering canvas' width is used
  112155. * @param requiredHeight defines the height required for rendering. If not provided the rendering canvas' height is used
  112156. */
  112157. setViewport(viewport: IViewportLike, requiredWidth?: number, requiredHeight?: number): void;
  112158. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: string, context?: WebGLRenderingContext): WebGLProgram;
  112159. /**
  112160. * Gets the list of webGL uniform locations associated with a specific program based on a list of uniform names
  112161. * @param pipelineContext defines the pipeline context to use
  112162. * @param uniformsNames defines the list of uniform names
  112163. * @returns an array of webGL uniform locations
  112164. */
  112165. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): Nullable<WebGLUniformLocation>[];
  112166. /**
  112167. * Gets the lsit of active attributes for a given webGL program
  112168. * @param pipelineContext defines the pipeline context to use
  112169. * @param attributesNames defines the list of attribute names to get
  112170. * @returns an array of indices indicating the offset of each attribute
  112171. */
  112172. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  112173. /**
  112174. * Binds an effect to the webGL context
  112175. * @param effect defines the effect to bind
  112176. */
  112177. bindSamplers(effect: Effect): void;
  112178. /**
  112179. * Activates an effect, mkaing it the current one (ie. the one used for rendering)
  112180. * @param effect defines the effect to activate
  112181. */
  112182. enableEffect(effect: Effect): void;
  112183. /**
  112184. * Set various states to the webGL context
  112185. * @param culling defines backface culling state
  112186. * @param zOffset defines the value to apply to zOffset (0 by default)
  112187. * @param force defines if states must be applied even if cache is up to date
  112188. * @param reverseSide defines if culling must be reversed (CCW instead of CW and CW instead of CCW)
  112189. */
  112190. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  112191. /**
  112192. * Set the value of an uniform to an array of int32
  112193. * @param uniform defines the webGL uniform location where to store the value
  112194. * @param array defines the array of int32 to store
  112195. */
  112196. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  112197. /**
  112198. * Set the value of an uniform to an array of int32 (stored as vec2)
  112199. * @param uniform defines the webGL uniform location where to store the value
  112200. * @param array defines the array of int32 to store
  112201. */
  112202. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  112203. /**
  112204. * Set the value of an uniform to an array of int32 (stored as vec3)
  112205. * @param uniform defines the webGL uniform location where to store the value
  112206. * @param array defines the array of int32 to store
  112207. */
  112208. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  112209. /**
  112210. * Set the value of an uniform to an array of int32 (stored as vec4)
  112211. * @param uniform defines the webGL uniform location where to store the value
  112212. * @param array defines the array of int32 to store
  112213. */
  112214. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  112215. /**
  112216. * Set the value of an uniform to an array of float32
  112217. * @param uniform defines the webGL uniform location where to store the value
  112218. * @param array defines the array of float32 to store
  112219. */
  112220. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  112221. /**
  112222. * Set the value of an uniform to an array of float32 (stored as vec2)
  112223. * @param uniform defines the webGL uniform location where to store the value
  112224. * @param array defines the array of float32 to store
  112225. */
  112226. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  112227. /**
  112228. * Set the value of an uniform to an array of float32 (stored as vec3)
  112229. * @param uniform defines the webGL uniform location where to store the value
  112230. * @param array defines the array of float32 to store
  112231. */
  112232. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  112233. /**
  112234. * Set the value of an uniform to an array of float32 (stored as vec4)
  112235. * @param uniform defines the webGL uniform location where to store the value
  112236. * @param array defines the array of float32 to store
  112237. */
  112238. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  112239. /**
  112240. * Set the value of an uniform to an array of number
  112241. * @param uniform defines the webGL uniform location where to store the value
  112242. * @param array defines the array of number to store
  112243. */
  112244. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  112245. /**
  112246. * Set the value of an uniform to an array of number (stored as vec2)
  112247. * @param uniform defines the webGL uniform location where to store the value
  112248. * @param array defines the array of number to store
  112249. */
  112250. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  112251. /**
  112252. * Set the value of an uniform to an array of number (stored as vec3)
  112253. * @param uniform defines the webGL uniform location where to store the value
  112254. * @param array defines the array of number to store
  112255. */
  112256. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  112257. /**
  112258. * Set the value of an uniform to an array of number (stored as vec4)
  112259. * @param uniform defines the webGL uniform location where to store the value
  112260. * @param array defines the array of number to store
  112261. */
  112262. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  112263. /**
  112264. * Set the value of an uniform to an array of float32 (stored as matrices)
  112265. * @param uniform defines the webGL uniform location where to store the value
  112266. * @param matrices defines the array of float32 to store
  112267. */
  112268. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  112269. /**
  112270. * Set the value of an uniform to a matrix (3x3)
  112271. * @param uniform defines the webGL uniform location where to store the value
  112272. * @param matrix defines the Float32Array representing the 3x3 matrix to store
  112273. */
  112274. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112275. /**
  112276. * Set the value of an uniform to a matrix (2x2)
  112277. * @param uniform defines the webGL uniform location where to store the value
  112278. * @param matrix defines the Float32Array representing the 2x2 matrix to store
  112279. */
  112280. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  112281. /**
  112282. * Set the value of an uniform to a number (float)
  112283. * @param uniform defines the webGL uniform location where to store the value
  112284. * @param value defines the float number to store
  112285. */
  112286. setFloat(uniform: WebGLUniformLocation, value: number): void;
  112287. /**
  112288. * Set the value of an uniform to a vec2
  112289. * @param uniform defines the webGL uniform location where to store the value
  112290. * @param x defines the 1st component of the value
  112291. * @param y defines the 2nd component of the value
  112292. */
  112293. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  112294. /**
  112295. * Set the value of an uniform to a vec3
  112296. * @param uniform defines the webGL uniform location where to store the value
  112297. * @param x defines the 1st component of the value
  112298. * @param y defines the 2nd component of the value
  112299. * @param z defines the 3rd component of the value
  112300. */
  112301. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  112302. /**
  112303. * Set the value of an uniform to a boolean
  112304. * @param uniform defines the webGL uniform location where to store the value
  112305. * @param bool defines the boolean to store
  112306. */
  112307. setBool(uniform: WebGLUniformLocation, bool: number): void;
  112308. /**
  112309. * Set the value of an uniform to a vec4
  112310. * @param uniform defines the webGL uniform location where to store the value
  112311. * @param x defines the 1st component of the value
  112312. * @param y defines the 2nd component of the value
  112313. * @param z defines the 3rd component of the value
  112314. * @param w defines the 4th component of the value
  112315. */
  112316. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  112317. /**
  112318. * Sets the current alpha mode
  112319. * @param mode defines the mode to use (one of the Engine.ALPHA_XXX)
  112320. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  112321. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  112322. */
  112323. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  112324. /**
  112325. * Bind webGl buffers directly to the webGL context
  112326. * @param vertexBuffers defines the vertex buffer to bind
  112327. * @param indexBuffer defines the index buffer to bind
  112328. * @param vertexDeclaration defines the vertex declaration to use with the vertex buffer
  112329. * @param vertexStrideSize defines the vertex stride of the vertex buffer
  112330. * @param effect defines the effect associated with the vertex buffer
  112331. */
  112332. bindBuffers(vertexBuffers: {
  112333. [key: string]: VertexBuffer;
  112334. }, indexBuffer: DataBuffer, effect: Effect): void;
  112335. /**
  112336. * Force the entire cache to be cleared
  112337. * You should not have to use this function unless your engine needs to share the webGL context with another engine
  112338. * @param bruteForce defines a boolean to force clearing ALL caches (including stencil, detoh and alpha states)
  112339. */
  112340. wipeCaches(bruteForce?: boolean): void;
  112341. /**
  112342. * Send a draw order
  112343. * @param useTriangles defines if triangles must be used to draw (else wireframe will be used)
  112344. * @param indexStart defines the starting index
  112345. * @param indexCount defines the number of index to draw
  112346. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112347. */
  112348. draw(useTriangles: boolean, indexStart: number, indexCount: number, instancesCount?: number): void;
  112349. /**
  112350. * Draw a list of indexed primitives
  112351. * @param fillMode defines the primitive to use
  112352. * @param indexStart defines the starting index
  112353. * @param indexCount defines the number of index to draw
  112354. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112355. */
  112356. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  112357. /**
  112358. * Draw a list of unindexed primitives
  112359. * @param fillMode defines the primitive to use
  112360. * @param verticesStart defines the index of first vertex to draw
  112361. * @param verticesCount defines the count of vertices to draw
  112362. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  112363. */
  112364. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  112365. /** @hidden */
  112366. _createTexture(): WebGLTexture;
  112367. /** @hidden */
  112368. _releaseTexture(texture: InternalTexture): void;
  112369. /**
  112370. * Usually called from Texture.ts.
  112371. * Passed information to create a WebGLTexture
  112372. * @param urlArg defines a value which contains one of the following:
  112373. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  112374. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  112375. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  112376. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  112377. * @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)
  112378. * @param scene needed for loading to the correct scene
  112379. * @param samplingMode mode with should be used sample / access the texture (Default: Texture.TRILINEAR_SAMPLINGMODE)
  112380. * @param onLoad optional callback to be called upon successful completion
  112381. * @param onError optional callback to be called upon failure
  112382. * @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
  112383. * @param fallBack an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  112384. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  112385. * @param forcedExtension defines the extension to use to pick the right loader
  112386. * @param excludeLoaders array of texture loaders that should be excluded when picking a loader for the texture (default: empty array)
  112387. * @returns a InternalTexture for assignment back into BABYLON.Texture
  112388. */
  112389. 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;
  112390. /**
  112391. * Creates a new render target texture
  112392. * @param size defines the size of the texture
  112393. * @param options defines the options used to create the texture
  112394. * @returns a new render target texture stored in an InternalTexture
  112395. */
  112396. createRenderTargetTexture(size: any, options: boolean | RenderTargetCreationOptions): InternalTexture;
  112397. /**
  112398. * Update the sampling mode of a given texture
  112399. * @param samplingMode defines the required sampling mode
  112400. * @param texture defines the texture to update
  112401. */
  112402. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  112403. /**
  112404. * Binds the frame buffer to the specified texture.
  112405. * @param texture The texture to render to or null for the default canvas
  112406. * @param faceIndex The face of the texture to render to in case of cube texture
  112407. * @param requiredWidth The width of the target to render to
  112408. * @param requiredHeight The height of the target to render to
  112409. * @param forceFullscreenViewport Forces the viewport to be the entire texture/screen if true
  112410. * @param depthStencilTexture The depth stencil texture to use to render
  112411. * @param lodLevel defines le lod level to bind to the frame buffer
  112412. */
  112413. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  112414. /**
  112415. * Unbind the current render target texture from the webGL context
  112416. * @param texture defines the render target texture to unbind
  112417. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112418. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112419. */
  112420. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  112421. /**
  112422. * Creates a dynamic vertex buffer
  112423. * @param vertices the data for the dynamic vertex buffer
  112424. * @returns the new WebGL dynamic buffer
  112425. */
  112426. createDynamicVertexBuffer(vertices: FloatArray): DataBuffer;
  112427. /**
  112428. * Update the content of a dynamic texture
  112429. * @param texture defines the texture to update
  112430. * @param canvas defines the canvas containing the source
  112431. * @param invertY defines if data must be stored with Y axis inverted
  112432. * @param premulAlpha defines if alpha is stored as premultiplied
  112433. * @param format defines the format of the data
  112434. * @param forceBindTexture if the texture should be forced to be bound eg. after a graphics context loss (Default: false)
  112435. */
  112436. updateDynamicTexture(texture: Nullable<InternalTexture>, canvas: HTMLCanvasElement, invertY: boolean, premulAlpha?: boolean, format?: number): void;
  112437. /**
  112438. * Gets a boolean indicating if all created effects are ready
  112439. * @returns true if all effects are ready
  112440. */
  112441. areAllEffectsReady(): boolean;
  112442. /**
  112443. * @hidden
  112444. * Get the current error code of the webGL context
  112445. * @returns the error code
  112446. * @see https://developer.mozilla.org/en-US/docs/Web/API/WebGLRenderingContext/getError
  112447. */
  112448. getError(): number;
  112449. /** @hidden */
  112450. _getUnpackAlignement(): number;
  112451. /** @hidden */
  112452. _unpackFlipY(value: boolean): void;
  112453. /**
  112454. * Update a dynamic index buffer
  112455. * @param indexBuffer defines the target index buffer
  112456. * @param indices defines the data to update
  112457. * @param offset defines the offset in the target index buffer where update should start
  112458. */
  112459. updateDynamicIndexBuffer(indexBuffer: WebGLBuffer, indices: IndicesArray, offset?: number): void;
  112460. /**
  112461. * Updates a dynamic vertex buffer.
  112462. * @param vertexBuffer the vertex buffer to update
  112463. * @param vertices the data used to update the vertex buffer
  112464. * @param byteOffset the byte offset of the data (optional)
  112465. * @param byteLength the byte length of the data (optional)
  112466. */
  112467. updateDynamicVertexBuffer(vertexBuffer: WebGLBuffer, vertices: FloatArray, byteOffset?: number, byteLength?: number): void;
  112468. /** @hidden */
  112469. _bindTextureDirectly(target: number, texture: InternalTexture): boolean;
  112470. /** @hidden */
  112471. _bindTexture(channel: number, texture: InternalTexture): void;
  112472. protected _deleteBuffer(buffer: WebGLBuffer): void;
  112473. /**
  112474. * 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
  112475. */
  112476. releaseEffects(): void;
  112477. displayLoadingUI(): void;
  112478. hideLoadingUI(): void;
  112479. /** @hidden */
  112480. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112481. /** @hidden */
  112482. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112483. /** @hidden */
  112484. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  112485. /** @hidden */
  112486. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  112487. }
  112488. }
  112489. declare module BABYLON {
  112490. /** @hidden */
  112491. export class _OcclusionDataStorage {
  112492. /** @hidden */
  112493. occlusionInternalRetryCounter: number;
  112494. /** @hidden */
  112495. isOcclusionQueryInProgress: boolean;
  112496. /** @hidden */
  112497. isOccluded: boolean;
  112498. /** @hidden */
  112499. occlusionRetryCount: number;
  112500. /** @hidden */
  112501. occlusionType: number;
  112502. /** @hidden */
  112503. occlusionQueryAlgorithmType: number;
  112504. }
  112505. interface Engine {
  112506. /**
  112507. * Create a new webGL query (you must be sure that queries are supported by checking getCaps() function)
  112508. * @return the new query
  112509. */
  112510. createQuery(): WebGLQuery;
  112511. /**
  112512. * Delete and release a webGL query
  112513. * @param query defines the query to delete
  112514. * @return the current engine
  112515. */
  112516. deleteQuery(query: WebGLQuery): Engine;
  112517. /**
  112518. * Check if a given query has resolved and got its value
  112519. * @param query defines the query to check
  112520. * @returns true if the query got its value
  112521. */
  112522. isQueryResultAvailable(query: WebGLQuery): boolean;
  112523. /**
  112524. * Gets the value of a given query
  112525. * @param query defines the query to check
  112526. * @returns the value of the query
  112527. */
  112528. getQueryResult(query: WebGLQuery): number;
  112529. /**
  112530. * Initiates an occlusion query
  112531. * @param algorithmType defines the algorithm to use
  112532. * @param query defines the query to use
  112533. * @returns the current engine
  112534. * @see http://doc.babylonjs.com/features/occlusionquery
  112535. */
  112536. beginOcclusionQuery(algorithmType: number, query: WebGLQuery): Engine;
  112537. /**
  112538. * Ends an occlusion query
  112539. * @see http://doc.babylonjs.com/features/occlusionquery
  112540. * @param algorithmType defines the algorithm to use
  112541. * @returns the current engine
  112542. */
  112543. endOcclusionQuery(algorithmType: number): Engine;
  112544. /**
  112545. * Starts a time query (used to measure time spent by the GPU on a specific frame)
  112546. * Please note that only one query can be issued at a time
  112547. * @returns a time token used to track the time span
  112548. */
  112549. startTimeQuery(): Nullable<_TimeToken>;
  112550. /**
  112551. * Ends a time query
  112552. * @param token defines the token used to measure the time span
  112553. * @returns the time spent (in ns)
  112554. */
  112555. endTimeQuery(token: _TimeToken): int;
  112556. /** @hidden */
  112557. _currentNonTimestampToken: Nullable<_TimeToken>;
  112558. /** @hidden */
  112559. _createTimeQuery(): WebGLQuery;
  112560. /** @hidden */
  112561. _deleteTimeQuery(query: WebGLQuery): void;
  112562. /** @hidden */
  112563. _getGlAlgorithmType(algorithmType: number): number;
  112564. /** @hidden */
  112565. _getTimeQueryResult(query: WebGLQuery): any;
  112566. /** @hidden */
  112567. _getTimeQueryAvailability(query: WebGLQuery): any;
  112568. }
  112569. interface AbstractMesh {
  112570. /**
  112571. * Backing filed
  112572. * @hidden
  112573. */
  112574. __occlusionDataStorage: _OcclusionDataStorage;
  112575. /**
  112576. * Access property
  112577. * @hidden
  112578. */
  112579. _occlusionDataStorage: _OcclusionDataStorage;
  112580. /**
  112581. * 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.
  112582. * The default value is -1 which means don't break the query and wait till the result
  112583. * @see http://doc.babylonjs.com/features/occlusionquery
  112584. */
  112585. occlusionRetryCount: number;
  112586. /**
  112587. * 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:
  112588. * * OCCLUSION_TYPE_NONE (Default Value): this option means no occlusion query whith the Mesh.
  112589. * * OCCLUSION_TYPE_OPTIMISTIC: this option is means use occlusion query and if occlusionRetryCount is reached and the query is broken show the mesh.
  112590. * * 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.
  112591. * @see http://doc.babylonjs.com/features/occlusionquery
  112592. */
  112593. occlusionType: number;
  112594. /**
  112595. * This property determines the type of occlusion query algorithm to run in WebGl, you can use:
  112596. * * AbstractMesh.OCCLUSION_ALGORITHM_TYPE_ACCURATE which is mapped to GL_ANY_SAMPLES_PASSED.
  112597. * * 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.
  112598. * @see http://doc.babylonjs.com/features/occlusionquery
  112599. */
  112600. occlusionQueryAlgorithmType: number;
  112601. /**
  112602. * 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
  112603. * @see http://doc.babylonjs.com/features/occlusionquery
  112604. */
  112605. isOccluded: boolean;
  112606. /**
  112607. * Flag to check the progress status of the query
  112608. * @see http://doc.babylonjs.com/features/occlusionquery
  112609. */
  112610. isOcclusionQueryInProgress: boolean;
  112611. }
  112612. }
  112613. declare module BABYLON {
  112614. /** @hidden */
  112615. export var _forceTransformFeedbackToBundle: boolean;
  112616. interface Engine {
  112617. /**
  112618. * Creates a webGL transform feedback object
  112619. * Please makes sure to check webGLVersion property to check if you are running webGL 2+
  112620. * @returns the webGL transform feedback object
  112621. */
  112622. createTransformFeedback(): WebGLTransformFeedback;
  112623. /**
  112624. * Delete a webGL transform feedback object
  112625. * @param value defines the webGL transform feedback object to delete
  112626. */
  112627. deleteTransformFeedback(value: WebGLTransformFeedback): void;
  112628. /**
  112629. * Bind a webGL transform feedback object to the webgl context
  112630. * @param value defines the webGL transform feedback object to bind
  112631. */
  112632. bindTransformFeedback(value: Nullable<WebGLTransformFeedback>): void;
  112633. /**
  112634. * Begins a transform feedback operation
  112635. * @param usePoints defines if points or triangles must be used
  112636. */
  112637. beginTransformFeedback(usePoints: boolean): void;
  112638. /**
  112639. * Ends a transform feedback operation
  112640. */
  112641. endTransformFeedback(): void;
  112642. /**
  112643. * Specify the varyings to use with transform feedback
  112644. * @param program defines the associated webGL program
  112645. * @param value defines the list of strings representing the varying names
  112646. */
  112647. setTranformFeedbackVaryings(program: WebGLProgram, value: string[]): void;
  112648. /**
  112649. * Bind a webGL buffer for a transform feedback operation
  112650. * @param value defines the webGL buffer to bind
  112651. */
  112652. bindTransformFeedbackBuffer(value: Nullable<DataBuffer>): void;
  112653. }
  112654. }
  112655. declare module BABYLON {
  112656. /**
  112657. * Creation options of the multi render target texture.
  112658. */
  112659. export interface IMultiRenderTargetOptions {
  112660. /**
  112661. * Define if the texture needs to create mip maps after render.
  112662. */
  112663. generateMipMaps?: boolean;
  112664. /**
  112665. * Define the types of all the draw buffers we want to create
  112666. */
  112667. types?: number[];
  112668. /**
  112669. * Define the sampling modes of all the draw buffers we want to create
  112670. */
  112671. samplingModes?: number[];
  112672. /**
  112673. * Define if a depth buffer is required
  112674. */
  112675. generateDepthBuffer?: boolean;
  112676. /**
  112677. * Define if a stencil buffer is required
  112678. */
  112679. generateStencilBuffer?: boolean;
  112680. /**
  112681. * Define if a depth texture is required instead of a depth buffer
  112682. */
  112683. generateDepthTexture?: boolean;
  112684. /**
  112685. * Define the number of desired draw buffers
  112686. */
  112687. textureCount?: number;
  112688. /**
  112689. * Define if aspect ratio should be adapted to the texture or stay the scene one
  112690. */
  112691. doNotChangeAspectRatio?: boolean;
  112692. /**
  112693. * Define the default type of the buffers we are creating
  112694. */
  112695. defaultType?: number;
  112696. }
  112697. /**
  112698. * A multi render target, like a render target provides the ability to render to a texture.
  112699. * Unlike the render target, it can render to several draw buffers in one draw.
  112700. * This is specially interesting in deferred rendering or for any effects requiring more than
  112701. * just one color from a single pass.
  112702. */
  112703. export class MultiRenderTarget extends RenderTargetTexture {
  112704. private _internalTextures;
  112705. private _textures;
  112706. private _multiRenderTargetOptions;
  112707. /**
  112708. * Get if draw buffers are currently supported by the used hardware and browser.
  112709. */
  112710. readonly isSupported: boolean;
  112711. /**
  112712. * Get the list of textures generated by the multi render target.
  112713. */
  112714. readonly textures: Texture[];
  112715. /**
  112716. * Get the depth texture generated by the multi render target if options.generateDepthTexture has been set
  112717. */
  112718. readonly depthTexture: Texture;
  112719. /**
  112720. * Set the wrapping mode on U of all the textures we are rendering to.
  112721. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112722. */
  112723. wrapU: number;
  112724. /**
  112725. * Set the wrapping mode on V of all the textures we are rendering to.
  112726. * Can be any of the Texture. (CLAMP_ADDRESSMODE, MIRROR_ADDRESSMODE or WRAP_ADDRESSMODE)
  112727. */
  112728. wrapV: number;
  112729. /**
  112730. * Instantiate a new multi render target texture.
  112731. * A multi render target, like a render target provides the ability to render to a texture.
  112732. * Unlike the render target, it can render to several draw buffers in one draw.
  112733. * This is specially interesting in deferred rendering or for any effects requiring more than
  112734. * just one color from a single pass.
  112735. * @param name Define the name of the texture
  112736. * @param size Define the size of the buffers to render to
  112737. * @param count Define the number of target we are rendering into
  112738. * @param scene Define the scene the texture belongs to
  112739. * @param options Define the options used to create the multi render target
  112740. */
  112741. constructor(name: string, size: any, count: number, scene: Scene, options?: IMultiRenderTargetOptions);
  112742. /** @hidden */
  112743. _rebuild(): void;
  112744. private _createInternalTextures;
  112745. private _createTextures;
  112746. /**
  112747. * Define the number of samples used if MSAA is enabled.
  112748. */
  112749. samples: number;
  112750. /**
  112751. * Resize all the textures in the multi render target.
  112752. * Be carrefull as it will recreate all the data in the new texture.
  112753. * @param size Define the new size
  112754. */
  112755. resize(size: any): void;
  112756. protected unbindFrameBuffer(engine: Engine, faceIndex: number): void;
  112757. /**
  112758. * Dispose the render targets and their associated resources
  112759. */
  112760. dispose(): void;
  112761. /**
  112762. * Release all the underlying texture used as draw buffers.
  112763. */
  112764. releaseInternalTextures(): void;
  112765. }
  112766. }
  112767. declare module BABYLON {
  112768. interface ThinEngine {
  112769. /**
  112770. * Unbind a list of render target textures from the webGL context
  112771. * This is used only when drawBuffer extension or webGL2 are active
  112772. * @param textures defines the render target textures to unbind
  112773. * @param disableGenerateMipMaps defines a boolean indicating that mipmaps must not be generated
  112774. * @param onBeforeUnbind defines a function which will be called before the effective unbind
  112775. */
  112776. unBindMultiColorAttachmentFramebuffer(textures: InternalTexture[], disableGenerateMipMaps: boolean, onBeforeUnbind?: () => void): void;
  112777. /**
  112778. * Create a multi render target texture
  112779. * @see http://doc.babylonjs.com/features/webgl2#multiple-render-target
  112780. * @param size defines the size of the texture
  112781. * @param options defines the creation options
  112782. * @returns the cube texture as an InternalTexture
  112783. */
  112784. createMultipleRenderTarget(size: any, options: IMultiRenderTargetOptions): InternalTexture[];
  112785. /**
  112786. * Update the sample count for a given multiple render target texture
  112787. * @see http://doc.babylonjs.com/features/webgl2#multisample-render-targets
  112788. * @param textures defines the textures to update
  112789. * @param samples defines the sample count to set
  112790. * @returns the effective sample count (could be 0 if multisample render targets are not supported)
  112791. */
  112792. updateMultipleRenderTargetTextureSampleCount(textures: Nullable<InternalTexture[]>, samples: number): number;
  112793. }
  112794. }
  112795. declare module BABYLON {
  112796. /**
  112797. * Class used to define an additional view for the engine
  112798. * @see https://doc.babylonjs.com/how_to/multi_canvases
  112799. */
  112800. export class EngineView {
  112801. /** Defines the canvas where to render the view */
  112802. target: HTMLCanvasElement;
  112803. /** Defines an optional camera used to render the view (will use active camera else) */
  112804. camera?: Camera;
  112805. }
  112806. interface Engine {
  112807. /**
  112808. * Gets or sets the HTML element to use for attaching events
  112809. */
  112810. inputElement: Nullable<HTMLElement>;
  112811. /**
  112812. * Gets the current engine view
  112813. * @see https://doc.babylonjs.com/how_to/multi_canvases
  112814. */
  112815. activeView: Nullable<EngineView>;
  112816. /** Gets or sets the list of views */
  112817. views: EngineView[];
  112818. /**
  112819. * Register a new child canvas
  112820. * @param canvas defines the canvas to register
  112821. * @param camera defines an optional camera to use with this canvas (it will overwrite the scene.camera for this view)
  112822. * @returns the associated view
  112823. */
  112824. registerView(canvas: HTMLCanvasElement, camera?: Camera): EngineView;
  112825. /**
  112826. * Remove a registered child canvas
  112827. * @param canvas defines the canvas to remove
  112828. * @returns the current engine
  112829. */
  112830. unRegisterView(canvas: HTMLCanvasElement): Engine;
  112831. }
  112832. }
  112833. declare module BABYLON {
  112834. /**
  112835. * CubeMap information grouping all the data for each faces as well as the cubemap size.
  112836. */
  112837. export interface CubeMapInfo {
  112838. /**
  112839. * The pixel array for the front face.
  112840. * This is stored in format, left to right, up to down format.
  112841. */
  112842. front: Nullable<ArrayBufferView>;
  112843. /**
  112844. * The pixel array for the back face.
  112845. * This is stored in format, left to right, up to down format.
  112846. */
  112847. back: Nullable<ArrayBufferView>;
  112848. /**
  112849. * The pixel array for the left face.
  112850. * This is stored in format, left to right, up to down format.
  112851. */
  112852. left: Nullable<ArrayBufferView>;
  112853. /**
  112854. * The pixel array for the right face.
  112855. * This is stored in format, left to right, up to down format.
  112856. */
  112857. right: Nullable<ArrayBufferView>;
  112858. /**
  112859. * The pixel array for the up face.
  112860. * This is stored in format, left to right, up to down format.
  112861. */
  112862. up: Nullable<ArrayBufferView>;
  112863. /**
  112864. * The pixel array for the down face.
  112865. * This is stored in format, left to right, up to down format.
  112866. */
  112867. down: Nullable<ArrayBufferView>;
  112868. /**
  112869. * The size of the cubemap stored.
  112870. *
  112871. * Each faces will be size * size pixels.
  112872. */
  112873. size: number;
  112874. /**
  112875. * The format of the texture.
  112876. *
  112877. * RGBA, RGB.
  112878. */
  112879. format: number;
  112880. /**
  112881. * The type of the texture data.
  112882. *
  112883. * UNSIGNED_INT, FLOAT.
  112884. */
  112885. type: number;
  112886. /**
  112887. * Specifies whether the texture is in gamma space.
  112888. */
  112889. gammaSpace: boolean;
  112890. }
  112891. /**
  112892. * Helper class useful to convert panorama picture to their cubemap representation in 6 faces.
  112893. */
  112894. export class PanoramaToCubeMapTools {
  112895. private static FACE_FRONT;
  112896. private static FACE_BACK;
  112897. private static FACE_RIGHT;
  112898. private static FACE_LEFT;
  112899. private static FACE_DOWN;
  112900. private static FACE_UP;
  112901. /**
  112902. * Converts a panorma stored in RGB right to left up to down format into a cubemap (6 faces).
  112903. *
  112904. * @param float32Array The source data.
  112905. * @param inputWidth The width of the input panorama.
  112906. * @param inputHeight The height of the input panorama.
  112907. * @param size The willing size of the generated cubemap (each faces will be size * size pixels)
  112908. * @return The cubemap data
  112909. */
  112910. static ConvertPanoramaToCubemap(float32Array: Float32Array, inputWidth: number, inputHeight: number, size: number): CubeMapInfo;
  112911. private static CreateCubemapTexture;
  112912. private static CalcProjectionSpherical;
  112913. }
  112914. }
  112915. declare module BABYLON {
  112916. /**
  112917. * Helper class dealing with the extraction of spherical polynomial dataArray
  112918. * from a cube map.
  112919. */
  112920. export class CubeMapToSphericalPolynomialTools {
  112921. private static FileFaces;
  112922. /**
  112923. * Converts a texture to the according Spherical Polynomial data.
  112924. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112925. *
  112926. * @param texture The texture to extract the information from.
  112927. * @return The Spherical Polynomial data.
  112928. */
  112929. static ConvertCubeMapTextureToSphericalPolynomial(texture: BaseTexture): Nullable<SphericalPolynomial>;
  112930. /**
  112931. * Converts a cubemap to the according Spherical Polynomial data.
  112932. * This extracts the first 3 orders only as they are the only one used in the lighting.
  112933. *
  112934. * @param cubeInfo The Cube map to extract the information from.
  112935. * @return The Spherical Polynomial data.
  112936. */
  112937. static ConvertCubeMapToSphericalPolynomial(cubeInfo: CubeMapInfo): SphericalPolynomial;
  112938. }
  112939. }
  112940. declare module BABYLON {
  112941. interface BaseTexture {
  112942. /**
  112943. * Get the polynomial representation of the texture data.
  112944. * This is mainly use as a fast way to recover IBL Diffuse irradiance data.
  112945. * @see https://learnopengl.com/PBR/IBL/Diffuse-irradiance
  112946. */
  112947. sphericalPolynomial: Nullable<SphericalPolynomial>;
  112948. }
  112949. }
  112950. declare module BABYLON {
  112951. /** @hidden */
  112952. export var rgbdEncodePixelShader: {
  112953. name: string;
  112954. shader: string;
  112955. };
  112956. }
  112957. declare module BABYLON {
  112958. /** @hidden */
  112959. export var rgbdDecodePixelShader: {
  112960. name: string;
  112961. shader: string;
  112962. };
  112963. }
  112964. declare module BABYLON {
  112965. /**
  112966. * Raw texture data and descriptor sufficient for WebGL texture upload
  112967. */
  112968. export interface EnvironmentTextureInfo {
  112969. /**
  112970. * Version of the environment map
  112971. */
  112972. version: number;
  112973. /**
  112974. * Width of image
  112975. */
  112976. width: number;
  112977. /**
  112978. * Irradiance information stored in the file.
  112979. */
  112980. irradiance: any;
  112981. /**
  112982. * Specular information stored in the file.
  112983. */
  112984. specular: any;
  112985. }
  112986. /**
  112987. * Defines One Image in the file. It requires only the position in the file
  112988. * as well as the length.
  112989. */
  112990. interface BufferImageData {
  112991. /**
  112992. * Length of the image data.
  112993. */
  112994. length: number;
  112995. /**
  112996. * Position of the data from the null terminator delimiting the end of the JSON.
  112997. */
  112998. position: number;
  112999. }
  113000. /**
  113001. * Defines the specular data enclosed in the file.
  113002. * This corresponds to the version 1 of the data.
  113003. */
  113004. export interface EnvironmentTextureSpecularInfoV1 {
  113005. /**
  113006. * Defines where the specular Payload is located. It is a runtime value only not stored in the file.
  113007. */
  113008. specularDataPosition?: number;
  113009. /**
  113010. * This contains all the images data needed to reconstruct the cubemap.
  113011. */
  113012. mipmaps: Array<BufferImageData>;
  113013. /**
  113014. * Defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness.
  113015. */
  113016. lodGenerationScale: number;
  113017. }
  113018. /**
  113019. * Sets of helpers addressing the serialization and deserialization of environment texture
  113020. * stored in a BabylonJS env file.
  113021. * Those files are usually stored as .env files.
  113022. */
  113023. export class EnvironmentTextureTools {
  113024. /**
  113025. * Magic number identifying the env file.
  113026. */
  113027. private static _MagicBytes;
  113028. /**
  113029. * Gets the environment info from an env file.
  113030. * @param data The array buffer containing the .env bytes.
  113031. * @returns the environment file info (the json header) if successfully parsed.
  113032. */
  113033. static GetEnvInfo(data: ArrayBuffer): Nullable<EnvironmentTextureInfo>;
  113034. /**
  113035. * Creates an environment texture from a loaded cube texture.
  113036. * @param texture defines the cube texture to convert in env file
  113037. * @return a promise containing the environment data if succesfull.
  113038. */
  113039. static CreateEnvTextureAsync(texture: CubeTexture): Promise<ArrayBuffer>;
  113040. /**
  113041. * Creates a JSON representation of the spherical data.
  113042. * @param texture defines the texture containing the polynomials
  113043. * @return the JSON representation of the spherical info
  113044. */
  113045. private static _CreateEnvTextureIrradiance;
  113046. /**
  113047. * Creates the ArrayBufferViews used for initializing environment texture image data.
  113048. * @param arrayBuffer the underlying ArrayBuffer to which the views refer
  113049. * @param info parameters that determine what views will be created for accessing the underlying buffer
  113050. * @return the views described by info providing access to the underlying buffer
  113051. */
  113052. static CreateImageDataArrayBufferViews(arrayBuffer: any, info: EnvironmentTextureInfo): Array<Array<ArrayBufferView>>;
  113053. /**
  113054. * Uploads the texture info contained in the env file to the GPU.
  113055. * @param texture defines the internal texture to upload to
  113056. * @param arrayBuffer defines the buffer cotaining the data to load
  113057. * @param info defines the texture info retrieved through the GetEnvInfo method
  113058. * @returns a promise
  113059. */
  113060. static UploadEnvLevelsAsync(texture: InternalTexture, arrayBuffer: any, info: EnvironmentTextureInfo): Promise<void>;
  113061. private static _OnImageReadyAsync;
  113062. /**
  113063. * Uploads the levels of image data to the GPU.
  113064. * @param texture defines the internal texture to upload to
  113065. * @param imageData defines the array buffer views of image data [mipmap][face]
  113066. * @returns a promise
  113067. */
  113068. static UploadLevelsAsync(texture: InternalTexture, imageData: ArrayBufferView[][]): Promise<void>;
  113069. /**
  113070. * Uploads spherical polynomials information to the texture.
  113071. * @param texture defines the texture we are trying to upload the information to
  113072. * @param info defines the environment texture info retrieved through the GetEnvInfo method
  113073. */
  113074. static UploadEnvSpherical(texture: InternalTexture, info: EnvironmentTextureInfo): void;
  113075. /** @hidden */
  113076. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  113077. }
  113078. }
  113079. declare module BABYLON {
  113080. /**
  113081. * Contains position and normal vectors for a vertex
  113082. */
  113083. export class PositionNormalVertex {
  113084. /** the position of the vertex (defaut: 0,0,0) */
  113085. position: Vector3;
  113086. /** the normal of the vertex (defaut: 0,1,0) */
  113087. normal: Vector3;
  113088. /**
  113089. * Creates a PositionNormalVertex
  113090. * @param position the position of the vertex (defaut: 0,0,0)
  113091. * @param normal the normal of the vertex (defaut: 0,1,0)
  113092. */
  113093. constructor(
  113094. /** the position of the vertex (defaut: 0,0,0) */
  113095. position?: Vector3,
  113096. /** the normal of the vertex (defaut: 0,1,0) */
  113097. normal?: Vector3);
  113098. /**
  113099. * Clones the PositionNormalVertex
  113100. * @returns the cloned PositionNormalVertex
  113101. */
  113102. clone(): PositionNormalVertex;
  113103. }
  113104. /**
  113105. * Contains position, normal and uv vectors for a vertex
  113106. */
  113107. export class PositionNormalTextureVertex {
  113108. /** the position of the vertex (defaut: 0,0,0) */
  113109. position: Vector3;
  113110. /** the normal of the vertex (defaut: 0,1,0) */
  113111. normal: Vector3;
  113112. /** the uv of the vertex (default: 0,0) */
  113113. uv: Vector2;
  113114. /**
  113115. * Creates a PositionNormalTextureVertex
  113116. * @param position the position of the vertex (defaut: 0,0,0)
  113117. * @param normal the normal of the vertex (defaut: 0,1,0)
  113118. * @param uv the uv of the vertex (default: 0,0)
  113119. */
  113120. constructor(
  113121. /** the position of the vertex (defaut: 0,0,0) */
  113122. position?: Vector3,
  113123. /** the normal of the vertex (defaut: 0,1,0) */
  113124. normal?: Vector3,
  113125. /** the uv of the vertex (default: 0,0) */
  113126. uv?: Vector2);
  113127. /**
  113128. * Clones the PositionNormalTextureVertex
  113129. * @returns the cloned PositionNormalTextureVertex
  113130. */
  113131. clone(): PositionNormalTextureVertex;
  113132. }
  113133. }
  113134. declare module BABYLON {
  113135. /** @hidden */
  113136. export class NativeShaderProcessor extends WebGL2ShaderProcessor {
  113137. private _genericAttributeLocation;
  113138. private _varyingLocationCount;
  113139. private _varyingLocationMap;
  113140. private _replacements;
  113141. private _textureCount;
  113142. private _uniforms;
  113143. lineProcessor(line: string): string;
  113144. attributeProcessor(attribute: string): string;
  113145. varyingProcessor(varying: string, isFragment: boolean): string;
  113146. uniformProcessor(uniform: string): string;
  113147. preProcessor(code: string, defines: string[], isFragment: boolean): string;
  113148. postProcessor(code: string, defines: string[], isFragment: boolean): string;
  113149. }
  113150. }
  113151. declare module BABYLON {
  113152. /**
  113153. * Container for accessors for natively-stored mesh data buffers.
  113154. */
  113155. class NativeDataBuffer extends DataBuffer {
  113156. /**
  113157. * Accessor value used to identify/retrieve a natively-stored index buffer.
  113158. */
  113159. nativeIndexBuffer?: any;
  113160. /**
  113161. * Accessor value used to identify/retrieve a natively-stored vertex buffer.
  113162. */
  113163. nativeVertexBuffer?: any;
  113164. }
  113165. /** @hidden */
  113166. class NativeTexture extends InternalTexture {
  113167. getInternalTexture(): InternalTexture;
  113168. getViewCount(): number;
  113169. }
  113170. /** @hidden */
  113171. export class NativeEngine extends Engine {
  113172. private readonly _native;
  113173. getHardwareScalingLevel(): number;
  113174. constructor();
  113175. /**
  113176. * Can be used to override the current requestAnimationFrame requester.
  113177. * @hidden
  113178. */
  113179. protected _queueNewFrame(bindedRenderFunction: any, requester?: any): number;
  113180. /**
  113181. * Override default engine behavior.
  113182. * @param color
  113183. * @param backBuffer
  113184. * @param depth
  113185. * @param stencil
  113186. */
  113187. _bindUnboundFramebuffer(framebuffer: Nullable<WebGLFramebuffer>): void;
  113188. clear(color: Color4, backBuffer: boolean, depth: boolean, stencil?: boolean): void;
  113189. createIndexBuffer(indices: IndicesArray): NativeDataBuffer;
  113190. createVertexBuffer(data: DataArray): NativeDataBuffer;
  113191. recordVertexArrayObject(vertexBuffers: {
  113192. [key: string]: VertexBuffer;
  113193. }, indexBuffer: Nullable<NativeDataBuffer>, effect: Effect): WebGLVertexArrayObject;
  113194. bindVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113195. releaseVertexArrayObject(vertexArray: WebGLVertexArrayObject): void;
  113196. getAttributes(pipelineContext: IPipelineContext, attributesNames: string[]): number[];
  113197. /**
  113198. * Draw a list of indexed primitives
  113199. * @param fillMode defines the primitive to use
  113200. * @param indexStart defines the starting index
  113201. * @param indexCount defines the number of index to draw
  113202. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113203. */
  113204. drawElementsType(fillMode: number, indexStart: number, indexCount: number, instancesCount?: number): void;
  113205. /**
  113206. * Draw a list of unindexed primitives
  113207. * @param fillMode defines the primitive to use
  113208. * @param verticesStart defines the index of first vertex to draw
  113209. * @param verticesCount defines the count of vertices to draw
  113210. * @param instancesCount defines the number of instances to draw (if instanciation is enabled)
  113211. */
  113212. drawArraysType(fillMode: number, verticesStart: number, verticesCount: number, instancesCount?: number): void;
  113213. createPipelineContext(): IPipelineContext;
  113214. _preparePipelineContext(pipelineContext: IPipelineContext, vertexSourceCode: string, fragmentSourceCode: string, createAsRaw: boolean, rebuildRebind: any, defines: Nullable<string>, transformFeedbackVaryings: Nullable<string[]>): void;
  113215. /** @hidden */
  113216. _isRenderingStateCompiled(pipelineContext: IPipelineContext): boolean;
  113217. /** @hidden */
  113218. _executeWhenRenderingStateIsCompiled(pipelineContext: IPipelineContext, action: () => void): void;
  113219. createRawShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113220. createShaderProgram(pipelineContext: IPipelineContext, vertexCode: string, fragmentCode: string, defines: Nullable<string>, context?: WebGLRenderingContext, transformFeedbackVaryings?: Nullable<string[]>): any;
  113221. protected _setProgram(program: WebGLProgram): void;
  113222. _releaseEffect(effect: Effect): void;
  113223. _deletePipelineContext(pipelineContext: IPipelineContext): void;
  113224. getUniforms(pipelineContext: IPipelineContext, uniformsNames: string[]): WebGLUniformLocation[];
  113225. bindUniformBlock(pipelineContext: IPipelineContext, blockName: string, index: number): void;
  113226. bindSamplers(effect: Effect): void;
  113227. setMatrix(uniform: WebGLUniformLocation, matrix: Matrix): void;
  113228. getRenderWidth(useScreen?: boolean): number;
  113229. getRenderHeight(useScreen?: boolean): number;
  113230. setViewport(viewport: Viewport, requiredWidth?: number, requiredHeight?: number): void;
  113231. setState(culling: boolean, zOffset?: number, force?: boolean, reverseSide?: boolean): void;
  113232. /**
  113233. * Set the z offset to apply to current rendering
  113234. * @param value defines the offset to apply
  113235. */
  113236. setZOffset(value: number): void;
  113237. /**
  113238. * Gets the current value of the zOffset
  113239. * @returns the current zOffset state
  113240. */
  113241. getZOffset(): number;
  113242. /**
  113243. * Enable or disable depth buffering
  113244. * @param enable defines the state to set
  113245. */
  113246. setDepthBuffer(enable: boolean): void;
  113247. /**
  113248. * Gets a boolean indicating if depth writing is enabled
  113249. * @returns the current depth writing state
  113250. */
  113251. getDepthWrite(): boolean;
  113252. /**
  113253. * Enable or disable depth writing
  113254. * @param enable defines the state to set
  113255. */
  113256. setDepthWrite(enable: boolean): void;
  113257. /**
  113258. * Enable or disable color writing
  113259. * @param enable defines the state to set
  113260. */
  113261. setColorWrite(enable: boolean): void;
  113262. /**
  113263. * Gets a boolean indicating if color writing is enabled
  113264. * @returns the current color writing state
  113265. */
  113266. getColorWrite(): boolean;
  113267. /**
  113268. * Sets alpha constants used by some alpha blending modes
  113269. * @param r defines the red component
  113270. * @param g defines the green component
  113271. * @param b defines the blue component
  113272. * @param a defines the alpha component
  113273. */
  113274. setAlphaConstants(r: number, g: number, b: number, a: number): void;
  113275. /**
  113276. * Sets the current alpha mode
  113277. * @param mode defines the mode to use (one of the BABYLON.Constants.ALPHA_XXX)
  113278. * @param noDepthWriteChange defines if depth writing state should remains unchanged (false by default)
  113279. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113280. */
  113281. setAlphaMode(mode: number, noDepthWriteChange?: boolean): void;
  113282. /**
  113283. * Gets the current alpha mode
  113284. * @see http://doc.babylonjs.com/resources/transparency_and_how_meshes_are_rendered
  113285. * @returns the current alpha mode
  113286. */
  113287. getAlphaMode(): number;
  113288. setIntArray(uniform: WebGLUniformLocation, array: Int32Array): void;
  113289. setIntArray2(uniform: WebGLUniformLocation, array: Int32Array): void;
  113290. setIntArray3(uniform: WebGLUniformLocation, array: Int32Array): void;
  113291. setIntArray4(uniform: WebGLUniformLocation, array: Int32Array): void;
  113292. setFloatArray(uniform: WebGLUniformLocation, array: Float32Array): void;
  113293. setFloatArray2(uniform: WebGLUniformLocation, array: Float32Array): void;
  113294. setFloatArray3(uniform: WebGLUniformLocation, array: Float32Array): void;
  113295. setFloatArray4(uniform: WebGLUniformLocation, array: Float32Array): void;
  113296. setArray(uniform: WebGLUniformLocation, array: number[]): void;
  113297. setArray2(uniform: WebGLUniformLocation, array: number[]): void;
  113298. setArray3(uniform: WebGLUniformLocation, array: number[]): void;
  113299. setArray4(uniform: WebGLUniformLocation, array: number[]): void;
  113300. setMatrices(uniform: WebGLUniformLocation, matrices: Float32Array): void;
  113301. setMatrix3x3(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113302. setMatrix2x2(uniform: WebGLUniformLocation, matrix: Float32Array): void;
  113303. setFloat(uniform: WebGLUniformLocation, value: number): void;
  113304. setFloat2(uniform: WebGLUniformLocation, x: number, y: number): void;
  113305. setFloat3(uniform: WebGLUniformLocation, x: number, y: number, z: number): void;
  113306. setBool(uniform: WebGLUniformLocation, bool: number): void;
  113307. setFloat4(uniform: WebGLUniformLocation, x: number, y: number, z: number, w: number): void;
  113308. setColor3(uniform: WebGLUniformLocation, color3: Color3): void;
  113309. setColor4(uniform: WebGLUniformLocation, color3: Color3, alpha: number): void;
  113310. wipeCaches(bruteForce?: boolean): void;
  113311. _createTexture(): WebGLTexture;
  113312. protected _deleteTexture(texture: Nullable<WebGLTexture>): void;
  113313. /**
  113314. * Usually called from BABYLON.Texture.ts.
  113315. * Passed information to create a WebGLTexture
  113316. * @param urlArg defines a value which contains one of the following:
  113317. * * A conventional http URL, e.g. 'http://...' or 'file://...'
  113318. * * A base64 string of in-line texture data, e.g. 'data:image/jpg;base64,/...'
  113319. * * An indicator that data being passed using the buffer parameter, e.g. 'data:mytexture.jpg'
  113320. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated. Ignored for compressed textures. They must be in the file
  113321. * @param invertY when true, image is flipped when loaded. You probably want true. Ignored for compressed textures. Must be flipped in the file
  113322. * @param scene needed for loading to the correct scene
  113323. * @param samplingMode mode with should be used sample / access the texture (Default: BABYLON.Texture.TRILINEAR_SAMPLINGMODE)
  113324. * @param onLoad optional callback to be called upon successful completion
  113325. * @param onError optional callback to be called upon failure
  113326. * @param buffer a source of a file previously fetched as either a base64 string, an ArrayBuffer (compressed or image format), or a Blob
  113327. * @param fallback an internal argument in case the function must be called again, due to etc1 not having alpha capabilities
  113328. * @param format internal format. Default: RGB when extension is '.jpg' else RGBA. Ignored for compressed textures
  113329. * @param forcedExtension defines the extension to use to pick the right loader
  113330. * @returns a InternalTexture for assignment back into BABYLON.Texture
  113331. */
  113332. 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 | Blob>, fallback?: Nullable<InternalTexture>, format?: Nullable<number>, forcedExtension?: Nullable<string>): InternalTexture;
  113333. /**
  113334. * Creates a cube texture
  113335. * @param rootUrl defines the url where the files to load is located
  113336. * @param scene defines the current scene
  113337. * @param files defines the list of files to load (1 per face)
  113338. * @param noMipmap defines a boolean indicating that no mipmaps shall be generated (false by default)
  113339. * @param onLoad defines an optional callback raised when the texture is loaded
  113340. * @param onError defines an optional callback raised if there is an issue to load the texture
  113341. * @param format defines the format of the data
  113342. * @param forcedExtension defines the extension to use to pick the right loader
  113343. * @param createPolynomials if a polynomial sphere should be created for the cube texture
  113344. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  113345. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  113346. * @param fallback defines texture to use while falling back when (compressed) texture file not found.
  113347. * @returns the cube texture as an InternalTexture
  113348. */
  113349. 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, forcedExtension?: any, createPolynomials?: boolean, lodScale?: number, lodOffset?: number, fallback?: Nullable<InternalTexture>): InternalTexture;
  113350. private _getSamplingFilter;
  113351. private static _GetNativeTextureFormat;
  113352. createRenderTargetTexture(size: number | {
  113353. width: number;
  113354. height: number;
  113355. }, options: boolean | RenderTargetCreationOptions): NativeTexture;
  113356. updateTextureSamplingMode(samplingMode: number, texture: InternalTexture): void;
  113357. bindFramebuffer(texture: InternalTexture, faceIndex?: number, requiredWidth?: number, requiredHeight?: number, forceFullscreenViewport?: boolean): void;
  113358. unBindFramebuffer(texture: InternalTexture, disableGenerateMipMaps?: boolean, onBeforeUnbind?: () => void): void;
  113359. createDynamicVertexBuffer(data: DataArray): DataBuffer;
  113360. updateDynamicIndexBuffer(indexBuffer: DataBuffer, indices: IndicesArray, offset?: number): void;
  113361. /**
  113362. * Updates a dynamic vertex buffer.
  113363. * @param vertexBuffer the vertex buffer to update
  113364. * @param data the data used to update the vertex buffer
  113365. * @param byteOffset the byte offset of the data (optional)
  113366. * @param byteLength the byte length of the data (optional)
  113367. */
  113368. updateDynamicVertexBuffer(vertexBuffer: DataBuffer, data: DataArray, byteOffset?: number, byteLength?: number): void;
  113369. protected _setTexture(channel: number, texture: Nullable<BaseTexture>, isPartOfTextureArray?: boolean, depthStencilTexture?: boolean): boolean;
  113370. private _updateAnisotropicLevel;
  113371. private _getAddressMode;
  113372. /** @hidden */
  113373. _bindTexture(channel: number, texture: InternalTexture): void;
  113374. protected _deleteBuffer(buffer: NativeDataBuffer): void;
  113375. releaseEffects(): void;
  113376. /** @hidden */
  113377. _uploadCompressedDataToTextureDirectly(texture: InternalTexture, internalFormat: number, width: number, height: number, data: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113378. /** @hidden */
  113379. _uploadDataToTextureDirectly(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113380. /** @hidden */
  113381. _uploadArrayBufferViewToTexture(texture: InternalTexture, imageData: ArrayBufferView, faceIndex?: number, lod?: number): void;
  113382. /** @hidden */
  113383. _uploadImageToTexture(texture: InternalTexture, image: HTMLImageElement, faceIndex?: number, lod?: number): void;
  113384. }
  113385. }
  113386. declare module BABYLON {
  113387. /**
  113388. * Gather the list of clipboard event types as constants.
  113389. */
  113390. export class ClipboardEventTypes {
  113391. /**
  113392. * The clipboard event is fired when a copy command is active (pressed).
  113393. */
  113394. static readonly COPY: number;
  113395. /**
  113396. * The clipboard event is fired when a cut command is active (pressed).
  113397. */
  113398. static readonly CUT: number;
  113399. /**
  113400. * The clipboard event is fired when a paste command is active (pressed).
  113401. */
  113402. static readonly PASTE: number;
  113403. }
  113404. /**
  113405. * This class is used to store clipboard related info for the onClipboardObservable event.
  113406. */
  113407. export class ClipboardInfo {
  113408. /**
  113409. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113410. */
  113411. type: number;
  113412. /**
  113413. * Defines the related dom event
  113414. */
  113415. event: ClipboardEvent;
  113416. /**
  113417. *Creates an instance of ClipboardInfo.
  113418. * @param type Defines the type of event (BABYLON.ClipboardEventTypes)
  113419. * @param event Defines the related dom event
  113420. */
  113421. constructor(
  113422. /**
  113423. * Defines the type of event (BABYLON.ClipboardEventTypes)
  113424. */
  113425. type: number,
  113426. /**
  113427. * Defines the related dom event
  113428. */
  113429. event: ClipboardEvent);
  113430. /**
  113431. * Get the clipboard event's type from the keycode.
  113432. * @param keyCode Defines the keyCode for the current keyboard event.
  113433. * @return {number}
  113434. */
  113435. static GetTypeFromCharacter(keyCode: number): number;
  113436. }
  113437. }
  113438. declare module BABYLON {
  113439. /**
  113440. * Google Daydream controller
  113441. */
  113442. export class DaydreamController extends WebVRController {
  113443. /**
  113444. * Base Url for the controller model.
  113445. */
  113446. static MODEL_BASE_URL: string;
  113447. /**
  113448. * File name for the controller model.
  113449. */
  113450. static MODEL_FILENAME: string;
  113451. /**
  113452. * Gamepad Id prefix used to identify Daydream Controller.
  113453. */
  113454. static readonly GAMEPAD_ID_PREFIX: string;
  113455. /**
  113456. * Creates a new DaydreamController from a gamepad
  113457. * @param vrGamepad the gamepad that the controller should be created from
  113458. */
  113459. constructor(vrGamepad: any);
  113460. /**
  113461. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113462. * @param scene scene in which to add meshes
  113463. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113464. */
  113465. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113466. /**
  113467. * Called once for each button that changed state since the last frame
  113468. * @param buttonIdx Which button index changed
  113469. * @param state New state of the button
  113470. * @param changes Which properties on the state changed since last frame
  113471. */
  113472. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113473. }
  113474. }
  113475. declare module BABYLON {
  113476. /**
  113477. * Gear VR Controller
  113478. */
  113479. export class GearVRController extends WebVRController {
  113480. /**
  113481. * Base Url for the controller model.
  113482. */
  113483. static MODEL_BASE_URL: string;
  113484. /**
  113485. * File name for the controller model.
  113486. */
  113487. static MODEL_FILENAME: string;
  113488. /**
  113489. * Gamepad Id prefix used to identify this controller.
  113490. */
  113491. static readonly GAMEPAD_ID_PREFIX: string;
  113492. private readonly _buttonIndexToObservableNameMap;
  113493. /**
  113494. * Creates a new GearVRController from a gamepad
  113495. * @param vrGamepad the gamepad that the controller should be created from
  113496. */
  113497. constructor(vrGamepad: any);
  113498. /**
  113499. * Implements abstract method on WebVRController class, loading controller meshes and calling this.attachToMesh if successful.
  113500. * @param scene scene in which to add meshes
  113501. * @param meshLoaded optional callback function that will be called if the mesh loads successfully.
  113502. */
  113503. initControllerMesh(scene: Scene, meshLoaded?: (mesh: AbstractMesh) => void): void;
  113504. /**
  113505. * Called once for each button that changed state since the last frame
  113506. * @param buttonIdx Which button index changed
  113507. * @param state New state of the button
  113508. * @param changes Which properties on the state changed since last frame
  113509. */
  113510. protected _handleButtonChange(buttonIdx: number, state: ExtendedGamepadButton, changes: GamepadButtonChanges): void;
  113511. }
  113512. }
  113513. declare module BABYLON {
  113514. /**
  113515. * Class containing static functions to help procedurally build meshes
  113516. */
  113517. export class PolyhedronBuilder {
  113518. /**
  113519. * Creates a polyhedron mesh
  113520. * * 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
  113521. * * The parameter `size` (positive float, default 1) sets the polygon size
  113522. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  113523. * * 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`
  113524. * * 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
  113525. * * 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)`)
  113526. * * 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
  113527. * * 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
  113528. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  113529. * * 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
  113530. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  113531. * @param name defines the name of the mesh
  113532. * @param options defines the options used to create the mesh
  113533. * @param scene defines the hosting scene
  113534. * @returns the polyhedron mesh
  113535. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  113536. */
  113537. static CreatePolyhedron(name: string, options: {
  113538. type?: number;
  113539. size?: number;
  113540. sizeX?: number;
  113541. sizeY?: number;
  113542. sizeZ?: number;
  113543. custom?: any;
  113544. faceUV?: Vector4[];
  113545. faceColors?: Color4[];
  113546. flat?: boolean;
  113547. updatable?: boolean;
  113548. sideOrientation?: number;
  113549. frontUVs?: Vector4;
  113550. backUVs?: Vector4;
  113551. }, scene?: Nullable<Scene>): Mesh;
  113552. }
  113553. }
  113554. declare module BABYLON {
  113555. /**
  113556. * Gizmo that enables scaling a mesh along 3 axis
  113557. */
  113558. export class ScaleGizmo extends Gizmo {
  113559. /**
  113560. * Internal gizmo used for interactions on the x axis
  113561. */
  113562. xGizmo: AxisScaleGizmo;
  113563. /**
  113564. * Internal gizmo used for interactions on the y axis
  113565. */
  113566. yGizmo: AxisScaleGizmo;
  113567. /**
  113568. * Internal gizmo used for interactions on the z axis
  113569. */
  113570. zGizmo: AxisScaleGizmo;
  113571. /**
  113572. * Internal gizmo used to scale all axis equally
  113573. */
  113574. uniformScaleGizmo: AxisScaleGizmo;
  113575. private _meshAttached;
  113576. private _updateGizmoRotationToMatchAttachedMesh;
  113577. private _snapDistance;
  113578. private _scaleRatio;
  113579. private _uniformScalingMesh;
  113580. private _octahedron;
  113581. /** Fires an event when any of it's sub gizmos are dragged */
  113582. onDragStartObservable: Observable<unknown>;
  113583. /** Fires an event when any of it's sub gizmos are released from dragging */
  113584. onDragEndObservable: Observable<unknown>;
  113585. attachedMesh: Nullable<AbstractMesh>;
  113586. /**
  113587. * Creates a ScaleGizmo
  113588. * @param gizmoLayer The utility layer the gizmo will be added to
  113589. */
  113590. constructor(gizmoLayer?: UtilityLayerRenderer);
  113591. updateGizmoRotationToMatchAttachedMesh: boolean;
  113592. /**
  113593. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113594. */
  113595. snapDistance: number;
  113596. /**
  113597. * Ratio for the scale of the gizmo (Default: 1)
  113598. */
  113599. scaleRatio: number;
  113600. /**
  113601. * Disposes of the gizmo
  113602. */
  113603. dispose(): void;
  113604. }
  113605. }
  113606. declare module BABYLON {
  113607. /**
  113608. * Single axis scale gizmo
  113609. */
  113610. export class AxisScaleGizmo extends Gizmo {
  113611. /**
  113612. * Drag behavior responsible for the gizmos dragging interactions
  113613. */
  113614. dragBehavior: PointerDragBehavior;
  113615. private _pointerObserver;
  113616. /**
  113617. * Scale distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113618. */
  113619. snapDistance: number;
  113620. /**
  113621. * Event that fires each time the gizmo snaps to a new location.
  113622. * * snapDistance is the the change in distance
  113623. */
  113624. onSnapObservable: Observable<{
  113625. snapDistance: number;
  113626. }>;
  113627. /**
  113628. * If the scaling operation should be done on all axis (default: false)
  113629. */
  113630. uniformScaling: boolean;
  113631. private _isEnabled;
  113632. private _parent;
  113633. private _arrow;
  113634. private _coloredMaterial;
  113635. private _hoverMaterial;
  113636. /**
  113637. * Creates an AxisScaleGizmo
  113638. * @param gizmoLayer The utility layer the gizmo will be added to
  113639. * @param dragAxis The axis which the gizmo will be able to scale on
  113640. * @param color The color of the gizmo
  113641. */
  113642. constructor(dragAxis: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, parent?: Nullable<ScaleGizmo>);
  113643. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113644. /**
  113645. * If the gizmo is enabled
  113646. */
  113647. isEnabled: boolean;
  113648. /**
  113649. * Disposes of the gizmo
  113650. */
  113651. dispose(): void;
  113652. /**
  113653. * Disposes and replaces the current meshes in the gizmo with the specified mesh
  113654. * @param mesh The mesh to replace the default mesh of the gizmo
  113655. * @param useGizmoMaterial If the gizmo's default material should be used (default: false)
  113656. */
  113657. setCustomMesh(mesh: Mesh, useGizmoMaterial?: boolean): void;
  113658. }
  113659. }
  113660. declare module BABYLON {
  113661. /**
  113662. * Bounding box gizmo
  113663. */
  113664. export class BoundingBoxGizmo extends Gizmo {
  113665. private _lineBoundingBox;
  113666. private _rotateSpheresParent;
  113667. private _scaleBoxesParent;
  113668. private _boundingDimensions;
  113669. private _renderObserver;
  113670. private _pointerObserver;
  113671. private _scaleDragSpeed;
  113672. private _tmpQuaternion;
  113673. private _tmpVector;
  113674. private _tmpRotationMatrix;
  113675. /**
  113676. * 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)
  113677. */
  113678. ignoreChildren: boolean;
  113679. /**
  113680. * 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)
  113681. */
  113682. includeChildPredicate: Nullable<(abstractMesh: AbstractMesh) => boolean>;
  113683. /**
  113684. * The size of the rotation spheres attached to the bounding box (Default: 0.1)
  113685. */
  113686. rotationSphereSize: number;
  113687. /**
  113688. * The size of the scale boxes attached to the bounding box (Default: 0.1)
  113689. */
  113690. scaleBoxSize: number;
  113691. /**
  113692. * 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)
  113693. */
  113694. fixedDragMeshScreenSize: boolean;
  113695. /**
  113696. * The distance away from the object which the draggable meshes should appear world sized when fixedDragMeshScreenSize is set to true (default: 10)
  113697. */
  113698. fixedDragMeshScreenSizeDistanceFactor: number;
  113699. /**
  113700. * Fired when a rotation sphere or scale box is dragged
  113701. */
  113702. onDragStartObservable: Observable<{}>;
  113703. /**
  113704. * Fired when a scale box is dragged
  113705. */
  113706. onScaleBoxDragObservable: Observable<{}>;
  113707. /**
  113708. * Fired when a scale box drag is ended
  113709. */
  113710. onScaleBoxDragEndObservable: Observable<{}>;
  113711. /**
  113712. * Fired when a rotation sphere is dragged
  113713. */
  113714. onRotationSphereDragObservable: Observable<{}>;
  113715. /**
  113716. * Fired when a rotation sphere drag is ended
  113717. */
  113718. onRotationSphereDragEndObservable: Observable<{}>;
  113719. /**
  113720. * 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)
  113721. */
  113722. scalePivot: Nullable<Vector3>;
  113723. /**
  113724. * Mesh used as a pivot to rotate the attached mesh
  113725. */
  113726. private _anchorMesh;
  113727. private _existingMeshScale;
  113728. private _dragMesh;
  113729. private pointerDragBehavior;
  113730. private coloredMaterial;
  113731. private hoverColoredMaterial;
  113732. /**
  113733. * Sets the color of the bounding box gizmo
  113734. * @param color the color to set
  113735. */
  113736. setColor(color: Color3): void;
  113737. /**
  113738. * Creates an BoundingBoxGizmo
  113739. * @param gizmoLayer The utility layer the gizmo will be added to
  113740. * @param color The color of the gizmo
  113741. */
  113742. constructor(color?: Color3, gizmoLayer?: UtilityLayerRenderer);
  113743. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113744. private _selectNode;
  113745. /**
  113746. * Updates the bounding box information for the Gizmo
  113747. */
  113748. updateBoundingBox(): void;
  113749. private _updateRotationSpheres;
  113750. private _updateScaleBoxes;
  113751. /**
  113752. * Enables rotation on the specified axis and disables rotation on the others
  113753. * @param axis The list of axis that should be enabled (eg. "xy" or "xyz")
  113754. */
  113755. setEnabledRotationAxis(axis: string): void;
  113756. /**
  113757. * Enables/disables scaling
  113758. * @param enable if scaling should be enabled
  113759. */
  113760. setEnabledScaling(enable: boolean): void;
  113761. private _updateDummy;
  113762. /**
  113763. * Enables a pointer drag behavior on the bounding box of the gizmo
  113764. */
  113765. enableDragBehavior(): void;
  113766. /**
  113767. * Disposes of the gizmo
  113768. */
  113769. dispose(): void;
  113770. /**
  113771. * 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)
  113772. * @param mesh the mesh to wrap in the bounding box mesh and make not pickable
  113773. * @returns the bounding box mesh with the passed in mesh as a child
  113774. */
  113775. static MakeNotPickableAndWrapInBoundingBox(mesh: Mesh): Mesh;
  113776. /**
  113777. * CustomMeshes are not supported by this gizmo
  113778. * @param mesh The mesh to replace the default mesh of the gizmo
  113779. */
  113780. setCustomMesh(mesh: Mesh): void;
  113781. }
  113782. }
  113783. declare module BABYLON {
  113784. /**
  113785. * Single plane rotation gizmo
  113786. */
  113787. export class PlaneRotationGizmo extends Gizmo {
  113788. /**
  113789. * Drag behavior responsible for the gizmos dragging interactions
  113790. */
  113791. dragBehavior: PointerDragBehavior;
  113792. private _pointerObserver;
  113793. /**
  113794. * Rotation distance in radians that the gizmo will snap to (Default: 0)
  113795. */
  113796. snapDistance: number;
  113797. /**
  113798. * Event that fires each time the gizmo snaps to a new location.
  113799. * * snapDistance is the the change in distance
  113800. */
  113801. onSnapObservable: Observable<{
  113802. snapDistance: number;
  113803. }>;
  113804. private _isEnabled;
  113805. private _parent;
  113806. /**
  113807. * Creates a PlaneRotationGizmo
  113808. * @param gizmoLayer The utility layer the gizmo will be added to
  113809. * @param planeNormal The normal of the plane which the gizmo will be able to rotate on
  113810. * @param color The color of the gizmo
  113811. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113812. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113813. */
  113814. constructor(planeNormal: Vector3, color?: Color3, gizmoLayer?: UtilityLayerRenderer, tessellation?: number, parent?: Nullable<RotationGizmo>, useEulerRotation?: boolean);
  113815. protected _attachedMeshChanged(value: Nullable<AbstractMesh>): void;
  113816. /**
  113817. * If the gizmo is enabled
  113818. */
  113819. isEnabled: boolean;
  113820. /**
  113821. * Disposes of the gizmo
  113822. */
  113823. dispose(): void;
  113824. }
  113825. }
  113826. declare module BABYLON {
  113827. /**
  113828. * Gizmo that enables rotating a mesh along 3 axis
  113829. */
  113830. export class RotationGizmo extends Gizmo {
  113831. /**
  113832. * Internal gizmo used for interactions on the x axis
  113833. */
  113834. xGizmo: PlaneRotationGizmo;
  113835. /**
  113836. * Internal gizmo used for interactions on the y axis
  113837. */
  113838. yGizmo: PlaneRotationGizmo;
  113839. /**
  113840. * Internal gizmo used for interactions on the z axis
  113841. */
  113842. zGizmo: PlaneRotationGizmo;
  113843. /** Fires an event when any of it's sub gizmos are dragged */
  113844. onDragStartObservable: Observable<unknown>;
  113845. /** Fires an event when any of it's sub gizmos are released from dragging */
  113846. onDragEndObservable: Observable<unknown>;
  113847. private _meshAttached;
  113848. attachedMesh: Nullable<AbstractMesh>;
  113849. /**
  113850. * Creates a RotationGizmo
  113851. * @param gizmoLayer The utility layer the gizmo will be added to
  113852. * @param tessellation Amount of tessellation to be used when creating rotation circles
  113853. * @param useEulerRotation Use and update Euler angle instead of quaternion
  113854. */
  113855. constructor(gizmoLayer?: UtilityLayerRenderer, tessellation?: number, useEulerRotation?: boolean);
  113856. updateGizmoRotationToMatchAttachedMesh: boolean;
  113857. /**
  113858. * Drag distance in babylon units that the gizmo will snap to when dragged (Default: 0)
  113859. */
  113860. snapDistance: number;
  113861. /**
  113862. * Ratio for the scale of the gizmo (Default: 1)
  113863. */
  113864. scaleRatio: number;
  113865. /**
  113866. * Disposes of the gizmo
  113867. */
  113868. dispose(): void;
  113869. /**
  113870. * CustomMeshes are not supported by this gizmo
  113871. * @param mesh The mesh to replace the default mesh of the gizmo
  113872. */
  113873. setCustomMesh(mesh: Mesh): void;
  113874. }
  113875. }
  113876. declare module BABYLON {
  113877. /**
  113878. * Helps setup gizmo's in the scene to rotate/scale/position meshes
  113879. */
  113880. export class GizmoManager implements IDisposable {
  113881. private scene;
  113882. /**
  113883. * Gizmo's created by the gizmo manager, gizmo will be null until gizmo has been enabled for the first time
  113884. */
  113885. gizmos: {
  113886. positionGizmo: Nullable<PositionGizmo>;
  113887. rotationGizmo: Nullable<RotationGizmo>;
  113888. scaleGizmo: Nullable<ScaleGizmo>;
  113889. boundingBoxGizmo: Nullable<BoundingBoxGizmo>;
  113890. };
  113891. /** When true, the gizmo will be detached from the current object when a pointer down occurs with an empty picked mesh */
  113892. clearGizmoOnEmptyPointerEvent: boolean;
  113893. /** Fires an event when the manager is attached to a mesh */
  113894. onAttachedToMeshObservable: Observable<Nullable<AbstractMesh>>;
  113895. private _gizmosEnabled;
  113896. private _pointerObserver;
  113897. private _attachedMesh;
  113898. private _boundingBoxColor;
  113899. private _defaultUtilityLayer;
  113900. private _defaultKeepDepthUtilityLayer;
  113901. /**
  113902. * When bounding box gizmo is enabled, this can be used to track drag/end events
  113903. */
  113904. boundingBoxDragBehavior: SixDofDragBehavior;
  113905. /**
  113906. * Array of meshes which will have the gizmo attached when a pointer selected them. If null, all meshes are attachable. (Default: null)
  113907. */
  113908. attachableMeshes: Nullable<Array<AbstractMesh>>;
  113909. /**
  113910. * If pointer events should perform attaching/detaching a gizmo, if false this can be done manually via attachToMesh. (Default: true)
  113911. */
  113912. usePointerToAttachGizmos: boolean;
  113913. /**
  113914. * Utility layer that the bounding box gizmo belongs to
  113915. */
  113916. readonly keepDepthUtilityLayer: UtilityLayerRenderer;
  113917. /**
  113918. * Utility layer that all gizmos besides bounding box belong to
  113919. */
  113920. readonly utilityLayer: UtilityLayerRenderer;
  113921. /**
  113922. * Instatiates a gizmo manager
  113923. * @param scene the scene to overlay the gizmos on top of
  113924. */
  113925. constructor(scene: Scene);
  113926. /**
  113927. * Attaches a set of gizmos to the specified mesh
  113928. * @param mesh The mesh the gizmo's should be attached to
  113929. */
  113930. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  113931. /**
  113932. * If the position gizmo is enabled
  113933. */
  113934. positionGizmoEnabled: boolean;
  113935. /**
  113936. * If the rotation gizmo is enabled
  113937. */
  113938. rotationGizmoEnabled: boolean;
  113939. /**
  113940. * If the scale gizmo is enabled
  113941. */
  113942. scaleGizmoEnabled: boolean;
  113943. /**
  113944. * If the boundingBox gizmo is enabled
  113945. */
  113946. boundingBoxGizmoEnabled: boolean;
  113947. /**
  113948. * Disposes of the gizmo manager
  113949. */
  113950. dispose(): void;
  113951. }
  113952. }
  113953. declare module BABYLON {
  113954. /**
  113955. * A directional light is defined by a direction (what a surprise!).
  113956. * The light is emitted from everywhere in the specified direction, and has an infinite range.
  113957. * 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.
  113958. * Documentation: https://doc.babylonjs.com/babylon101/lights
  113959. */
  113960. export class DirectionalLight extends ShadowLight {
  113961. private _shadowFrustumSize;
  113962. /**
  113963. * Fix frustum size for the shadow generation. This is disabled if the value is 0.
  113964. */
  113965. /**
  113966. * Specifies a fix frustum size for the shadow generation.
  113967. */
  113968. shadowFrustumSize: number;
  113969. private _shadowOrthoScale;
  113970. /**
  113971. * Gets the shadow projection scale against the optimal computed one.
  113972. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113973. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113974. */
  113975. /**
  113976. * Sets the shadow projection scale against the optimal computed one.
  113977. * 0.1 by default which means that the projection window is increase by 10% from the optimal size.
  113978. * This does not impact in fixed frustum size (shadowFrustumSize being set)
  113979. */
  113980. shadowOrthoScale: number;
  113981. /**
  113982. * Automatically compute the projection matrix to best fit (including all the casters)
  113983. * on each frame.
  113984. */
  113985. autoUpdateExtends: boolean;
  113986. private _orthoLeft;
  113987. private _orthoRight;
  113988. private _orthoTop;
  113989. private _orthoBottom;
  113990. /**
  113991. * Creates a DirectionalLight object in the scene, oriented towards the passed direction (Vector3).
  113992. * The directional light is emitted from everywhere in the given direction.
  113993. * It can cast shadows.
  113994. * Documentation : https://doc.babylonjs.com/babylon101/lights
  113995. * @param name The friendly name of the light
  113996. * @param direction The direction of the light
  113997. * @param scene The scene the light belongs to
  113998. */
  113999. constructor(name: string, direction: Vector3, scene: Scene);
  114000. /**
  114001. * Returns the string "DirectionalLight".
  114002. * @return The class name
  114003. */
  114004. getClassName(): string;
  114005. /**
  114006. * Returns the integer 1.
  114007. * @return The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114008. */
  114009. getTypeID(): number;
  114010. /**
  114011. * Sets the passed matrix "matrix" as projection matrix for the shadows cast by the light according to the passed view matrix.
  114012. * Returns the DirectionalLight Shadow projection matrix.
  114013. */
  114014. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114015. /**
  114016. * Sets the passed matrix "matrix" as fixed frustum projection matrix for the shadows cast by the light according to the passed view matrix.
  114017. * Returns the DirectionalLight Shadow projection matrix.
  114018. */
  114019. protected _setDefaultFixedFrustumShadowProjectionMatrix(matrix: Matrix): void;
  114020. /**
  114021. * Sets the passed matrix "matrix" as auto extend projection matrix for the shadows cast by the light according to the passed view matrix.
  114022. * Returns the DirectionalLight Shadow projection matrix.
  114023. */
  114024. protected _setDefaultAutoExtendShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114025. protected _buildUniformLayout(): void;
  114026. /**
  114027. * Sets the passed Effect object with the DirectionalLight transformed position (or position if not parented) and the passed name.
  114028. * @param effect The effect to update
  114029. * @param lightIndex The index of the light in the effect to update
  114030. * @returns The directional light
  114031. */
  114032. transferToEffect(effect: Effect, lightIndex: string): DirectionalLight;
  114033. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): Light;
  114034. /**
  114035. * Gets the minZ used for shadow according to both the scene and the light.
  114036. *
  114037. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114038. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114039. * @param activeCamera The camera we are returning the min for
  114040. * @returns the depth min z
  114041. */
  114042. getDepthMinZ(activeCamera: Camera): number;
  114043. /**
  114044. * Gets the maxZ used for shadow according to both the scene and the light.
  114045. *
  114046. * Values are fixed on directional lights as it relies on an ortho projection hence the need to convert being
  114047. * -1 and 1 to 0 and 1 doing (depth + min) / (min + max) -> (depth + 1) / (1 + 1) -> (depth * 0.5) + 0.5.
  114048. * @param activeCamera The camera we are returning the max for
  114049. * @returns the depth max z
  114050. */
  114051. getDepthMaxZ(activeCamera: Camera): number;
  114052. /**
  114053. * Prepares the list of defines specific to the light type.
  114054. * @param defines the list of defines
  114055. * @param lightIndex defines the index of the light for the effect
  114056. */
  114057. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114058. }
  114059. }
  114060. declare module BABYLON {
  114061. /**
  114062. * Class containing static functions to help procedurally build meshes
  114063. */
  114064. export class HemisphereBuilder {
  114065. /**
  114066. * Creates a hemisphere mesh
  114067. * @param name defines the name of the mesh
  114068. * @param options defines the options used to create the mesh
  114069. * @param scene defines the hosting scene
  114070. * @returns the hemisphere mesh
  114071. */
  114072. static CreateHemisphere(name: string, options: {
  114073. segments?: number;
  114074. diameter?: number;
  114075. sideOrientation?: number;
  114076. }, scene: any): Mesh;
  114077. }
  114078. }
  114079. declare module BABYLON {
  114080. /**
  114081. * A spot light is defined by a position, a direction, an angle, and an exponent.
  114082. * These values define a cone of light starting from the position, emitting toward the direction.
  114083. * The angle, in radians, defines the size (field of illumination) of the spotlight's conical beam,
  114084. * and the exponent defines the speed of the decay of the light with distance (reach).
  114085. * Documentation: https://doc.babylonjs.com/babylon101/lights
  114086. */
  114087. export class SpotLight extends ShadowLight {
  114088. private _angle;
  114089. private _innerAngle;
  114090. private _cosHalfAngle;
  114091. private _lightAngleScale;
  114092. private _lightAngleOffset;
  114093. /**
  114094. * Gets the cone angle of the spot light in Radians.
  114095. */
  114096. /**
  114097. * Sets the cone angle of the spot light in Radians.
  114098. */
  114099. angle: number;
  114100. /**
  114101. * Only used in gltf falloff mode, this defines the angle where
  114102. * the directional falloff will start before cutting at angle which could be seen
  114103. * as outer angle.
  114104. */
  114105. /**
  114106. * Only used in gltf falloff mode, this defines the angle where
  114107. * the directional falloff will start before cutting at angle which could be seen
  114108. * as outer angle.
  114109. */
  114110. innerAngle: number;
  114111. private _shadowAngleScale;
  114112. /**
  114113. * Allows scaling the angle of the light for shadow generation only.
  114114. */
  114115. /**
  114116. * Allows scaling the angle of the light for shadow generation only.
  114117. */
  114118. shadowAngleScale: number;
  114119. /**
  114120. * The light decay speed with the distance from the emission spot.
  114121. */
  114122. exponent: number;
  114123. private _projectionTextureMatrix;
  114124. /**
  114125. * Allows reading the projecton texture
  114126. */
  114127. readonly projectionTextureMatrix: Matrix;
  114128. protected _projectionTextureLightNear: number;
  114129. /**
  114130. * Gets the near clip of the Spotlight for texture projection.
  114131. */
  114132. /**
  114133. * Sets the near clip of the Spotlight for texture projection.
  114134. */
  114135. projectionTextureLightNear: number;
  114136. protected _projectionTextureLightFar: number;
  114137. /**
  114138. * Gets the far clip of the Spotlight for texture projection.
  114139. */
  114140. /**
  114141. * Sets the far clip of the Spotlight for texture projection.
  114142. */
  114143. projectionTextureLightFar: number;
  114144. protected _projectionTextureUpDirection: Vector3;
  114145. /**
  114146. * Gets the Up vector of the Spotlight for texture projection.
  114147. */
  114148. /**
  114149. * Sets the Up vector of the Spotlight for texture projection.
  114150. */
  114151. projectionTextureUpDirection: Vector3;
  114152. private _projectionTexture;
  114153. /**
  114154. * Gets the projection texture of the light.
  114155. */
  114156. /**
  114157. * Sets the projection texture of the light.
  114158. */
  114159. projectionTexture: Nullable<BaseTexture>;
  114160. private _projectionTextureViewLightDirty;
  114161. private _projectionTextureProjectionLightDirty;
  114162. private _projectionTextureDirty;
  114163. private _projectionTextureViewTargetVector;
  114164. private _projectionTextureViewLightMatrix;
  114165. private _projectionTextureProjectionLightMatrix;
  114166. private _projectionTextureScalingMatrix;
  114167. /**
  114168. * Creates a SpotLight object in the scene. A spot light is a simply light oriented cone.
  114169. * It can cast shadows.
  114170. * Documentation : https://doc.babylonjs.com/babylon101/lights
  114171. * @param name The light friendly name
  114172. * @param position The position of the spot light in the scene
  114173. * @param direction The direction of the light in the scene
  114174. * @param angle The cone angle of the light in Radians
  114175. * @param exponent The light decay speed with the distance from the emission spot
  114176. * @param scene The scene the lights belongs to
  114177. */
  114178. constructor(name: string, position: Vector3, direction: Vector3, angle: number, exponent: number, scene: Scene);
  114179. /**
  114180. * Returns the string "SpotLight".
  114181. * @returns the class name
  114182. */
  114183. getClassName(): string;
  114184. /**
  114185. * Returns the integer 2.
  114186. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  114187. */
  114188. getTypeID(): number;
  114189. /**
  114190. * Overrides the direction setter to recompute the projection texture view light Matrix.
  114191. */
  114192. protected _setDirection(value: Vector3): void;
  114193. /**
  114194. * Overrides the position setter to recompute the projection texture view light Matrix.
  114195. */
  114196. protected _setPosition(value: Vector3): void;
  114197. /**
  114198. * 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.
  114199. * Returns the SpotLight.
  114200. */
  114201. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  114202. protected _computeProjectionTextureViewLightMatrix(): void;
  114203. protected _computeProjectionTextureProjectionLightMatrix(): void;
  114204. /**
  114205. * Main function for light texture projection matrix computing.
  114206. */
  114207. protected _computeProjectionTextureMatrix(): void;
  114208. protected _buildUniformLayout(): void;
  114209. private _computeAngleValues;
  114210. /**
  114211. * Sets the passed Effect object with the SpotLight transfomed position (or position if not parented) and normalized direction.
  114212. * @param effect The effect to update
  114213. * @param lightIndex The index of the light in the effect to update
  114214. * @returns The spot light
  114215. */
  114216. transferToEffect(effect: Effect, lightIndex: string): SpotLight;
  114217. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  114218. /**
  114219. * Disposes the light and the associated resources.
  114220. */
  114221. dispose(): void;
  114222. /**
  114223. * Prepares the list of defines specific to the light type.
  114224. * @param defines the list of defines
  114225. * @param lightIndex defines the index of the light for the effect
  114226. */
  114227. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  114228. }
  114229. }
  114230. declare module BABYLON {
  114231. /**
  114232. * Gizmo that enables viewing a light
  114233. */
  114234. export class LightGizmo extends Gizmo {
  114235. private _lightMesh;
  114236. private _material;
  114237. private cachedPosition;
  114238. private cachedForward;
  114239. /**
  114240. * Creates a LightGizmo
  114241. * @param gizmoLayer The utility layer the gizmo will be added to
  114242. */
  114243. constructor(gizmoLayer?: UtilityLayerRenderer);
  114244. private _light;
  114245. /**
  114246. * The light that the gizmo is attached to
  114247. */
  114248. light: Nullable<Light>;
  114249. /**
  114250. * Gets the material used to render the light gizmo
  114251. */
  114252. readonly material: StandardMaterial;
  114253. /**
  114254. * @hidden
  114255. * Updates the gizmo to match the attached mesh's position/rotation
  114256. */
  114257. protected _update(): void;
  114258. private static _Scale;
  114259. /**
  114260. * Creates the lines for a light mesh
  114261. */
  114262. private static _createLightLines;
  114263. /**
  114264. * Disposes of the light gizmo
  114265. */
  114266. dispose(): void;
  114267. private static _CreateHemisphericLightMesh;
  114268. private static _CreatePointLightMesh;
  114269. private static _CreateSpotLightMesh;
  114270. private static _CreateDirectionalLightMesh;
  114271. }
  114272. }
  114273. declare module BABYLON {
  114274. /** @hidden */
  114275. export var backgroundFragmentDeclaration: {
  114276. name: string;
  114277. shader: string;
  114278. };
  114279. }
  114280. declare module BABYLON {
  114281. /** @hidden */
  114282. export var backgroundUboDeclaration: {
  114283. name: string;
  114284. shader: string;
  114285. };
  114286. }
  114287. declare module BABYLON {
  114288. /** @hidden */
  114289. export var backgroundPixelShader: {
  114290. name: string;
  114291. shader: string;
  114292. };
  114293. }
  114294. declare module BABYLON {
  114295. /** @hidden */
  114296. export var backgroundVertexDeclaration: {
  114297. name: string;
  114298. shader: string;
  114299. };
  114300. }
  114301. declare module BABYLON {
  114302. /** @hidden */
  114303. export var backgroundVertexShader: {
  114304. name: string;
  114305. shader: string;
  114306. };
  114307. }
  114308. declare module BABYLON {
  114309. /**
  114310. * Background material used to create an efficient environement around your scene.
  114311. */
  114312. export class BackgroundMaterial extends PushMaterial {
  114313. /**
  114314. * Standard reflectance value at parallel view angle.
  114315. */
  114316. static StandardReflectance0: number;
  114317. /**
  114318. * Standard reflectance value at grazing angle.
  114319. */
  114320. static StandardReflectance90: number;
  114321. protected _primaryColor: Color3;
  114322. /**
  114323. * Key light Color (multiply against the environement texture)
  114324. */
  114325. primaryColor: Color3;
  114326. protected __perceptualColor: Nullable<Color3>;
  114327. /**
  114328. * Experimental Internal Use Only.
  114329. *
  114330. * Key light Color in "perceptual value" meaning the color you would like to see on screen.
  114331. * This acts as a helper to set the primary color to a more "human friendly" value.
  114332. * Conversion to linear space as well as exposure and tone mapping correction will be applied to keep the
  114333. * output color as close as possible from the chosen value.
  114334. * (This does not account for contrast color grading and color curves as they are considered post effect and not directly
  114335. * part of lighting setup.)
  114336. */
  114337. _perceptualColor: Nullable<Color3>;
  114338. protected _primaryColorShadowLevel: float;
  114339. /**
  114340. * Defines the level of the shadows (dark area of the reflection map) in order to help scaling the colors.
  114341. * The color opposite to the primary color is used at the level chosen to define what the black area would look.
  114342. */
  114343. primaryColorShadowLevel: float;
  114344. protected _primaryColorHighlightLevel: float;
  114345. /**
  114346. * Defines the level of the highliights (highlight area of the reflection map) in order to help scaling the colors.
  114347. * The primary color is used at the level chosen to define what the white area would look.
  114348. */
  114349. primaryColorHighlightLevel: float;
  114350. protected _reflectionTexture: Nullable<BaseTexture>;
  114351. /**
  114352. * Reflection Texture used in the material.
  114353. * Should be author in a specific way for the best result (refer to the documentation).
  114354. */
  114355. reflectionTexture: Nullable<BaseTexture>;
  114356. protected _reflectionBlur: float;
  114357. /**
  114358. * Reflection Texture level of blur.
  114359. *
  114360. * Can be use to reuse an existing HDR Texture and target a specific LOD to prevent authoring the
  114361. * texture twice.
  114362. */
  114363. reflectionBlur: float;
  114364. protected _diffuseTexture: Nullable<BaseTexture>;
  114365. /**
  114366. * Diffuse Texture used in the material.
  114367. * Should be author in a specific way for the best result (refer to the documentation).
  114368. */
  114369. diffuseTexture: Nullable<BaseTexture>;
  114370. protected _shadowLights: Nullable<IShadowLight[]>;
  114371. /**
  114372. * Specify the list of lights casting shadow on the material.
  114373. * All scene shadow lights will be included if null.
  114374. */
  114375. shadowLights: Nullable<IShadowLight[]>;
  114376. protected _shadowLevel: float;
  114377. /**
  114378. * Helps adjusting the shadow to a softer level if required.
  114379. * 0 means black shadows and 1 means no shadows.
  114380. */
  114381. shadowLevel: float;
  114382. protected _sceneCenter: Vector3;
  114383. /**
  114384. * In case of opacity Fresnel or reflection falloff, this is use as a scene center.
  114385. * It is usually zero but might be interesting to modify according to your setup.
  114386. */
  114387. sceneCenter: Vector3;
  114388. protected _opacityFresnel: boolean;
  114389. /**
  114390. * This helps specifying that the material is falling off to the sky box at grazing angle.
  114391. * This helps ensuring a nice transition when the camera goes under the ground.
  114392. */
  114393. opacityFresnel: boolean;
  114394. protected _reflectionFresnel: boolean;
  114395. /**
  114396. * This helps specifying that the material is falling off from diffuse to the reflection texture at grazing angle.
  114397. * This helps adding a mirror texture on the ground.
  114398. */
  114399. reflectionFresnel: boolean;
  114400. protected _reflectionFalloffDistance: number;
  114401. /**
  114402. * This helps specifying the falloff radius off the reflection texture from the sceneCenter.
  114403. * This helps adding a nice falloff effect to the reflection if used as a mirror for instance.
  114404. */
  114405. reflectionFalloffDistance: number;
  114406. protected _reflectionAmount: number;
  114407. /**
  114408. * This specifies the weight of the reflection against the background in case of reflection Fresnel.
  114409. */
  114410. reflectionAmount: number;
  114411. protected _reflectionReflectance0: number;
  114412. /**
  114413. * This specifies the weight of the reflection at grazing angle.
  114414. */
  114415. reflectionReflectance0: number;
  114416. protected _reflectionReflectance90: number;
  114417. /**
  114418. * This specifies the weight of the reflection at a perpendicular point of view.
  114419. */
  114420. reflectionReflectance90: number;
  114421. /**
  114422. * Sets the reflection reflectance fresnel values according to the default standard
  114423. * empirically know to work well :-)
  114424. */
  114425. reflectionStandardFresnelWeight: number;
  114426. protected _useRGBColor: boolean;
  114427. /**
  114428. * Helps to directly use the maps channels instead of their level.
  114429. */
  114430. useRGBColor: boolean;
  114431. protected _enableNoise: boolean;
  114432. /**
  114433. * This helps reducing the banding effect that could occur on the background.
  114434. */
  114435. enableNoise: boolean;
  114436. /**
  114437. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114438. * Best used when trying to implement visual zoom effects like fish-eye or binoculars while not adjusting camera fov.
  114439. * Recommended to be keep at 1.0 except for special cases.
  114440. */
  114441. fovMultiplier: number;
  114442. private _fovMultiplier;
  114443. /**
  114444. * Enable the FOV adjustment feature controlled by fovMultiplier.
  114445. */
  114446. useEquirectangularFOV: boolean;
  114447. private _maxSimultaneousLights;
  114448. /**
  114449. * Number of Simultaneous lights allowed on the material.
  114450. */
  114451. maxSimultaneousLights: int;
  114452. /**
  114453. * Default configuration related to image processing available in the Background Material.
  114454. */
  114455. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  114456. /**
  114457. * Keep track of the image processing observer to allow dispose and replace.
  114458. */
  114459. private _imageProcessingObserver;
  114460. /**
  114461. * Attaches a new image processing configuration to the PBR Material.
  114462. * @param configuration (if null the scene configuration will be use)
  114463. */
  114464. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  114465. /**
  114466. * Gets the image processing configuration used either in this material.
  114467. */
  114468. /**
  114469. * Sets the Default image processing configuration used either in the this material.
  114470. *
  114471. * If sets to null, the scene one is in use.
  114472. */
  114473. imageProcessingConfiguration: Nullable<ImageProcessingConfiguration>;
  114474. /**
  114475. * Gets wether the color curves effect is enabled.
  114476. */
  114477. /**
  114478. * Sets wether the color curves effect is enabled.
  114479. */
  114480. cameraColorCurvesEnabled: boolean;
  114481. /**
  114482. * Gets wether the color grading effect is enabled.
  114483. */
  114484. /**
  114485. * Gets wether the color grading effect is enabled.
  114486. */
  114487. cameraColorGradingEnabled: boolean;
  114488. /**
  114489. * Gets wether tonemapping is enabled or not.
  114490. */
  114491. /**
  114492. * Sets wether tonemapping is enabled or not
  114493. */
  114494. cameraToneMappingEnabled: boolean;
  114495. /**
  114496. * The camera exposure used on this material.
  114497. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114498. * This corresponds to a photographic exposure.
  114499. */
  114500. /**
  114501. * The camera exposure used on this material.
  114502. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  114503. * This corresponds to a photographic exposure.
  114504. */
  114505. cameraExposure: float;
  114506. /**
  114507. * Gets The camera contrast used on this material.
  114508. */
  114509. /**
  114510. * Sets The camera contrast used on this material.
  114511. */
  114512. cameraContrast: float;
  114513. /**
  114514. * Gets the Color Grading 2D Lookup Texture.
  114515. */
  114516. /**
  114517. * Sets the Color Grading 2D Lookup Texture.
  114518. */
  114519. cameraColorGradingTexture: Nullable<BaseTexture>;
  114520. /**
  114521. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114522. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114523. * 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;
  114524. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114525. */
  114526. /**
  114527. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  114528. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  114529. * 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;
  114530. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  114531. */
  114532. cameraColorCurves: Nullable<ColorCurves>;
  114533. /**
  114534. * Due to a bug in iOS10, video tags (which are using the background material) are in BGR and not RGB.
  114535. * Setting this flag to true (not done automatically!) will convert it back to RGB.
  114536. */
  114537. switchToBGR: boolean;
  114538. private _renderTargets;
  114539. private _reflectionControls;
  114540. private _white;
  114541. private _primaryShadowColor;
  114542. private _primaryHighlightColor;
  114543. /**
  114544. * Instantiates a Background Material in the given scene
  114545. * @param name The friendly name of the material
  114546. * @param scene The scene to add the material to
  114547. */
  114548. constructor(name: string, scene: Scene);
  114549. /**
  114550. * Gets a boolean indicating that current material needs to register RTT
  114551. */
  114552. readonly hasRenderTargetTextures: boolean;
  114553. /**
  114554. * The entire material has been created in order to prevent overdraw.
  114555. * @returns false
  114556. */
  114557. needAlphaTesting(): boolean;
  114558. /**
  114559. * The entire material has been created in order to prevent overdraw.
  114560. * @returns true if blending is enable
  114561. */
  114562. needAlphaBlending(): boolean;
  114563. /**
  114564. * Checks wether the material is ready to be rendered for a given mesh.
  114565. * @param mesh The mesh to render
  114566. * @param subMesh The submesh to check against
  114567. * @param useInstances Specify wether or not the material is used with instances
  114568. * @returns true if all the dependencies are ready (Textures, Effects...)
  114569. */
  114570. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  114571. /**
  114572. * Compute the primary color according to the chosen perceptual color.
  114573. */
  114574. private _computePrimaryColorFromPerceptualColor;
  114575. /**
  114576. * Compute the highlights and shadow colors according to their chosen levels.
  114577. */
  114578. private _computePrimaryColors;
  114579. /**
  114580. * Build the uniform buffer used in the material.
  114581. */
  114582. buildUniformLayout(): void;
  114583. /**
  114584. * Unbind the material.
  114585. */
  114586. unbind(): void;
  114587. /**
  114588. * Bind only the world matrix to the material.
  114589. * @param world The world matrix to bind.
  114590. */
  114591. bindOnlyWorldMatrix(world: Matrix): void;
  114592. /**
  114593. * Bind the material for a dedicated submeh (every used meshes will be considered opaque).
  114594. * @param world The world matrix to bind.
  114595. * @param subMesh The submesh to bind for.
  114596. */
  114597. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  114598. /**
  114599. * Checks to see if a texture is used in the material.
  114600. * @param texture - Base texture to use.
  114601. * @returns - Boolean specifying if a texture is used in the material.
  114602. */
  114603. hasTexture(texture: BaseTexture): boolean;
  114604. /**
  114605. * Dispose the material.
  114606. * @param forceDisposeEffect Force disposal of the associated effect.
  114607. * @param forceDisposeTextures Force disposal of the associated textures.
  114608. */
  114609. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  114610. /**
  114611. * Clones the material.
  114612. * @param name The cloned name.
  114613. * @returns The cloned material.
  114614. */
  114615. clone(name: string): BackgroundMaterial;
  114616. /**
  114617. * Serializes the current material to its JSON representation.
  114618. * @returns The JSON representation.
  114619. */
  114620. serialize(): any;
  114621. /**
  114622. * Gets the class name of the material
  114623. * @returns "BackgroundMaterial"
  114624. */
  114625. getClassName(): string;
  114626. /**
  114627. * Parse a JSON input to create back a background material.
  114628. * @param source The JSON data to parse
  114629. * @param scene The scene to create the parsed material in
  114630. * @param rootUrl The root url of the assets the material depends upon
  114631. * @returns the instantiated BackgroundMaterial.
  114632. */
  114633. static Parse(source: any, scene: Scene, rootUrl: string): BackgroundMaterial;
  114634. }
  114635. }
  114636. declare module BABYLON {
  114637. /**
  114638. * Represents the different options available during the creation of
  114639. * a Environment helper.
  114640. *
  114641. * This can control the default ground, skybox and image processing setup of your scene.
  114642. */
  114643. export interface IEnvironmentHelperOptions {
  114644. /**
  114645. * Specifies wether or not to create a ground.
  114646. * True by default.
  114647. */
  114648. createGround: boolean;
  114649. /**
  114650. * Specifies the ground size.
  114651. * 15 by default.
  114652. */
  114653. groundSize: number;
  114654. /**
  114655. * The texture used on the ground for the main color.
  114656. * Comes from the BabylonJS CDN by default.
  114657. *
  114658. * Remarks: Can be either a texture or a url.
  114659. */
  114660. groundTexture: string | BaseTexture;
  114661. /**
  114662. * The color mixed in the ground texture by default.
  114663. * BabylonJS clearColor by default.
  114664. */
  114665. groundColor: Color3;
  114666. /**
  114667. * Specifies the ground opacity.
  114668. * 1 by default.
  114669. */
  114670. groundOpacity: number;
  114671. /**
  114672. * Enables the ground to receive shadows.
  114673. * True by default.
  114674. */
  114675. enableGroundShadow: boolean;
  114676. /**
  114677. * Helps preventing the shadow to be fully black on the ground.
  114678. * 0.5 by default.
  114679. */
  114680. groundShadowLevel: number;
  114681. /**
  114682. * Creates a mirror texture attach to the ground.
  114683. * false by default.
  114684. */
  114685. enableGroundMirror: boolean;
  114686. /**
  114687. * Specifies the ground mirror size ratio.
  114688. * 0.3 by default as the default kernel is 64.
  114689. */
  114690. groundMirrorSizeRatio: number;
  114691. /**
  114692. * Specifies the ground mirror blur kernel size.
  114693. * 64 by default.
  114694. */
  114695. groundMirrorBlurKernel: number;
  114696. /**
  114697. * Specifies the ground mirror visibility amount.
  114698. * 1 by default
  114699. */
  114700. groundMirrorAmount: number;
  114701. /**
  114702. * Specifies the ground mirror reflectance weight.
  114703. * This uses the standard weight of the background material to setup the fresnel effect
  114704. * of the mirror.
  114705. * 1 by default.
  114706. */
  114707. groundMirrorFresnelWeight: number;
  114708. /**
  114709. * Specifies the ground mirror Falloff distance.
  114710. * This can helps reducing the size of the reflection.
  114711. * 0 by Default.
  114712. */
  114713. groundMirrorFallOffDistance: number;
  114714. /**
  114715. * Specifies the ground mirror texture type.
  114716. * Unsigned Int by Default.
  114717. */
  114718. groundMirrorTextureType: number;
  114719. /**
  114720. * Specifies a bias applied to the ground vertical position to prevent z-fighting with
  114721. * the shown objects.
  114722. */
  114723. groundYBias: number;
  114724. /**
  114725. * Specifies wether or not to create a skybox.
  114726. * True by default.
  114727. */
  114728. createSkybox: boolean;
  114729. /**
  114730. * Specifies the skybox size.
  114731. * 20 by default.
  114732. */
  114733. skyboxSize: number;
  114734. /**
  114735. * The texture used on the skybox for the main color.
  114736. * Comes from the BabylonJS CDN by default.
  114737. *
  114738. * Remarks: Can be either a texture or a url.
  114739. */
  114740. skyboxTexture: string | BaseTexture;
  114741. /**
  114742. * The color mixed in the skybox texture by default.
  114743. * BabylonJS clearColor by default.
  114744. */
  114745. skyboxColor: Color3;
  114746. /**
  114747. * The background rotation around the Y axis of the scene.
  114748. * This helps aligning the key lights of your scene with the background.
  114749. * 0 by default.
  114750. */
  114751. backgroundYRotation: number;
  114752. /**
  114753. * Compute automatically the size of the elements to best fit with the scene.
  114754. */
  114755. sizeAuto: boolean;
  114756. /**
  114757. * Default position of the rootMesh if autoSize is not true.
  114758. */
  114759. rootPosition: Vector3;
  114760. /**
  114761. * Sets up the image processing in the scene.
  114762. * true by default.
  114763. */
  114764. setupImageProcessing: boolean;
  114765. /**
  114766. * The texture used as your environment texture in the scene.
  114767. * Comes from the BabylonJS CDN by default and in use if setupImageProcessing is true.
  114768. *
  114769. * Remarks: Can be either a texture or a url.
  114770. */
  114771. environmentTexture: string | BaseTexture;
  114772. /**
  114773. * The value of the exposure to apply to the scene.
  114774. * 0.6 by default if setupImageProcessing is true.
  114775. */
  114776. cameraExposure: number;
  114777. /**
  114778. * The value of the contrast to apply to the scene.
  114779. * 1.6 by default if setupImageProcessing is true.
  114780. */
  114781. cameraContrast: number;
  114782. /**
  114783. * Specifies wether or not tonemapping should be enabled in the scene.
  114784. * true by default if setupImageProcessing is true.
  114785. */
  114786. toneMappingEnabled: boolean;
  114787. }
  114788. /**
  114789. * The Environment helper class can be used to add a fully featuread none expensive background to your scene.
  114790. * It includes by default a skybox and a ground relying on the BackgroundMaterial.
  114791. * It also helps with the default setup of your imageProcessing configuration.
  114792. */
  114793. export class EnvironmentHelper {
  114794. /**
  114795. * Default ground texture URL.
  114796. */
  114797. private static _groundTextureCDNUrl;
  114798. /**
  114799. * Default skybox texture URL.
  114800. */
  114801. private static _skyboxTextureCDNUrl;
  114802. /**
  114803. * Default environment texture URL.
  114804. */
  114805. private static _environmentTextureCDNUrl;
  114806. /**
  114807. * Creates the default options for the helper.
  114808. */
  114809. private static _getDefaultOptions;
  114810. private _rootMesh;
  114811. /**
  114812. * Gets the root mesh created by the helper.
  114813. */
  114814. readonly rootMesh: Mesh;
  114815. private _skybox;
  114816. /**
  114817. * Gets the skybox created by the helper.
  114818. */
  114819. readonly skybox: Nullable<Mesh>;
  114820. private _skyboxTexture;
  114821. /**
  114822. * Gets the skybox texture created by the helper.
  114823. */
  114824. readonly skyboxTexture: Nullable<BaseTexture>;
  114825. private _skyboxMaterial;
  114826. /**
  114827. * Gets the skybox material created by the helper.
  114828. */
  114829. readonly skyboxMaterial: Nullable<BackgroundMaterial>;
  114830. private _ground;
  114831. /**
  114832. * Gets the ground mesh created by the helper.
  114833. */
  114834. readonly ground: Nullable<Mesh>;
  114835. private _groundTexture;
  114836. /**
  114837. * Gets the ground texture created by the helper.
  114838. */
  114839. readonly groundTexture: Nullable<BaseTexture>;
  114840. private _groundMirror;
  114841. /**
  114842. * Gets the ground mirror created by the helper.
  114843. */
  114844. readonly groundMirror: Nullable<MirrorTexture>;
  114845. /**
  114846. * Gets the ground mirror render list to helps pushing the meshes
  114847. * you wish in the ground reflection.
  114848. */
  114849. readonly groundMirrorRenderList: Nullable<AbstractMesh[]>;
  114850. private _groundMaterial;
  114851. /**
  114852. * Gets the ground material created by the helper.
  114853. */
  114854. readonly groundMaterial: Nullable<BackgroundMaterial>;
  114855. /**
  114856. * Stores the creation options.
  114857. */
  114858. private readonly _scene;
  114859. private _options;
  114860. /**
  114861. * This observable will be notified with any error during the creation of the environment,
  114862. * mainly texture creation errors.
  114863. */
  114864. onErrorObservable: Observable<{
  114865. message?: string;
  114866. exception?: any;
  114867. }>;
  114868. /**
  114869. * constructor
  114870. * @param options Defines the options we want to customize the helper
  114871. * @param scene The scene to add the material to
  114872. */
  114873. constructor(options: Partial<IEnvironmentHelperOptions>, scene: Scene);
  114874. /**
  114875. * Updates the background according to the new options
  114876. * @param options
  114877. */
  114878. updateOptions(options: Partial<IEnvironmentHelperOptions>): void;
  114879. /**
  114880. * Sets the primary color of all the available elements.
  114881. * @param color the main color to affect to the ground and the background
  114882. */
  114883. setMainColor(color: Color3): void;
  114884. /**
  114885. * Setup the image processing according to the specified options.
  114886. */
  114887. private _setupImageProcessing;
  114888. /**
  114889. * Setup the environment texture according to the specified options.
  114890. */
  114891. private _setupEnvironmentTexture;
  114892. /**
  114893. * Setup the background according to the specified options.
  114894. */
  114895. private _setupBackground;
  114896. /**
  114897. * Get the scene sizes according to the setup.
  114898. */
  114899. private _getSceneSize;
  114900. /**
  114901. * Setup the ground according to the specified options.
  114902. */
  114903. private _setupGround;
  114904. /**
  114905. * Setup the ground material according to the specified options.
  114906. */
  114907. private _setupGroundMaterial;
  114908. /**
  114909. * Setup the ground diffuse texture according to the specified options.
  114910. */
  114911. private _setupGroundDiffuseTexture;
  114912. /**
  114913. * Setup the ground mirror texture according to the specified options.
  114914. */
  114915. private _setupGroundMirrorTexture;
  114916. /**
  114917. * Setup the ground to receive the mirror texture.
  114918. */
  114919. private _setupMirrorInGroundMaterial;
  114920. /**
  114921. * Setup the skybox according to the specified options.
  114922. */
  114923. private _setupSkybox;
  114924. /**
  114925. * Setup the skybox material according to the specified options.
  114926. */
  114927. private _setupSkyboxMaterial;
  114928. /**
  114929. * Setup the skybox reflection texture according to the specified options.
  114930. */
  114931. private _setupSkyboxReflectionTexture;
  114932. private _errorHandler;
  114933. /**
  114934. * Dispose all the elements created by the Helper.
  114935. */
  114936. dispose(): void;
  114937. }
  114938. }
  114939. declare module BABYLON {
  114940. /**
  114941. * Display a 360 degree photo on an approximately spherical surface, useful for VR applications or skyboxes.
  114942. * As a subclass of TransformNode, this allow parenting to the camera with different locations in the scene.
  114943. * This class achieves its effect with a Texture and a correctly configured BackgroundMaterial on an inverted sphere.
  114944. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  114945. */
  114946. export class PhotoDome extends TransformNode {
  114947. /**
  114948. * Define the image as a Monoscopic panoramic 360 image.
  114949. */
  114950. static readonly MODE_MONOSCOPIC: number;
  114951. /**
  114952. * Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114953. */
  114954. static readonly MODE_TOPBOTTOM: number;
  114955. /**
  114956. * Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114957. */
  114958. static readonly MODE_SIDEBYSIDE: number;
  114959. private _useDirectMapping;
  114960. /**
  114961. * The texture being displayed on the sphere
  114962. */
  114963. protected _photoTexture: Texture;
  114964. /**
  114965. * Gets or sets the texture being displayed on the sphere
  114966. */
  114967. photoTexture: Texture;
  114968. /**
  114969. * Observable raised when an error occured while loading the 360 image
  114970. */
  114971. onLoadErrorObservable: Observable<string>;
  114972. /**
  114973. * The skybox material
  114974. */
  114975. protected _material: BackgroundMaterial;
  114976. /**
  114977. * The surface used for the skybox
  114978. */
  114979. protected _mesh: Mesh;
  114980. /**
  114981. * Gets the mesh used for the skybox.
  114982. */
  114983. readonly mesh: Mesh;
  114984. /**
  114985. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  114986. * Also see the options.resolution property.
  114987. */
  114988. fovMultiplier: number;
  114989. private _imageMode;
  114990. /**
  114991. * Gets or set the current video mode for the video. It can be:
  114992. * * PhotoDome.MODE_MONOSCOPIC : Define the image as a Monoscopic panoramic 360 image.
  114993. * * PhotoDome.MODE_TOPBOTTOM : Define the image as a Stereoscopic TopBottom/OverUnder panoramic 360 image.
  114994. * * PhotoDome.MODE_SIDEBYSIDE : Define the image as a Stereoscopic Side by Side panoramic 360 image.
  114995. */
  114996. imageMode: number;
  114997. /**
  114998. * Create an instance of this class and pass through the parameters to the relevant classes, Texture, StandardMaterial, and Mesh.
  114999. * @param name Element's name, child elements will append suffixes for their own names.
  115000. * @param urlsOfPhoto defines the url of the photo to display
  115001. * @param options defines an object containing optional or exposed sub element properties
  115002. * @param onError defines a callback called when an error occured while loading the texture
  115003. */
  115004. constructor(name: string, urlOfPhoto: string, options: {
  115005. resolution?: number;
  115006. size?: number;
  115007. useDirectMapping?: boolean;
  115008. faceForward?: boolean;
  115009. }, scene: Scene, onError?: Nullable<(message?: string, exception?: any) => void>);
  115010. private _onBeforeCameraRenderObserver;
  115011. private _changeImageMode;
  115012. /**
  115013. * Releases resources associated with this node.
  115014. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  115015. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  115016. */
  115017. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  115018. }
  115019. }
  115020. declare module BABYLON {
  115021. /**
  115022. * Class used to host RGBD texture specific utilities
  115023. */
  115024. export class RGBDTextureTools {
  115025. /**
  115026. * Expand the RGBD Texture from RGBD to Half Float if possible.
  115027. * @param texture the texture to expand.
  115028. */
  115029. static ExpandRGBDTexture(texture: Texture): void;
  115030. }
  115031. }
  115032. declare module BABYLON {
  115033. /**
  115034. * Class used to host texture specific utilities
  115035. */
  115036. export class BRDFTextureTools {
  115037. /**
  115038. * Gets a default environment BRDF for MS-BRDF Height Correlated BRDF
  115039. * @param scene defines the hosting scene
  115040. * @returns the environment BRDF texture
  115041. */
  115042. static GetEnvironmentBRDFTexture(scene: Scene): BaseTexture;
  115043. private static _environmentBRDFBase64Texture;
  115044. }
  115045. }
  115046. declare module BABYLON {
  115047. /**
  115048. * @hidden
  115049. */
  115050. export interface IMaterialClearCoatDefines {
  115051. CLEARCOAT: boolean;
  115052. CLEARCOAT_DEFAULTIOR: boolean;
  115053. CLEARCOAT_TEXTURE: boolean;
  115054. CLEARCOAT_TEXTUREDIRECTUV: number;
  115055. CLEARCOAT_BUMP: boolean;
  115056. CLEARCOAT_BUMPDIRECTUV: number;
  115057. CLEARCOAT_TINT: boolean;
  115058. CLEARCOAT_TINT_TEXTURE: boolean;
  115059. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  115060. /** @hidden */
  115061. _areTexturesDirty: boolean;
  115062. }
  115063. /**
  115064. * Define the code related to the clear coat parameters of the pbr material.
  115065. */
  115066. export class PBRClearCoatConfiguration {
  115067. /**
  115068. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115069. * The default fits with a polyurethane material.
  115070. */
  115071. private static readonly _DefaultIndexOfRefraction;
  115072. private _isEnabled;
  115073. /**
  115074. * Defines if the clear coat is enabled in the material.
  115075. */
  115076. isEnabled: boolean;
  115077. /**
  115078. * Defines the clear coat layer strength (between 0 and 1) it defaults to 1.
  115079. */
  115080. intensity: number;
  115081. /**
  115082. * Defines the clear coat layer roughness.
  115083. */
  115084. roughness: number;
  115085. private _indexOfRefraction;
  115086. /**
  115087. * Defines the index of refraction of the clear coat.
  115088. * This defaults to 1.5 corresponding to a 0.04 f0 or a 4% reflectance at normal incidence
  115089. * The default fits with a polyurethane material.
  115090. * Changing the default value is more performance intensive.
  115091. */
  115092. indexOfRefraction: number;
  115093. private _texture;
  115094. /**
  115095. * Stores the clear coat values in a texture.
  115096. */
  115097. texture: Nullable<BaseTexture>;
  115098. private _bumpTexture;
  115099. /**
  115100. * Define the clear coat specific bump texture.
  115101. */
  115102. bumpTexture: Nullable<BaseTexture>;
  115103. private _isTintEnabled;
  115104. /**
  115105. * Defines if the clear coat tint is enabled in the material.
  115106. */
  115107. isTintEnabled: boolean;
  115108. /**
  115109. * Defines the clear coat tint of the material.
  115110. * This is only use if tint is enabled
  115111. */
  115112. tintColor: Color3;
  115113. /**
  115114. * Defines the distance at which the tint color should be found in the
  115115. * clear coat media.
  115116. * This is only use if tint is enabled
  115117. */
  115118. tintColorAtDistance: number;
  115119. /**
  115120. * Defines the clear coat layer thickness.
  115121. * This is only use if tint is enabled
  115122. */
  115123. tintThickness: number;
  115124. private _tintTexture;
  115125. /**
  115126. * Stores the clear tint values in a texture.
  115127. * rgb is tint
  115128. * a is a thickness factor
  115129. */
  115130. tintTexture: Nullable<BaseTexture>;
  115131. /** @hidden */
  115132. private _internalMarkAllSubMeshesAsTexturesDirty;
  115133. /** @hidden */
  115134. _markAllSubMeshesAsTexturesDirty(): void;
  115135. /**
  115136. * Instantiate a new istance of clear coat configuration.
  115137. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115138. */
  115139. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115140. /**
  115141. * Gets wehter the submesh is ready to be used or not.
  115142. * @param defines the list of "defines" to update.
  115143. * @param scene defines the scene the material belongs to.
  115144. * @param engine defines the engine the material belongs to.
  115145. * @param disableBumpMap defines wether the material disables bump or not.
  115146. * @returns - boolean indicating that the submesh is ready or not.
  115147. */
  115148. isReadyForSubMesh(defines: IMaterialClearCoatDefines, scene: Scene, engine: Engine, disableBumpMap: boolean): boolean;
  115149. /**
  115150. * Checks to see if a texture is used in the material.
  115151. * @param defines the list of "defines" to update.
  115152. * @param scene defines the scene to the material belongs to.
  115153. */
  115154. prepareDefines(defines: IMaterialClearCoatDefines, scene: Scene): void;
  115155. /**
  115156. * Binds the material data.
  115157. * @param uniformBuffer defines the Uniform buffer to fill in.
  115158. * @param scene defines the scene the material belongs to.
  115159. * @param engine defines the engine the material belongs to.
  115160. * @param disableBumpMap defines wether the material disables bump or not.
  115161. * @param isFrozen defines wether the material is frozen or not.
  115162. * @param invertNormalMapX If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  115163. * @param invertNormalMapY If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  115164. */
  115165. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, disableBumpMap: boolean, isFrozen: boolean, invertNormalMapX: boolean, invertNormalMapY: boolean): void;
  115166. /**
  115167. * Checks to see if a texture is used in the material.
  115168. * @param texture - Base texture to use.
  115169. * @returns - Boolean specifying if a texture is used in the material.
  115170. */
  115171. hasTexture(texture: BaseTexture): boolean;
  115172. /**
  115173. * Returns an array of the actively used textures.
  115174. * @param activeTextures Array of BaseTextures
  115175. */
  115176. getActiveTextures(activeTextures: BaseTexture[]): void;
  115177. /**
  115178. * Returns the animatable textures.
  115179. * @param animatables Array of animatable textures.
  115180. */
  115181. getAnimatables(animatables: IAnimatable[]): void;
  115182. /**
  115183. * Disposes the resources of the material.
  115184. * @param forceDisposeTextures - Forces the disposal of all textures.
  115185. */
  115186. dispose(forceDisposeTextures?: boolean): void;
  115187. /**
  115188. * Get the current class name of the texture useful for serialization or dynamic coding.
  115189. * @returns "PBRClearCoatConfiguration"
  115190. */
  115191. getClassName(): string;
  115192. /**
  115193. * Add fallbacks to the effect fallbacks list.
  115194. * @param defines defines the Base texture to use.
  115195. * @param fallbacks defines the current fallback list.
  115196. * @param currentRank defines the current fallback rank.
  115197. * @returns the new fallback rank.
  115198. */
  115199. static AddFallbacks(defines: IMaterialClearCoatDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115200. /**
  115201. * Add the required uniforms to the current list.
  115202. * @param uniforms defines the current uniform list.
  115203. */
  115204. static AddUniforms(uniforms: string[]): void;
  115205. /**
  115206. * Add the required samplers to the current list.
  115207. * @param samplers defines the current sampler list.
  115208. */
  115209. static AddSamplers(samplers: string[]): void;
  115210. /**
  115211. * Add the required uniforms to the current buffer.
  115212. * @param uniformBuffer defines the current uniform buffer.
  115213. */
  115214. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115215. /**
  115216. * Makes a duplicate of the current configuration into another one.
  115217. * @param clearCoatConfiguration define the config where to copy the info
  115218. */
  115219. copyTo(clearCoatConfiguration: PBRClearCoatConfiguration): void;
  115220. /**
  115221. * Serializes this clear coat configuration.
  115222. * @returns - An object with the serialized config.
  115223. */
  115224. serialize(): any;
  115225. /**
  115226. * Parses a anisotropy Configuration from a serialized object.
  115227. * @param source - Serialized object.
  115228. * @param scene Defines the scene we are parsing for
  115229. * @param rootUrl Defines the rootUrl to load from
  115230. */
  115231. parse(source: any, scene: Scene, rootUrl: string): void;
  115232. }
  115233. }
  115234. declare module BABYLON {
  115235. /**
  115236. * @hidden
  115237. */
  115238. export interface IMaterialAnisotropicDefines {
  115239. ANISOTROPIC: boolean;
  115240. ANISOTROPIC_TEXTURE: boolean;
  115241. ANISOTROPIC_TEXTUREDIRECTUV: number;
  115242. MAINUV1: boolean;
  115243. _areTexturesDirty: boolean;
  115244. _needUVs: boolean;
  115245. }
  115246. /**
  115247. * Define the code related to the anisotropic parameters of the pbr material.
  115248. */
  115249. export class PBRAnisotropicConfiguration {
  115250. private _isEnabled;
  115251. /**
  115252. * Defines if the anisotropy is enabled in the material.
  115253. */
  115254. isEnabled: boolean;
  115255. /**
  115256. * Defines the anisotropy strength (between 0 and 1) it defaults to 1.
  115257. */
  115258. intensity: number;
  115259. /**
  115260. * Defines if the effect is along the tangents, bitangents or in between.
  115261. * By default, the effect is "strectching" the highlights along the tangents.
  115262. */
  115263. direction: Vector2;
  115264. private _texture;
  115265. /**
  115266. * Stores the anisotropy values in a texture.
  115267. * rg is direction (like normal from -1 to 1)
  115268. * b is a intensity
  115269. */
  115270. texture: Nullable<BaseTexture>;
  115271. /** @hidden */
  115272. private _internalMarkAllSubMeshesAsTexturesDirty;
  115273. /** @hidden */
  115274. _markAllSubMeshesAsTexturesDirty(): void;
  115275. /**
  115276. * Instantiate a new istance of anisotropy configuration.
  115277. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115278. */
  115279. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115280. /**
  115281. * Specifies that the submesh is ready to be used.
  115282. * @param defines the list of "defines" to update.
  115283. * @param scene defines the scene the material belongs to.
  115284. * @returns - boolean indicating that the submesh is ready or not.
  115285. */
  115286. isReadyForSubMesh(defines: IMaterialAnisotropicDefines, scene: Scene): boolean;
  115287. /**
  115288. * Checks to see if a texture is used in the material.
  115289. * @param defines the list of "defines" to update.
  115290. * @param mesh the mesh we are preparing the defines for.
  115291. * @param scene defines the scene the material belongs to.
  115292. */
  115293. prepareDefines(defines: IMaterialAnisotropicDefines, mesh: AbstractMesh, scene: Scene): void;
  115294. /**
  115295. * Binds the material data.
  115296. * @param uniformBuffer defines the Uniform buffer to fill in.
  115297. * @param scene defines the scene the material belongs to.
  115298. * @param isFrozen defines wether the material is frozen or not.
  115299. */
  115300. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115301. /**
  115302. * Checks to see if a texture is used in the material.
  115303. * @param texture - Base texture to use.
  115304. * @returns - Boolean specifying if a texture is used in the material.
  115305. */
  115306. hasTexture(texture: BaseTexture): boolean;
  115307. /**
  115308. * Returns an array of the actively used textures.
  115309. * @param activeTextures Array of BaseTextures
  115310. */
  115311. getActiveTextures(activeTextures: BaseTexture[]): void;
  115312. /**
  115313. * Returns the animatable textures.
  115314. * @param animatables Array of animatable textures.
  115315. */
  115316. getAnimatables(animatables: IAnimatable[]): void;
  115317. /**
  115318. * Disposes the resources of the material.
  115319. * @param forceDisposeTextures - Forces the disposal of all textures.
  115320. */
  115321. dispose(forceDisposeTextures?: boolean): void;
  115322. /**
  115323. * Get the current class name of the texture useful for serialization or dynamic coding.
  115324. * @returns "PBRAnisotropicConfiguration"
  115325. */
  115326. getClassName(): string;
  115327. /**
  115328. * Add fallbacks to the effect fallbacks list.
  115329. * @param defines defines the Base texture to use.
  115330. * @param fallbacks defines the current fallback list.
  115331. * @param currentRank defines the current fallback rank.
  115332. * @returns the new fallback rank.
  115333. */
  115334. static AddFallbacks(defines: IMaterialAnisotropicDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115335. /**
  115336. * Add the required uniforms to the current list.
  115337. * @param uniforms defines the current uniform list.
  115338. */
  115339. static AddUniforms(uniforms: string[]): void;
  115340. /**
  115341. * Add the required uniforms to the current buffer.
  115342. * @param uniformBuffer defines the current uniform buffer.
  115343. */
  115344. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115345. /**
  115346. * Add the required samplers to the current list.
  115347. * @param samplers defines the current sampler list.
  115348. */
  115349. static AddSamplers(samplers: string[]): void;
  115350. /**
  115351. * Makes a duplicate of the current configuration into another one.
  115352. * @param anisotropicConfiguration define the config where to copy the info
  115353. */
  115354. copyTo(anisotropicConfiguration: PBRAnisotropicConfiguration): void;
  115355. /**
  115356. * Serializes this anisotropy configuration.
  115357. * @returns - An object with the serialized config.
  115358. */
  115359. serialize(): any;
  115360. /**
  115361. * Parses a anisotropy Configuration from a serialized object.
  115362. * @param source - Serialized object.
  115363. * @param scene Defines the scene we are parsing for
  115364. * @param rootUrl Defines the rootUrl to load from
  115365. */
  115366. parse(source: any, scene: Scene, rootUrl: string): void;
  115367. }
  115368. }
  115369. declare module BABYLON {
  115370. /**
  115371. * @hidden
  115372. */
  115373. export interface IMaterialBRDFDefines {
  115374. BRDF_V_HEIGHT_CORRELATED: boolean;
  115375. MS_BRDF_ENERGY_CONSERVATION: boolean;
  115376. SPHERICAL_HARMONICS: boolean;
  115377. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  115378. /** @hidden */
  115379. _areMiscDirty: boolean;
  115380. }
  115381. /**
  115382. * Define the code related to the BRDF parameters of the pbr material.
  115383. */
  115384. export class PBRBRDFConfiguration {
  115385. /**
  115386. * Default value used for the energy conservation.
  115387. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115388. */
  115389. static DEFAULT_USE_ENERGY_CONSERVATION: boolean;
  115390. /**
  115391. * Default value used for the Smith Visibility Height Correlated mode.
  115392. * This should only be changed to adapt to the type of texture in scene.environmentBRDFTexture.
  115393. */
  115394. static DEFAULT_USE_SMITH_VISIBILITY_HEIGHT_CORRELATED: boolean;
  115395. /**
  115396. * Default value used for the IBL diffuse part.
  115397. * This can help switching back to the polynomials mode globally which is a tiny bit
  115398. * less GPU intensive at the drawback of a lower quality.
  115399. */
  115400. static DEFAULT_USE_SPHERICAL_HARMONICS: boolean;
  115401. /**
  115402. * Default value used for activating energy conservation for the specular workflow.
  115403. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115404. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115405. */
  115406. static DEFAULT_USE_SPECULAR_GLOSSINESS_INPUT_ENERGY_CONSERVATION: boolean;
  115407. private _useEnergyConservation;
  115408. /**
  115409. * Defines if the material uses energy conservation.
  115410. */
  115411. useEnergyConservation: boolean;
  115412. private _useSmithVisibilityHeightCorrelated;
  115413. /**
  115414. * LEGACY Mode set to false
  115415. * Defines if the material uses height smith correlated visibility term.
  115416. * If you intent to not use our default BRDF, you need to load a separate BRDF Texture for the PBR
  115417. * You can either load https://assets.babylonjs.com/environments/uncorrelatedBRDF.png
  115418. * or https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds to have more precision
  115419. * Not relying on height correlated will also disable energy conservation.
  115420. */
  115421. useSmithVisibilityHeightCorrelated: boolean;
  115422. private _useSphericalHarmonics;
  115423. /**
  115424. * LEGACY Mode set to false
  115425. * Defines if the material uses spherical harmonics vs spherical polynomials for the
  115426. * diffuse part of the IBL.
  115427. * The harmonics despite a tiny bigger cost has been proven to provide closer results
  115428. * to the ground truth.
  115429. */
  115430. useSphericalHarmonics: boolean;
  115431. private _useSpecularGlossinessInputEnergyConservation;
  115432. /**
  115433. * Defines if the material uses energy conservation, when the specular workflow is active.
  115434. * If activated, the albedo color is multiplied with (1. - maxChannel(specular color)).
  115435. * If deactivated, a material is only physically plausible, when (albedo color + specular color) < 1.
  115436. * In the deactivated case, the material author has to ensure energy conservation, for a physically plausible rendering.
  115437. */
  115438. useSpecularGlossinessInputEnergyConservation: boolean;
  115439. /** @hidden */
  115440. private _internalMarkAllSubMeshesAsMiscDirty;
  115441. /** @hidden */
  115442. _markAllSubMeshesAsMiscDirty(): void;
  115443. /**
  115444. * Instantiate a new istance of clear coat configuration.
  115445. * @param markAllSubMeshesAsMiscDirty Callback to flag the material to dirty
  115446. */
  115447. constructor(markAllSubMeshesAsMiscDirty: () => void);
  115448. /**
  115449. * Checks to see if a texture is used in the material.
  115450. * @param defines the list of "defines" to update.
  115451. */
  115452. prepareDefines(defines: IMaterialBRDFDefines): void;
  115453. /**
  115454. * Get the current class name of the texture useful for serialization or dynamic coding.
  115455. * @returns "PBRClearCoatConfiguration"
  115456. */
  115457. getClassName(): string;
  115458. /**
  115459. * Makes a duplicate of the current configuration into another one.
  115460. * @param brdfConfiguration define the config where to copy the info
  115461. */
  115462. copyTo(brdfConfiguration: PBRBRDFConfiguration): void;
  115463. /**
  115464. * Serializes this BRDF configuration.
  115465. * @returns - An object with the serialized config.
  115466. */
  115467. serialize(): any;
  115468. /**
  115469. * Parses a anisotropy Configuration from a serialized object.
  115470. * @param source - Serialized object.
  115471. * @param scene Defines the scene we are parsing for
  115472. * @param rootUrl Defines the rootUrl to load from
  115473. */
  115474. parse(source: any, scene: Scene, rootUrl: string): void;
  115475. }
  115476. }
  115477. declare module BABYLON {
  115478. /**
  115479. * @hidden
  115480. */
  115481. export interface IMaterialSheenDefines {
  115482. SHEEN: boolean;
  115483. SHEEN_TEXTURE: boolean;
  115484. SHEEN_TEXTUREDIRECTUV: number;
  115485. SHEEN_LINKWITHALBEDO: boolean;
  115486. /** @hidden */
  115487. _areTexturesDirty: boolean;
  115488. }
  115489. /**
  115490. * Define the code related to the Sheen parameters of the pbr material.
  115491. */
  115492. export class PBRSheenConfiguration {
  115493. private _isEnabled;
  115494. /**
  115495. * Defines if the material uses sheen.
  115496. */
  115497. isEnabled: boolean;
  115498. private _linkSheenWithAlbedo;
  115499. /**
  115500. * Defines if the sheen is linked to the sheen color.
  115501. */
  115502. linkSheenWithAlbedo: boolean;
  115503. /**
  115504. * Defines the sheen intensity.
  115505. */
  115506. intensity: number;
  115507. /**
  115508. * Defines the sheen color.
  115509. */
  115510. color: Color3;
  115511. private _texture;
  115512. /**
  115513. * Stores the sheen tint values in a texture.
  115514. * rgb is tint
  115515. * a is a intensity
  115516. */
  115517. texture: Nullable<BaseTexture>;
  115518. /** @hidden */
  115519. private _internalMarkAllSubMeshesAsTexturesDirty;
  115520. /** @hidden */
  115521. _markAllSubMeshesAsTexturesDirty(): void;
  115522. /**
  115523. * Instantiate a new istance of clear coat configuration.
  115524. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115525. */
  115526. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115527. /**
  115528. * Specifies that the submesh is ready to be used.
  115529. * @param defines the list of "defines" to update.
  115530. * @param scene defines the scene the material belongs to.
  115531. * @returns - boolean indicating that the submesh is ready or not.
  115532. */
  115533. isReadyForSubMesh(defines: IMaterialSheenDefines, scene: Scene): boolean;
  115534. /**
  115535. * Checks to see if a texture is used in the material.
  115536. * @param defines the list of "defines" to update.
  115537. * @param scene defines the scene the material belongs to.
  115538. */
  115539. prepareDefines(defines: IMaterialSheenDefines, scene: Scene): void;
  115540. /**
  115541. * Binds the material data.
  115542. * @param uniformBuffer defines the Uniform buffer to fill in.
  115543. * @param scene defines the scene the material belongs to.
  115544. * @param isFrozen defines wether the material is frozen or not.
  115545. */
  115546. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, isFrozen: boolean): void;
  115547. /**
  115548. * Checks to see if a texture is used in the material.
  115549. * @param texture - Base texture to use.
  115550. * @returns - Boolean specifying if a texture is used in the material.
  115551. */
  115552. hasTexture(texture: BaseTexture): boolean;
  115553. /**
  115554. * Returns an array of the actively used textures.
  115555. * @param activeTextures Array of BaseTextures
  115556. */
  115557. getActiveTextures(activeTextures: BaseTexture[]): void;
  115558. /**
  115559. * Returns the animatable textures.
  115560. * @param animatables Array of animatable textures.
  115561. */
  115562. getAnimatables(animatables: IAnimatable[]): void;
  115563. /**
  115564. * Disposes the resources of the material.
  115565. * @param forceDisposeTextures - Forces the disposal of all textures.
  115566. */
  115567. dispose(forceDisposeTextures?: boolean): void;
  115568. /**
  115569. * Get the current class name of the texture useful for serialization or dynamic coding.
  115570. * @returns "PBRSheenConfiguration"
  115571. */
  115572. getClassName(): string;
  115573. /**
  115574. * Add fallbacks to the effect fallbacks list.
  115575. * @param defines defines the Base texture to use.
  115576. * @param fallbacks defines the current fallback list.
  115577. * @param currentRank defines the current fallback rank.
  115578. * @returns the new fallback rank.
  115579. */
  115580. static AddFallbacks(defines: IMaterialSheenDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115581. /**
  115582. * Add the required uniforms to the current list.
  115583. * @param uniforms defines the current uniform list.
  115584. */
  115585. static AddUniforms(uniforms: string[]): void;
  115586. /**
  115587. * Add the required uniforms to the current buffer.
  115588. * @param uniformBuffer defines the current uniform buffer.
  115589. */
  115590. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115591. /**
  115592. * Add the required samplers to the current list.
  115593. * @param samplers defines the current sampler list.
  115594. */
  115595. static AddSamplers(samplers: string[]): void;
  115596. /**
  115597. * Makes a duplicate of the current configuration into another one.
  115598. * @param sheenConfiguration define the config where to copy the info
  115599. */
  115600. copyTo(sheenConfiguration: PBRSheenConfiguration): void;
  115601. /**
  115602. * Serializes this BRDF configuration.
  115603. * @returns - An object with the serialized config.
  115604. */
  115605. serialize(): any;
  115606. /**
  115607. * Parses a anisotropy Configuration from a serialized object.
  115608. * @param source - Serialized object.
  115609. * @param scene Defines the scene we are parsing for
  115610. * @param rootUrl Defines the rootUrl to load from
  115611. */
  115612. parse(source: any, scene: Scene, rootUrl: string): void;
  115613. }
  115614. }
  115615. declare module BABYLON {
  115616. /**
  115617. * @hidden
  115618. */
  115619. export interface IMaterialSubSurfaceDefines {
  115620. SUBSURFACE: boolean;
  115621. SS_REFRACTION: boolean;
  115622. SS_TRANSLUCENCY: boolean;
  115623. SS_SCATERRING: boolean;
  115624. SS_THICKNESSANDMASK_TEXTURE: boolean;
  115625. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  115626. SS_REFRACTIONMAP_3D: boolean;
  115627. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  115628. SS_LODINREFRACTIONALPHA: boolean;
  115629. SS_GAMMAREFRACTION: boolean;
  115630. SS_RGBDREFRACTION: boolean;
  115631. SS_LINEARSPECULARREFRACTION: boolean;
  115632. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  115633. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  115634. /** @hidden */
  115635. _areTexturesDirty: boolean;
  115636. }
  115637. /**
  115638. * Define the code related to the sub surface parameters of the pbr material.
  115639. */
  115640. export class PBRSubSurfaceConfiguration {
  115641. private _isRefractionEnabled;
  115642. /**
  115643. * Defines if the refraction is enabled in the material.
  115644. */
  115645. isRefractionEnabled: boolean;
  115646. private _isTranslucencyEnabled;
  115647. /**
  115648. * Defines if the translucency is enabled in the material.
  115649. */
  115650. isTranslucencyEnabled: boolean;
  115651. private _isScatteringEnabled;
  115652. /**
  115653. * Defines the refraction intensity of the material.
  115654. * The refraction when enabled replaces the Diffuse part of the material.
  115655. * The intensity helps transitionning between diffuse and refraction.
  115656. */
  115657. refractionIntensity: number;
  115658. /**
  115659. * Defines the translucency intensity of the material.
  115660. * When translucency has been enabled, this defines how much of the "translucency"
  115661. * is addded to the diffuse part of the material.
  115662. */
  115663. translucencyIntensity: number;
  115664. /**
  115665. * Defines the scattering intensity of the material.
  115666. * When scattering has been enabled, this defines how much of the "scattered light"
  115667. * is addded to the diffuse part of the material.
  115668. */
  115669. scatteringIntensity: number;
  115670. private _thicknessTexture;
  115671. /**
  115672. * Stores the average thickness of a mesh in a texture (The texture is holding the values linearly).
  115673. * The red channel of the texture should contain the thickness remapped between 0 and 1.
  115674. * 0 would mean minimumThickness
  115675. * 1 would mean maximumThickness
  115676. * The other channels might be use as a mask to vary the different effects intensity.
  115677. */
  115678. thicknessTexture: Nullable<BaseTexture>;
  115679. private _refractionTexture;
  115680. /**
  115681. * Defines the texture to use for refraction.
  115682. */
  115683. refractionTexture: Nullable<BaseTexture>;
  115684. private _indexOfRefraction;
  115685. /**
  115686. * Defines the index of refraction used in the material.
  115687. * https://en.wikipedia.org/wiki/List_of_refractive_indices
  115688. */
  115689. indexOfRefraction: number;
  115690. private _invertRefractionY;
  115691. /**
  115692. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  115693. */
  115694. invertRefractionY: boolean;
  115695. private _linkRefractionWithTransparency;
  115696. /**
  115697. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  115698. * Materials half opaque for instance using refraction could benefit from this control.
  115699. */
  115700. linkRefractionWithTransparency: boolean;
  115701. /**
  115702. * Defines the minimum thickness stored in the thickness map.
  115703. * If no thickness map is defined, this value will be used to simulate thickness.
  115704. */
  115705. minimumThickness: number;
  115706. /**
  115707. * Defines the maximum thickness stored in the thickness map.
  115708. */
  115709. maximumThickness: number;
  115710. /**
  115711. * Defines the volume tint of the material.
  115712. * This is used for both translucency and scattering.
  115713. */
  115714. tintColor: Color3;
  115715. /**
  115716. * Defines the distance at which the tint color should be found in the media.
  115717. * This is used for refraction only.
  115718. */
  115719. tintColorAtDistance: number;
  115720. /**
  115721. * Defines how far each channel transmit through the media.
  115722. * It is defined as a color to simplify it selection.
  115723. */
  115724. diffusionDistance: Color3;
  115725. private _useMaskFromThicknessTexture;
  115726. /**
  115727. * Stores the intensity of the different subsurface effects in the thickness texture.
  115728. * * the green channel is the translucency intensity.
  115729. * * the blue channel is the scattering intensity.
  115730. * * the alpha channel is the refraction intensity.
  115731. */
  115732. useMaskFromThicknessTexture: boolean;
  115733. /** @hidden */
  115734. private _internalMarkAllSubMeshesAsTexturesDirty;
  115735. /** @hidden */
  115736. _markAllSubMeshesAsTexturesDirty(): void;
  115737. /**
  115738. * Instantiate a new istance of sub surface configuration.
  115739. * @param markAllSubMeshesAsTexturesDirty Callback to flag the material to dirty
  115740. */
  115741. constructor(markAllSubMeshesAsTexturesDirty: () => void);
  115742. /**
  115743. * Gets wehter the submesh is ready to be used or not.
  115744. * @param defines the list of "defines" to update.
  115745. * @param scene defines the scene the material belongs to.
  115746. * @returns - boolean indicating that the submesh is ready or not.
  115747. */
  115748. isReadyForSubMesh(defines: IMaterialSubSurfaceDefines, scene: Scene): boolean;
  115749. /**
  115750. * Checks to see if a texture is used in the material.
  115751. * @param defines the list of "defines" to update.
  115752. * @param scene defines the scene to the material belongs to.
  115753. */
  115754. prepareDefines(defines: IMaterialSubSurfaceDefines, scene: Scene): void;
  115755. /**
  115756. * Binds the material data.
  115757. * @param uniformBuffer defines the Uniform buffer to fill in.
  115758. * @param scene defines the scene the material belongs to.
  115759. * @param engine defines the engine the material belongs to.
  115760. * @param isFrozen defines wether the material is frozen or not.
  115761. * @param lodBasedMicrosurface defines wether the material relies on lod based microsurface or not.
  115762. */
  115763. bindForSubMesh(uniformBuffer: UniformBuffer, scene: Scene, engine: Engine, isFrozen: boolean, lodBasedMicrosurface: boolean): void;
  115764. /**
  115765. * Unbinds the material from the mesh.
  115766. * @param activeEffect defines the effect that should be unbound from.
  115767. * @returns true if unbound, otherwise false
  115768. */
  115769. unbind(activeEffect: Effect): boolean;
  115770. /**
  115771. * Returns the texture used for refraction or null if none is used.
  115772. * @param scene defines the scene the material belongs to.
  115773. * @returns - Refraction texture if present. If no refraction texture and refraction
  115774. * is linked with transparency, returns environment texture. Otherwise, returns null.
  115775. */
  115776. private _getRefractionTexture;
  115777. /**
  115778. * Returns true if alpha blending should be disabled.
  115779. */
  115780. readonly disableAlphaBlending: boolean;
  115781. /**
  115782. * Fills the list of render target textures.
  115783. * @param renderTargets the list of render targets to update
  115784. */
  115785. fillRenderTargetTextures(renderTargets: SmartArray<RenderTargetTexture>): void;
  115786. /**
  115787. * Checks to see if a texture is used in the material.
  115788. * @param texture - Base texture to use.
  115789. * @returns - Boolean specifying if a texture is used in the material.
  115790. */
  115791. hasTexture(texture: BaseTexture): boolean;
  115792. /**
  115793. * Gets a boolean indicating that current material needs to register RTT
  115794. * @returns true if this uses a render target otherwise false.
  115795. */
  115796. hasRenderTargetTextures(): boolean;
  115797. /**
  115798. * Returns an array of the actively used textures.
  115799. * @param activeTextures Array of BaseTextures
  115800. */
  115801. getActiveTextures(activeTextures: BaseTexture[]): void;
  115802. /**
  115803. * Returns the animatable textures.
  115804. * @param animatables Array of animatable textures.
  115805. */
  115806. getAnimatables(animatables: IAnimatable[]): void;
  115807. /**
  115808. * Disposes the resources of the material.
  115809. * @param forceDisposeTextures - Forces the disposal of all textures.
  115810. */
  115811. dispose(forceDisposeTextures?: boolean): void;
  115812. /**
  115813. * Get the current class name of the texture useful for serialization or dynamic coding.
  115814. * @returns "PBRSubSurfaceConfiguration"
  115815. */
  115816. getClassName(): string;
  115817. /**
  115818. * Add fallbacks to the effect fallbacks list.
  115819. * @param defines defines the Base texture to use.
  115820. * @param fallbacks defines the current fallback list.
  115821. * @param currentRank defines the current fallback rank.
  115822. * @returns the new fallback rank.
  115823. */
  115824. static AddFallbacks(defines: IMaterialSubSurfaceDefines, fallbacks: EffectFallbacks, currentRank: number): number;
  115825. /**
  115826. * Add the required uniforms to the current list.
  115827. * @param uniforms defines the current uniform list.
  115828. */
  115829. static AddUniforms(uniforms: string[]): void;
  115830. /**
  115831. * Add the required samplers to the current list.
  115832. * @param samplers defines the current sampler list.
  115833. */
  115834. static AddSamplers(samplers: string[]): void;
  115835. /**
  115836. * Add the required uniforms to the current buffer.
  115837. * @param uniformBuffer defines the current uniform buffer.
  115838. */
  115839. static PrepareUniformBuffer(uniformBuffer: UniformBuffer): void;
  115840. /**
  115841. * Makes a duplicate of the current configuration into another one.
  115842. * @param configuration define the config where to copy the info
  115843. */
  115844. copyTo(configuration: PBRSubSurfaceConfiguration): void;
  115845. /**
  115846. * Serializes this Sub Surface configuration.
  115847. * @returns - An object with the serialized config.
  115848. */
  115849. serialize(): any;
  115850. /**
  115851. * Parses a anisotropy Configuration from a serialized object.
  115852. * @param source - Serialized object.
  115853. * @param scene Defines the scene we are parsing for
  115854. * @param rootUrl Defines the rootUrl to load from
  115855. */
  115856. parse(source: any, scene: Scene, rootUrl: string): void;
  115857. }
  115858. }
  115859. declare module BABYLON {
  115860. /** @hidden */
  115861. export var pbrFragmentDeclaration: {
  115862. name: string;
  115863. shader: string;
  115864. };
  115865. }
  115866. declare module BABYLON {
  115867. /** @hidden */
  115868. export var pbrUboDeclaration: {
  115869. name: string;
  115870. shader: string;
  115871. };
  115872. }
  115873. declare module BABYLON {
  115874. /** @hidden */
  115875. export var pbrFragmentExtraDeclaration: {
  115876. name: string;
  115877. shader: string;
  115878. };
  115879. }
  115880. declare module BABYLON {
  115881. /** @hidden */
  115882. export var pbrFragmentSamplersDeclaration: {
  115883. name: string;
  115884. shader: string;
  115885. };
  115886. }
  115887. declare module BABYLON {
  115888. /** @hidden */
  115889. export var pbrHelperFunctions: {
  115890. name: string;
  115891. shader: string;
  115892. };
  115893. }
  115894. declare module BABYLON {
  115895. /** @hidden */
  115896. export var harmonicsFunctions: {
  115897. name: string;
  115898. shader: string;
  115899. };
  115900. }
  115901. declare module BABYLON {
  115902. /** @hidden */
  115903. export var pbrDirectLightingSetupFunctions: {
  115904. name: string;
  115905. shader: string;
  115906. };
  115907. }
  115908. declare module BABYLON {
  115909. /** @hidden */
  115910. export var pbrDirectLightingFalloffFunctions: {
  115911. name: string;
  115912. shader: string;
  115913. };
  115914. }
  115915. declare module BABYLON {
  115916. /** @hidden */
  115917. export var pbrBRDFFunctions: {
  115918. name: string;
  115919. shader: string;
  115920. };
  115921. }
  115922. declare module BABYLON {
  115923. /** @hidden */
  115924. export var pbrDirectLightingFunctions: {
  115925. name: string;
  115926. shader: string;
  115927. };
  115928. }
  115929. declare module BABYLON {
  115930. /** @hidden */
  115931. export var pbrIBLFunctions: {
  115932. name: string;
  115933. shader: string;
  115934. };
  115935. }
  115936. declare module BABYLON {
  115937. /** @hidden */
  115938. export var pbrDebug: {
  115939. name: string;
  115940. shader: string;
  115941. };
  115942. }
  115943. declare module BABYLON {
  115944. /** @hidden */
  115945. export var pbrPixelShader: {
  115946. name: string;
  115947. shader: string;
  115948. };
  115949. }
  115950. declare module BABYLON {
  115951. /** @hidden */
  115952. export var pbrVertexDeclaration: {
  115953. name: string;
  115954. shader: string;
  115955. };
  115956. }
  115957. declare module BABYLON {
  115958. /** @hidden */
  115959. export var pbrVertexShader: {
  115960. name: string;
  115961. shader: string;
  115962. };
  115963. }
  115964. declare module BABYLON {
  115965. /**
  115966. * Manages the defines for the PBR Material.
  115967. * @hidden
  115968. */
  115969. export class PBRMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines, IMaterialClearCoatDefines, IMaterialAnisotropicDefines, IMaterialBRDFDefines, IMaterialSheenDefines, IMaterialSubSurfaceDefines {
  115970. PBR: boolean;
  115971. MAINUV1: boolean;
  115972. MAINUV2: boolean;
  115973. UV1: boolean;
  115974. UV2: boolean;
  115975. ALBEDO: boolean;
  115976. ALBEDODIRECTUV: number;
  115977. VERTEXCOLOR: boolean;
  115978. AMBIENT: boolean;
  115979. AMBIENTDIRECTUV: number;
  115980. AMBIENTINGRAYSCALE: boolean;
  115981. OPACITY: boolean;
  115982. VERTEXALPHA: boolean;
  115983. OPACITYDIRECTUV: number;
  115984. OPACITYRGB: boolean;
  115985. ALPHATEST: boolean;
  115986. DEPTHPREPASS: boolean;
  115987. ALPHABLEND: boolean;
  115988. ALPHAFROMALBEDO: boolean;
  115989. ALPHATESTVALUE: string;
  115990. SPECULAROVERALPHA: boolean;
  115991. RADIANCEOVERALPHA: boolean;
  115992. ALPHAFRESNEL: boolean;
  115993. LINEARALPHAFRESNEL: boolean;
  115994. PREMULTIPLYALPHA: boolean;
  115995. EMISSIVE: boolean;
  115996. EMISSIVEDIRECTUV: number;
  115997. REFLECTIVITY: boolean;
  115998. REFLECTIVITYDIRECTUV: number;
  115999. SPECULARTERM: boolean;
  116000. MICROSURFACEFROMREFLECTIVITYMAP: boolean;
  116001. MICROSURFACEAUTOMATIC: boolean;
  116002. LODBASEDMICROSFURACE: boolean;
  116003. MICROSURFACEMAP: boolean;
  116004. MICROSURFACEMAPDIRECTUV: number;
  116005. METALLICWORKFLOW: boolean;
  116006. ROUGHNESSSTOREINMETALMAPALPHA: boolean;
  116007. ROUGHNESSSTOREINMETALMAPGREEN: boolean;
  116008. METALLNESSSTOREINMETALMAPBLUE: boolean;
  116009. AOSTOREINMETALMAPRED: boolean;
  116010. METALLICF0FACTORFROMMETALLICMAP: boolean;
  116011. ENVIRONMENTBRDF: boolean;
  116012. ENVIRONMENTBRDF_RGBD: boolean;
  116013. NORMAL: boolean;
  116014. TANGENT: boolean;
  116015. BUMP: boolean;
  116016. BUMPDIRECTUV: number;
  116017. OBJECTSPACE_NORMALMAP: boolean;
  116018. PARALLAX: boolean;
  116019. PARALLAXOCCLUSION: boolean;
  116020. NORMALXYSCALE: boolean;
  116021. LIGHTMAP: boolean;
  116022. LIGHTMAPDIRECTUV: number;
  116023. USELIGHTMAPASSHADOWMAP: boolean;
  116024. GAMMALIGHTMAP: boolean;
  116025. RGBDLIGHTMAP: boolean;
  116026. REFLECTION: boolean;
  116027. REFLECTIONMAP_3D: boolean;
  116028. REFLECTIONMAP_SPHERICAL: boolean;
  116029. REFLECTIONMAP_PLANAR: boolean;
  116030. REFLECTIONMAP_CUBIC: boolean;
  116031. USE_LOCAL_REFLECTIONMAP_CUBIC: boolean;
  116032. REFLECTIONMAP_PROJECTION: boolean;
  116033. REFLECTIONMAP_SKYBOX: boolean;
  116034. REFLECTIONMAP_SKYBOX_TRANSFORMED: boolean;
  116035. REFLECTIONMAP_EXPLICIT: boolean;
  116036. REFLECTIONMAP_EQUIRECTANGULAR: boolean;
  116037. REFLECTIONMAP_EQUIRECTANGULAR_FIXED: boolean;
  116038. REFLECTIONMAP_MIRROREDEQUIRECTANGULAR_FIXED: boolean;
  116039. INVERTCUBICMAP: boolean;
  116040. USESPHERICALFROMREFLECTIONMAP: boolean;
  116041. USEIRRADIANCEMAP: boolean;
  116042. SPHERICAL_HARMONICS: boolean;
  116043. USESPHERICALINVERTEX: boolean;
  116044. REFLECTIONMAP_OPPOSITEZ: boolean;
  116045. LODINREFLECTIONALPHA: boolean;
  116046. GAMMAREFLECTION: boolean;
  116047. RGBDREFLECTION: boolean;
  116048. LINEARSPECULARREFLECTION: boolean;
  116049. RADIANCEOCCLUSION: boolean;
  116050. HORIZONOCCLUSION: boolean;
  116051. INSTANCES: boolean;
  116052. NUM_BONE_INFLUENCERS: number;
  116053. BonesPerMesh: number;
  116054. BONETEXTURE: boolean;
  116055. NONUNIFORMSCALING: boolean;
  116056. MORPHTARGETS: boolean;
  116057. MORPHTARGETS_NORMAL: boolean;
  116058. MORPHTARGETS_TANGENT: boolean;
  116059. MORPHTARGETS_UV: boolean;
  116060. NUM_MORPH_INFLUENCERS: number;
  116061. IMAGEPROCESSING: boolean;
  116062. VIGNETTE: boolean;
  116063. VIGNETTEBLENDMODEMULTIPLY: boolean;
  116064. VIGNETTEBLENDMODEOPAQUE: boolean;
  116065. TONEMAPPING: boolean;
  116066. TONEMAPPING_ACES: boolean;
  116067. CONTRAST: boolean;
  116068. COLORCURVES: boolean;
  116069. COLORGRADING: boolean;
  116070. COLORGRADING3D: boolean;
  116071. SAMPLER3DGREENDEPTH: boolean;
  116072. SAMPLER3DBGRMAP: boolean;
  116073. IMAGEPROCESSINGPOSTPROCESS: boolean;
  116074. EXPOSURE: boolean;
  116075. MULTIVIEW: boolean;
  116076. USEPHYSICALLIGHTFALLOFF: boolean;
  116077. USEGLTFLIGHTFALLOFF: boolean;
  116078. TWOSIDEDLIGHTING: boolean;
  116079. SHADOWFLOAT: boolean;
  116080. CLIPPLANE: boolean;
  116081. CLIPPLANE2: boolean;
  116082. CLIPPLANE3: boolean;
  116083. CLIPPLANE4: boolean;
  116084. POINTSIZE: boolean;
  116085. FOG: boolean;
  116086. LOGARITHMICDEPTH: boolean;
  116087. FORCENORMALFORWARD: boolean;
  116088. SPECULARAA: boolean;
  116089. CLEARCOAT: boolean;
  116090. CLEARCOAT_DEFAULTIOR: boolean;
  116091. CLEARCOAT_TEXTURE: boolean;
  116092. CLEARCOAT_TEXTUREDIRECTUV: number;
  116093. CLEARCOAT_BUMP: boolean;
  116094. CLEARCOAT_BUMPDIRECTUV: number;
  116095. CLEARCOAT_TINT: boolean;
  116096. CLEARCOAT_TINT_TEXTURE: boolean;
  116097. CLEARCOAT_TINT_TEXTUREDIRECTUV: number;
  116098. ANISOTROPIC: boolean;
  116099. ANISOTROPIC_TEXTURE: boolean;
  116100. ANISOTROPIC_TEXTUREDIRECTUV: number;
  116101. BRDF_V_HEIGHT_CORRELATED: boolean;
  116102. MS_BRDF_ENERGY_CONSERVATION: boolean;
  116103. SPECULAR_GLOSSINESS_ENERGY_CONSERVATION: boolean;
  116104. SHEEN: boolean;
  116105. SHEEN_TEXTURE: boolean;
  116106. SHEEN_TEXTUREDIRECTUV: number;
  116107. SHEEN_LINKWITHALBEDO: boolean;
  116108. SUBSURFACE: boolean;
  116109. SS_REFRACTION: boolean;
  116110. SS_TRANSLUCENCY: boolean;
  116111. SS_SCATERRING: boolean;
  116112. SS_THICKNESSANDMASK_TEXTURE: boolean;
  116113. SS_THICKNESSANDMASK_TEXTUREDIRECTUV: number;
  116114. SS_REFRACTIONMAP_3D: boolean;
  116115. SS_REFRACTIONMAP_OPPOSITEZ: boolean;
  116116. SS_LODINREFRACTIONALPHA: boolean;
  116117. SS_GAMMAREFRACTION: boolean;
  116118. SS_RGBDREFRACTION: boolean;
  116119. SS_LINEARSPECULARREFRACTION: boolean;
  116120. SS_LINKREFRACTIONTOTRANSPARENCY: boolean;
  116121. SS_MASK_FROM_THICKNESS_TEXTURE: boolean;
  116122. UNLIT: boolean;
  116123. DEBUGMODE: number;
  116124. /**
  116125. * Initializes the PBR Material defines.
  116126. */
  116127. constructor();
  116128. /**
  116129. * Resets the PBR Material defines.
  116130. */
  116131. reset(): void;
  116132. }
  116133. /**
  116134. * The Physically based material base class of BJS.
  116135. *
  116136. * This offers the main features of a standard PBR material.
  116137. * For more information, please refer to the documentation :
  116138. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116139. */
  116140. export abstract class PBRBaseMaterial extends PushMaterial {
  116141. /**
  116142. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116143. */
  116144. static readonly PBRMATERIAL_OPAQUE: number;
  116145. /**
  116146. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116147. */
  116148. static readonly PBRMATERIAL_ALPHATEST: number;
  116149. /**
  116150. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116151. */
  116152. static readonly PBRMATERIAL_ALPHABLEND: number;
  116153. /**
  116154. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116155. * They are also discarded below the alpha cutoff threshold to improve performances.
  116156. */
  116157. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116158. /**
  116159. * Defines the default value of how much AO map is occluding the analytical lights
  116160. * (point spot...).
  116161. */
  116162. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116163. /**
  116164. * PBRMaterialLightFalloff Physical: light is falling off following the inverse squared distance law.
  116165. */
  116166. static readonly LIGHTFALLOFF_PHYSICAL: number;
  116167. /**
  116168. * PBRMaterialLightFalloff gltf: light is falling off as described in the gltf moving to PBR document
  116169. * to enhance interoperability with other engines.
  116170. */
  116171. static readonly LIGHTFALLOFF_GLTF: number;
  116172. /**
  116173. * PBRMaterialLightFalloff Standard: light is falling off like in the standard material
  116174. * to enhance interoperability with other materials.
  116175. */
  116176. static readonly LIGHTFALLOFF_STANDARD: number;
  116177. /**
  116178. * Intensity of the direct lights e.g. the four lights available in your scene.
  116179. * This impacts both the direct diffuse and specular highlights.
  116180. */
  116181. protected _directIntensity: number;
  116182. /**
  116183. * Intensity of the emissive part of the material.
  116184. * This helps controlling the emissive effect without modifying the emissive color.
  116185. */
  116186. protected _emissiveIntensity: number;
  116187. /**
  116188. * Intensity of the environment e.g. how much the environment will light the object
  116189. * either through harmonics for rough material or through the refelction for shiny ones.
  116190. */
  116191. protected _environmentIntensity: number;
  116192. /**
  116193. * This is a special control allowing the reduction of the specular highlights coming from the
  116194. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116195. */
  116196. protected _specularIntensity: number;
  116197. /**
  116198. * This stores the direct, emissive, environment, and specular light intensities into a Vector4.
  116199. */
  116200. private _lightingInfos;
  116201. /**
  116202. * Debug Control allowing disabling the bump map on this material.
  116203. */
  116204. protected _disableBumpMap: boolean;
  116205. /**
  116206. * AKA Diffuse Texture in standard nomenclature.
  116207. */
  116208. protected _albedoTexture: Nullable<BaseTexture>;
  116209. /**
  116210. * AKA Occlusion Texture in other nomenclature.
  116211. */
  116212. protected _ambientTexture: Nullable<BaseTexture>;
  116213. /**
  116214. * AKA Occlusion Texture Intensity in other nomenclature.
  116215. */
  116216. protected _ambientTextureStrength: number;
  116217. /**
  116218. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116219. * 1 means it completely occludes it
  116220. * 0 mean it has no impact
  116221. */
  116222. protected _ambientTextureImpactOnAnalyticalLights: number;
  116223. /**
  116224. * Stores the alpha values in a texture.
  116225. */
  116226. protected _opacityTexture: Nullable<BaseTexture>;
  116227. /**
  116228. * Stores the reflection values in a texture.
  116229. */
  116230. protected _reflectionTexture: Nullable<BaseTexture>;
  116231. /**
  116232. * Stores the emissive values in a texture.
  116233. */
  116234. protected _emissiveTexture: Nullable<BaseTexture>;
  116235. /**
  116236. * AKA Specular texture in other nomenclature.
  116237. */
  116238. protected _reflectivityTexture: Nullable<BaseTexture>;
  116239. /**
  116240. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116241. */
  116242. protected _metallicTexture: Nullable<BaseTexture>;
  116243. /**
  116244. * Specifies the metallic scalar of the metallic/roughness workflow.
  116245. * Can also be used to scale the metalness values of the metallic texture.
  116246. */
  116247. protected _metallic: Nullable<number>;
  116248. /**
  116249. * Specifies the roughness scalar of the metallic/roughness workflow.
  116250. * Can also be used to scale the roughness values of the metallic texture.
  116251. */
  116252. protected _roughness: Nullable<number>;
  116253. /**
  116254. * Specifies the an F0 factor to help configuring the material F0.
  116255. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116256. * to 0.5 the previously hard coded value stays the same.
  116257. * Can also be used to scale the F0 values of the metallic texture.
  116258. */
  116259. protected _metallicF0Factor: number;
  116260. /**
  116261. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116262. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116263. * your expectation as it multiplies with the texture data.
  116264. */
  116265. protected _useMetallicF0FactorFromMetallicTexture: boolean;
  116266. /**
  116267. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116268. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116269. */
  116270. protected _microSurfaceTexture: Nullable<BaseTexture>;
  116271. /**
  116272. * Stores surface normal data used to displace a mesh in a texture.
  116273. */
  116274. protected _bumpTexture: Nullable<BaseTexture>;
  116275. /**
  116276. * Stores the pre-calculated light information of a mesh in a texture.
  116277. */
  116278. protected _lightmapTexture: Nullable<BaseTexture>;
  116279. /**
  116280. * The color of a material in ambient lighting.
  116281. */
  116282. protected _ambientColor: Color3;
  116283. /**
  116284. * AKA Diffuse Color in other nomenclature.
  116285. */
  116286. protected _albedoColor: Color3;
  116287. /**
  116288. * AKA Specular Color in other nomenclature.
  116289. */
  116290. protected _reflectivityColor: Color3;
  116291. /**
  116292. * The color applied when light is reflected from a material.
  116293. */
  116294. protected _reflectionColor: Color3;
  116295. /**
  116296. * The color applied when light is emitted from a material.
  116297. */
  116298. protected _emissiveColor: Color3;
  116299. /**
  116300. * AKA Glossiness in other nomenclature.
  116301. */
  116302. protected _microSurface: number;
  116303. /**
  116304. * Specifies that the material will use the light map as a show map.
  116305. */
  116306. protected _useLightmapAsShadowmap: boolean;
  116307. /**
  116308. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116309. * makes the reflect vector face the model (under horizon).
  116310. */
  116311. protected _useHorizonOcclusion: boolean;
  116312. /**
  116313. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116314. * too much the area relying on ambient texture to define their ambient occlusion.
  116315. */
  116316. protected _useRadianceOcclusion: boolean;
  116317. /**
  116318. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116319. */
  116320. protected _useAlphaFromAlbedoTexture: boolean;
  116321. /**
  116322. * Specifies that the material will keeps the specular highlights over a transparent surface (only the most limunous ones).
  116323. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116324. */
  116325. protected _useSpecularOverAlpha: boolean;
  116326. /**
  116327. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116328. */
  116329. protected _useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116330. /**
  116331. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116332. */
  116333. protected _useRoughnessFromMetallicTextureAlpha: boolean;
  116334. /**
  116335. * Specifies if the metallic texture contains the roughness information in its green channel.
  116336. */
  116337. protected _useRoughnessFromMetallicTextureGreen: boolean;
  116338. /**
  116339. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116340. */
  116341. protected _useMetallnessFromMetallicTextureBlue: boolean;
  116342. /**
  116343. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116344. */
  116345. protected _useAmbientOcclusionFromMetallicTextureRed: boolean;
  116346. /**
  116347. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116348. */
  116349. protected _useAmbientInGrayScale: boolean;
  116350. /**
  116351. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116352. * The material will try to infer what glossiness each pixel should be.
  116353. */
  116354. protected _useAutoMicroSurfaceFromReflectivityMap: boolean;
  116355. /**
  116356. * Defines the falloff type used in this material.
  116357. * It by default is Physical.
  116358. */
  116359. protected _lightFalloff: number;
  116360. /**
  116361. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116362. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116363. */
  116364. protected _useRadianceOverAlpha: boolean;
  116365. /**
  116366. * Allows using an object space normal map (instead of tangent space).
  116367. */
  116368. protected _useObjectSpaceNormalMap: boolean;
  116369. /**
  116370. * Allows using the bump map in parallax mode.
  116371. */
  116372. protected _useParallax: boolean;
  116373. /**
  116374. * Allows using the bump map in parallax occlusion mode.
  116375. */
  116376. protected _useParallaxOcclusion: boolean;
  116377. /**
  116378. * Controls the scale bias of the parallax mode.
  116379. */
  116380. protected _parallaxScaleBias: number;
  116381. /**
  116382. * If sets to true, disables all the lights affecting the material.
  116383. */
  116384. protected _disableLighting: boolean;
  116385. /**
  116386. * Number of Simultaneous lights allowed on the material.
  116387. */
  116388. protected _maxSimultaneousLights: number;
  116389. /**
  116390. * If sets to true, x component of normal map value will be inverted (x = 1.0 - x).
  116391. */
  116392. protected _invertNormalMapX: boolean;
  116393. /**
  116394. * If sets to true, y component of normal map value will be inverted (y = 1.0 - y).
  116395. */
  116396. protected _invertNormalMapY: boolean;
  116397. /**
  116398. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116399. */
  116400. protected _twoSidedLighting: boolean;
  116401. /**
  116402. * Defines the alpha limits in alpha test mode.
  116403. */
  116404. protected _alphaCutOff: number;
  116405. /**
  116406. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116407. */
  116408. protected _forceAlphaTest: boolean;
  116409. /**
  116410. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116411. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116412. */
  116413. protected _useAlphaFresnel: boolean;
  116414. /**
  116415. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116416. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116417. */
  116418. protected _useLinearAlphaFresnel: boolean;
  116419. /**
  116420. * The transparency mode of the material.
  116421. */
  116422. protected _transparencyMode: Nullable<number>;
  116423. /**
  116424. * Specifies the environment BRDF texture used to comput the scale and offset roughness values
  116425. * from cos thetav and roughness:
  116426. * http://blog.selfshadow.com/publications/s2013-shading-course/karis/s2013_pbs_epic_notes_v2.pdf
  116427. */
  116428. protected _environmentBRDFTexture: Nullable<BaseTexture>;
  116429. /**
  116430. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116431. */
  116432. protected _forceIrradianceInFragment: boolean;
  116433. /**
  116434. * Force normal to face away from face.
  116435. */
  116436. protected _forceNormalForward: boolean;
  116437. /**
  116438. * Enables specular anti aliasing in the PBR shader.
  116439. * It will both interacts on the Geometry for analytical and IBL lighting.
  116440. * It also prefilter the roughness map based on the bump values.
  116441. */
  116442. protected _enableSpecularAntiAliasing: boolean;
  116443. /**
  116444. * Default configuration related to image processing available in the PBR Material.
  116445. */
  116446. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  116447. /**
  116448. * Keep track of the image processing observer to allow dispose and replace.
  116449. */
  116450. private _imageProcessingObserver;
  116451. /**
  116452. * Attaches a new image processing configuration to the PBR Material.
  116453. * @param configuration
  116454. */
  116455. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  116456. /**
  116457. * Stores the available render targets.
  116458. */
  116459. private _renderTargets;
  116460. /**
  116461. * Sets the global ambient color for the material used in lighting calculations.
  116462. */
  116463. private _globalAmbientColor;
  116464. /**
  116465. * Enables the use of logarithmic depth buffers, which is good for wide depth buffers.
  116466. */
  116467. private _useLogarithmicDepth;
  116468. /**
  116469. * If set to true, no lighting calculations will be applied.
  116470. */
  116471. private _unlit;
  116472. private _debugMode;
  116473. /**
  116474. * @hidden
  116475. * This is reserved for the inspector.
  116476. * Defines the material debug mode.
  116477. * It helps seeing only some components of the material while troubleshooting.
  116478. */
  116479. debugMode: number;
  116480. /**
  116481. * @hidden
  116482. * This is reserved for the inspector.
  116483. * Specify from where on screen the debug mode should start.
  116484. * The value goes from -1 (full screen) to 1 (not visible)
  116485. * It helps with side by side comparison against the final render
  116486. * This defaults to -1
  116487. */
  116488. private debugLimit;
  116489. /**
  116490. * @hidden
  116491. * This is reserved for the inspector.
  116492. * As the default viewing range might not be enough (if the ambient is really small for instance)
  116493. * You can use the factor to better multiply the final value.
  116494. */
  116495. private debugFactor;
  116496. /**
  116497. * Defines the clear coat layer parameters for the material.
  116498. */
  116499. readonly clearCoat: PBRClearCoatConfiguration;
  116500. /**
  116501. * Defines the anisotropic parameters for the material.
  116502. */
  116503. readonly anisotropy: PBRAnisotropicConfiguration;
  116504. /**
  116505. * Defines the BRDF parameters for the material.
  116506. */
  116507. readonly brdf: PBRBRDFConfiguration;
  116508. /**
  116509. * Defines the Sheen parameters for the material.
  116510. */
  116511. readonly sheen: PBRSheenConfiguration;
  116512. /**
  116513. * Defines the SubSurface parameters for the material.
  116514. */
  116515. readonly subSurface: PBRSubSurfaceConfiguration;
  116516. /**
  116517. * Custom callback helping to override the default shader used in the material.
  116518. */
  116519. customShaderNameResolve: (shaderName: string, uniforms: string[], uniformBuffers: string[], samplers: string[], defines: PBRMaterialDefines) => string;
  116520. protected _rebuildInParallel: boolean;
  116521. /**
  116522. * Instantiates a new PBRMaterial instance.
  116523. *
  116524. * @param name The material name
  116525. * @param scene The scene the material will be use in.
  116526. */
  116527. constructor(name: string, scene: Scene);
  116528. /**
  116529. * Gets a boolean indicating that current material needs to register RTT
  116530. */
  116531. readonly hasRenderTargetTextures: boolean;
  116532. /**
  116533. * Gets the name of the material class.
  116534. */
  116535. getClassName(): string;
  116536. /**
  116537. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116538. */
  116539. /**
  116540. * Enabled the use of logarithmic depth buffers, which is good for wide depth buffers.
  116541. */
  116542. useLogarithmicDepth: boolean;
  116543. /**
  116544. * Gets the current transparency mode.
  116545. */
  116546. /**
  116547. * Sets the transparency mode of the material.
  116548. *
  116549. * | Value | Type | Description |
  116550. * | ----- | ----------------------------------- | ----------- |
  116551. * | 0 | OPAQUE | |
  116552. * | 1 | ALPHATEST | |
  116553. * | 2 | ALPHABLEND | |
  116554. * | 3 | ALPHATESTANDBLEND | |
  116555. *
  116556. */
  116557. transparencyMode: Nullable<number>;
  116558. /**
  116559. * Returns true if alpha blending should be disabled.
  116560. */
  116561. private readonly _disableAlphaBlending;
  116562. /**
  116563. * Specifies whether or not this material should be rendered in alpha blend mode.
  116564. */
  116565. needAlphaBlending(): boolean;
  116566. /**
  116567. * Specifies if the mesh will require alpha blending.
  116568. * @param mesh - BJS mesh.
  116569. */
  116570. needAlphaBlendingForMesh(mesh: AbstractMesh): boolean;
  116571. /**
  116572. * Specifies whether or not this material should be rendered in alpha test mode.
  116573. */
  116574. needAlphaTesting(): boolean;
  116575. /**
  116576. * Specifies whether or not the alpha value of the albedo texture should be used for alpha blending.
  116577. */
  116578. protected _shouldUseAlphaFromAlbedoTexture(): boolean;
  116579. /**
  116580. * Gets the texture used for the alpha test.
  116581. */
  116582. getAlphaTestTexture(): Nullable<BaseTexture>;
  116583. /**
  116584. * Specifies that the submesh is ready to be used.
  116585. * @param mesh - BJS mesh.
  116586. * @param subMesh - A submesh of the BJS mesh. Used to check if it is ready.
  116587. * @param useInstances - Specifies that instances should be used.
  116588. * @returns - boolean indicating that the submesh is ready or not.
  116589. */
  116590. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  116591. /**
  116592. * Specifies if the material uses metallic roughness workflow.
  116593. * @returns boolean specifiying if the material uses metallic roughness workflow.
  116594. */
  116595. isMetallicWorkflow(): boolean;
  116596. private _prepareEffect;
  116597. private _prepareDefines;
  116598. /**
  116599. * Force shader compilation
  116600. */
  116601. forceCompilation(mesh: AbstractMesh, onCompiled?: (material: Material) => void, options?: Partial<IMaterialCompilationOptions>): void;
  116602. /**
  116603. * Initializes the uniform buffer layout for the shader.
  116604. */
  116605. buildUniformLayout(): void;
  116606. /**
  116607. * Unbinds the material from the mesh
  116608. */
  116609. unbind(): void;
  116610. /**
  116611. * Binds the submesh data.
  116612. * @param world - The world matrix.
  116613. * @param mesh - The BJS mesh.
  116614. * @param subMesh - A submesh of the BJS mesh.
  116615. */
  116616. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  116617. /**
  116618. * Returns the animatable textures.
  116619. * @returns - Array of animatable textures.
  116620. */
  116621. getAnimatables(): IAnimatable[];
  116622. /**
  116623. * Returns the texture used for reflections.
  116624. * @returns - Reflection texture if present. Otherwise, returns the environment texture.
  116625. */
  116626. private _getReflectionTexture;
  116627. /**
  116628. * Returns an array of the actively used textures.
  116629. * @returns - Array of BaseTextures
  116630. */
  116631. getActiveTextures(): BaseTexture[];
  116632. /**
  116633. * Checks to see if a texture is used in the material.
  116634. * @param texture - Base texture to use.
  116635. * @returns - Boolean specifying if a texture is used in the material.
  116636. */
  116637. hasTexture(texture: BaseTexture): boolean;
  116638. /**
  116639. * Disposes the resources of the material.
  116640. * @param forceDisposeEffect - Forces the disposal of effects.
  116641. * @param forceDisposeTextures - Forces the disposal of all textures.
  116642. */
  116643. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean): void;
  116644. }
  116645. }
  116646. declare module BABYLON {
  116647. /**
  116648. * The Physically based material of BJS.
  116649. *
  116650. * This offers the main features of a standard PBR material.
  116651. * For more information, please refer to the documentation :
  116652. * https://doc.babylonjs.com/how_to/physically_based_rendering
  116653. */
  116654. export class PBRMaterial extends PBRBaseMaterial {
  116655. /**
  116656. * PBRMaterialTransparencyMode: No transparency mode, Alpha channel is not use.
  116657. */
  116658. static readonly PBRMATERIAL_OPAQUE: number;
  116659. /**
  116660. * PBRMaterialTransparencyMode: Alpha Test mode, pixel are discarded below a certain threshold defined by the alpha cutoff value.
  116661. */
  116662. static readonly PBRMATERIAL_ALPHATEST: number;
  116663. /**
  116664. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116665. */
  116666. static readonly PBRMATERIAL_ALPHABLEND: number;
  116667. /**
  116668. * PBRMaterialTransparencyMode: Pixels are blended (according to the alpha mode) with the already drawn pixels in the current frame buffer.
  116669. * They are also discarded below the alpha cutoff threshold to improve performances.
  116670. */
  116671. static readonly PBRMATERIAL_ALPHATESTANDBLEND: number;
  116672. /**
  116673. * Defines the default value of how much AO map is occluding the analytical lights
  116674. * (point spot...).
  116675. */
  116676. static DEFAULT_AO_ON_ANALYTICAL_LIGHTS: number;
  116677. /**
  116678. * Intensity of the direct lights e.g. the four lights available in your scene.
  116679. * This impacts both the direct diffuse and specular highlights.
  116680. */
  116681. directIntensity: number;
  116682. /**
  116683. * Intensity of the emissive part of the material.
  116684. * This helps controlling the emissive effect without modifying the emissive color.
  116685. */
  116686. emissiveIntensity: number;
  116687. /**
  116688. * Intensity of the environment e.g. how much the environment will light the object
  116689. * either through harmonics for rough material or through the refelction for shiny ones.
  116690. */
  116691. environmentIntensity: number;
  116692. /**
  116693. * This is a special control allowing the reduction of the specular highlights coming from the
  116694. * four lights of the scene. Those highlights may not be needed in full environment lighting.
  116695. */
  116696. specularIntensity: number;
  116697. /**
  116698. * Debug Control allowing disabling the bump map on this material.
  116699. */
  116700. disableBumpMap: boolean;
  116701. /**
  116702. * AKA Diffuse Texture in standard nomenclature.
  116703. */
  116704. albedoTexture: BaseTexture;
  116705. /**
  116706. * AKA Occlusion Texture in other nomenclature.
  116707. */
  116708. ambientTexture: BaseTexture;
  116709. /**
  116710. * AKA Occlusion Texture Intensity in other nomenclature.
  116711. */
  116712. ambientTextureStrength: number;
  116713. /**
  116714. * Defines how much the AO map is occluding the analytical lights (point spot...).
  116715. * 1 means it completely occludes it
  116716. * 0 mean it has no impact
  116717. */
  116718. ambientTextureImpactOnAnalyticalLights: number;
  116719. /**
  116720. * Stores the alpha values in a texture.
  116721. */
  116722. opacityTexture: BaseTexture;
  116723. /**
  116724. * Stores the reflection values in a texture.
  116725. */
  116726. reflectionTexture: Nullable<BaseTexture>;
  116727. /**
  116728. * Stores the emissive values in a texture.
  116729. */
  116730. emissiveTexture: BaseTexture;
  116731. /**
  116732. * AKA Specular texture in other nomenclature.
  116733. */
  116734. reflectivityTexture: BaseTexture;
  116735. /**
  116736. * Used to switch from specular/glossiness to metallic/roughness workflow.
  116737. */
  116738. metallicTexture: BaseTexture;
  116739. /**
  116740. * Specifies the metallic scalar of the metallic/roughness workflow.
  116741. * Can also be used to scale the metalness values of the metallic texture.
  116742. */
  116743. metallic: Nullable<number>;
  116744. /**
  116745. * Specifies the roughness scalar of the metallic/roughness workflow.
  116746. * Can also be used to scale the roughness values of the metallic texture.
  116747. */
  116748. roughness: Nullable<number>;
  116749. /**
  116750. * Specifies the an F0 factor to help configuring the material F0.
  116751. * Instead of the default 4%, 8% * factor will be used. As the factor is defaulting
  116752. * to 0.5 the previously hard coded value stays the same.
  116753. * Can also be used to scale the F0 values of the metallic texture.
  116754. */
  116755. metallicF0Factor: number;
  116756. /**
  116757. * Specifies whether the F0 factor can be fetched from the mettalic texture.
  116758. * If set to true, please adapt the metallicF0Factor to ensure it fits with
  116759. * your expectation as it multiplies with the texture data.
  116760. */
  116761. useMetallicF0FactorFromMetallicTexture: boolean;
  116762. /**
  116763. * Used to enable roughness/glossiness fetch from a separate channel depending on the current mode.
  116764. * Gray Scale represents roughness in metallic mode and glossiness in specular mode.
  116765. */
  116766. microSurfaceTexture: BaseTexture;
  116767. /**
  116768. * Stores surface normal data used to displace a mesh in a texture.
  116769. */
  116770. bumpTexture: BaseTexture;
  116771. /**
  116772. * Stores the pre-calculated light information of a mesh in a texture.
  116773. */
  116774. lightmapTexture: BaseTexture;
  116775. /**
  116776. * Stores the refracted light information in a texture.
  116777. */
  116778. refractionTexture: Nullable<BaseTexture>;
  116779. /**
  116780. * The color of a material in ambient lighting.
  116781. */
  116782. ambientColor: Color3;
  116783. /**
  116784. * AKA Diffuse Color in other nomenclature.
  116785. */
  116786. albedoColor: Color3;
  116787. /**
  116788. * AKA Specular Color in other nomenclature.
  116789. */
  116790. reflectivityColor: Color3;
  116791. /**
  116792. * The color reflected from the material.
  116793. */
  116794. reflectionColor: Color3;
  116795. /**
  116796. * The color emitted from the material.
  116797. */
  116798. emissiveColor: Color3;
  116799. /**
  116800. * AKA Glossiness in other nomenclature.
  116801. */
  116802. microSurface: number;
  116803. /**
  116804. * source material index of refraction (IOR)' / 'destination material IOR.
  116805. */
  116806. indexOfRefraction: number;
  116807. /**
  116808. * Controls if refraction needs to be inverted on Y. This could be useful for procedural texture.
  116809. */
  116810. invertRefractionY: boolean;
  116811. /**
  116812. * This parameters will make the material used its opacity to control how much it is refracting aginst not.
  116813. * Materials half opaque for instance using refraction could benefit from this control.
  116814. */
  116815. linkRefractionWithTransparency: boolean;
  116816. /**
  116817. * If true, the light map contains occlusion information instead of lighting info.
  116818. */
  116819. useLightmapAsShadowmap: boolean;
  116820. /**
  116821. * Specifies that the alpha is coming form the albedo channel alpha channel for alpha blending.
  116822. */
  116823. useAlphaFromAlbedoTexture: boolean;
  116824. /**
  116825. * Enforces alpha test in opaque or blend mode in order to improve the performances of some situations.
  116826. */
  116827. forceAlphaTest: boolean;
  116828. /**
  116829. * Defines the alpha limits in alpha test mode.
  116830. */
  116831. alphaCutOff: number;
  116832. /**
  116833. * Specifies that the material will keep the specular highlights over a transparent surface (only the most limunous ones).
  116834. * A car glass is a good exemple of that. When sun reflects on it you can not see what is behind.
  116835. */
  116836. useSpecularOverAlpha: boolean;
  116837. /**
  116838. * Specifies if the reflectivity texture contains the glossiness information in its alpha channel.
  116839. */
  116840. useMicroSurfaceFromReflectivityMapAlpha: boolean;
  116841. /**
  116842. * Specifies if the metallic texture contains the roughness information in its alpha channel.
  116843. */
  116844. useRoughnessFromMetallicTextureAlpha: boolean;
  116845. /**
  116846. * Specifies if the metallic texture contains the roughness information in its green channel.
  116847. */
  116848. useRoughnessFromMetallicTextureGreen: boolean;
  116849. /**
  116850. * Specifies if the metallic texture contains the metallness information in its blue channel.
  116851. */
  116852. useMetallnessFromMetallicTextureBlue: boolean;
  116853. /**
  116854. * Specifies if the metallic texture contains the ambient occlusion information in its red channel.
  116855. */
  116856. useAmbientOcclusionFromMetallicTextureRed: boolean;
  116857. /**
  116858. * Specifies if the ambient texture contains the ambient occlusion information in its red channel only.
  116859. */
  116860. useAmbientInGrayScale: boolean;
  116861. /**
  116862. * In case the reflectivity map does not contain the microsurface information in its alpha channel,
  116863. * The material will try to infer what glossiness each pixel should be.
  116864. */
  116865. useAutoMicroSurfaceFromReflectivityMap: boolean;
  116866. /**
  116867. * BJS is using an harcoded light falloff based on a manually sets up range.
  116868. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116869. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116870. */
  116871. /**
  116872. * BJS is using an harcoded light falloff based on a manually sets up range.
  116873. * In PBR, one way to represents the fallof is to use the inverse squared root algorythm.
  116874. * This parameter can help you switch back to the BJS mode in order to create scenes using both materials.
  116875. */
  116876. usePhysicalLightFalloff: boolean;
  116877. /**
  116878. * In order to support the falloff compatibility with gltf, a special mode has been added
  116879. * to reproduce the gltf light falloff.
  116880. */
  116881. /**
  116882. * In order to support the falloff compatibility with gltf, a special mode has been added
  116883. * to reproduce the gltf light falloff.
  116884. */
  116885. useGLTFLightFalloff: boolean;
  116886. /**
  116887. * Specifies that the material will keeps the reflection highlights over a transparent surface (only the most limunous ones).
  116888. * A car glass is a good exemple of that. When the street lights reflects on it you can not see what is behind.
  116889. */
  116890. useRadianceOverAlpha: boolean;
  116891. /**
  116892. * Allows using an object space normal map (instead of tangent space).
  116893. */
  116894. useObjectSpaceNormalMap: boolean;
  116895. /**
  116896. * Allows using the bump map in parallax mode.
  116897. */
  116898. useParallax: boolean;
  116899. /**
  116900. * Allows using the bump map in parallax occlusion mode.
  116901. */
  116902. useParallaxOcclusion: boolean;
  116903. /**
  116904. * Controls the scale bias of the parallax mode.
  116905. */
  116906. parallaxScaleBias: number;
  116907. /**
  116908. * If sets to true, disables all the lights affecting the material.
  116909. */
  116910. disableLighting: boolean;
  116911. /**
  116912. * Force the shader to compute irradiance in the fragment shader in order to take bump in account.
  116913. */
  116914. forceIrradianceInFragment: boolean;
  116915. /**
  116916. * Number of Simultaneous lights allowed on the material.
  116917. */
  116918. maxSimultaneousLights: number;
  116919. /**
  116920. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  116921. */
  116922. invertNormalMapX: boolean;
  116923. /**
  116924. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  116925. */
  116926. invertNormalMapY: boolean;
  116927. /**
  116928. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  116929. */
  116930. twoSidedLighting: boolean;
  116931. /**
  116932. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116933. * And/Or occlude the blended part. (alpha is converted to gamma to compute the fresnel)
  116934. */
  116935. useAlphaFresnel: boolean;
  116936. /**
  116937. * A fresnel is applied to the alpha of the model to ensure grazing angles edges are not alpha tested.
  116938. * And/Or occlude the blended part. (alpha stays linear to compute the fresnel)
  116939. */
  116940. useLinearAlphaFresnel: boolean;
  116941. /**
  116942. * Let user defines the brdf lookup texture used for IBL.
  116943. * A default 8bit version is embedded but you could point at :
  116944. * * Default texture: https://assets.babylonjs.com/environments/correlatedMSBRDF_RGBD.png
  116945. * * Default 16bit pixel depth texture: https://assets.babylonjs.com/environments/correlatedMSBRDF.dds
  116946. * * LEGACY Default None correlated https://assets.babylonjs.com/environments/uncorrelatedBRDF_RGBD.png
  116947. * * LEGACY Default None correlated 16bit pixel depth https://assets.babylonjs.com/environments/uncorrelatedBRDF.dds
  116948. */
  116949. environmentBRDFTexture: Nullable<BaseTexture>;
  116950. /**
  116951. * Force normal to face away from face.
  116952. */
  116953. forceNormalForward: boolean;
  116954. /**
  116955. * Enables specular anti aliasing in the PBR shader.
  116956. * It will both interacts on the Geometry for analytical and IBL lighting.
  116957. * It also prefilter the roughness map based on the bump values.
  116958. */
  116959. enableSpecularAntiAliasing: boolean;
  116960. /**
  116961. * This parameters will enable/disable Horizon occlusion to prevent normal maps to look shiny when the normal
  116962. * makes the reflect vector face the model (under horizon).
  116963. */
  116964. useHorizonOcclusion: boolean;
  116965. /**
  116966. * This parameters will enable/disable radiance occlusion by preventing the radiance to lit
  116967. * too much the area relying on ambient texture to define their ambient occlusion.
  116968. */
  116969. useRadianceOcclusion: boolean;
  116970. /**
  116971. * If set to true, no lighting calculations will be applied.
  116972. */
  116973. unlit: boolean;
  116974. /**
  116975. * Gets the image processing configuration used either in this material.
  116976. */
  116977. /**
  116978. * Sets the Default image processing configuration used either in the this material.
  116979. *
  116980. * If sets to null, the scene one is in use.
  116981. */
  116982. imageProcessingConfiguration: ImageProcessingConfiguration;
  116983. /**
  116984. * Gets wether the color curves effect is enabled.
  116985. */
  116986. /**
  116987. * Sets wether the color curves effect is enabled.
  116988. */
  116989. cameraColorCurvesEnabled: boolean;
  116990. /**
  116991. * Gets wether the color grading effect is enabled.
  116992. */
  116993. /**
  116994. * Gets wether the color grading effect is enabled.
  116995. */
  116996. cameraColorGradingEnabled: boolean;
  116997. /**
  116998. * Gets wether tonemapping is enabled or not.
  116999. */
  117000. /**
  117001. * Sets wether tonemapping is enabled or not
  117002. */
  117003. cameraToneMappingEnabled: boolean;
  117004. /**
  117005. * The camera exposure used on this material.
  117006. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117007. * This corresponds to a photographic exposure.
  117008. */
  117009. /**
  117010. * The camera exposure used on this material.
  117011. * This property is here and not in the camera to allow controlling exposure without full screen post process.
  117012. * This corresponds to a photographic exposure.
  117013. */
  117014. cameraExposure: number;
  117015. /**
  117016. * Gets The camera contrast used on this material.
  117017. */
  117018. /**
  117019. * Sets The camera contrast used on this material.
  117020. */
  117021. cameraContrast: number;
  117022. /**
  117023. * Gets the Color Grading 2D Lookup Texture.
  117024. */
  117025. /**
  117026. * Sets the Color Grading 2D Lookup Texture.
  117027. */
  117028. cameraColorGradingTexture: Nullable<BaseTexture>;
  117029. /**
  117030. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117031. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117032. * 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;
  117033. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117034. */
  117035. /**
  117036. * The color grading curves provide additional color adjustmnent that is applied after any color grading transform (3D LUT).
  117037. * They allow basic adjustment of saturation and small exposure adjustments, along with color filter tinting to provide white balance adjustment or more stylistic effects.
  117038. * 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;
  117039. * corresponding to low luminance, medium luminance, and high luminance areas respectively.
  117040. */
  117041. cameraColorCurves: Nullable<ColorCurves>;
  117042. /**
  117043. * Instantiates a new PBRMaterial instance.
  117044. *
  117045. * @param name The material name
  117046. * @param scene The scene the material will be use in.
  117047. */
  117048. constructor(name: string, scene: Scene);
  117049. /**
  117050. * Returns the name of this material class.
  117051. */
  117052. getClassName(): string;
  117053. /**
  117054. * Makes a duplicate of the current material.
  117055. * @param name - name to use for the new material.
  117056. */
  117057. clone(name: string): PBRMaterial;
  117058. /**
  117059. * Serializes this PBR Material.
  117060. * @returns - An object with the serialized material.
  117061. */
  117062. serialize(): any;
  117063. /**
  117064. * Parses a PBR Material from a serialized object.
  117065. * @param source - Serialized object.
  117066. * @param scene - BJS scene instance.
  117067. * @param rootUrl - url for the scene object
  117068. * @returns - PBRMaterial
  117069. */
  117070. static Parse(source: any, scene: Scene, rootUrl: string): PBRMaterial;
  117071. }
  117072. }
  117073. declare module BABYLON {
  117074. /**
  117075. * Direct draw surface info
  117076. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dx-graphics-dds-pguide
  117077. */
  117078. export interface DDSInfo {
  117079. /**
  117080. * Width of the texture
  117081. */
  117082. width: number;
  117083. /**
  117084. * Width of the texture
  117085. */
  117086. height: number;
  117087. /**
  117088. * Number of Mipmaps for the texture
  117089. * @see https://en.wikipedia.org/wiki/Mipmap
  117090. */
  117091. mipmapCount: number;
  117092. /**
  117093. * If the textures format is a known fourCC format
  117094. * @see https://www.fourcc.org/
  117095. */
  117096. isFourCC: boolean;
  117097. /**
  117098. * If the texture is an RGB format eg. DXGI_FORMAT_B8G8R8X8_UNORM format
  117099. */
  117100. isRGB: boolean;
  117101. /**
  117102. * If the texture is a lumincance format
  117103. */
  117104. isLuminance: boolean;
  117105. /**
  117106. * If this is a cube texture
  117107. * @see https://docs.microsoft.com/en-us/windows/desktop/direct3ddds/dds-file-layout-for-cubic-environment-maps
  117108. */
  117109. isCube: boolean;
  117110. /**
  117111. * If the texture is a compressed format eg. FOURCC_DXT1
  117112. */
  117113. isCompressed: boolean;
  117114. /**
  117115. * The dxgiFormat of the texture
  117116. * @see https://docs.microsoft.com/en-us/windows/desktop/api/dxgiformat/ne-dxgiformat-dxgi_format
  117117. */
  117118. dxgiFormat: number;
  117119. /**
  117120. * Texture type eg. Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT
  117121. */
  117122. textureType: number;
  117123. /**
  117124. * Sphericle polynomial created for the dds texture
  117125. */
  117126. sphericalPolynomial?: SphericalPolynomial;
  117127. }
  117128. /**
  117129. * Class used to provide DDS decompression tools
  117130. */
  117131. export class DDSTools {
  117132. /**
  117133. * Gets or sets a boolean indicating that LOD info is stored in alpha channel (false by default)
  117134. */
  117135. static StoreLODInAlphaChannel: boolean;
  117136. /**
  117137. * Gets DDS information from an array buffer
  117138. * @param arrayBuffer defines the array buffer to read data from
  117139. * @returns the DDS information
  117140. */
  117141. static GetDDSInfo(arrayBuffer: any): DDSInfo;
  117142. private static _FloatView;
  117143. private static _Int32View;
  117144. private static _ToHalfFloat;
  117145. private static _FromHalfFloat;
  117146. private static _GetHalfFloatAsFloatRGBAArrayBuffer;
  117147. private static _GetHalfFloatRGBAArrayBuffer;
  117148. private static _GetFloatRGBAArrayBuffer;
  117149. private static _GetFloatAsUIntRGBAArrayBuffer;
  117150. private static _GetHalfFloatAsUIntRGBAArrayBuffer;
  117151. private static _GetRGBAArrayBuffer;
  117152. private static _ExtractLongWordOrder;
  117153. private static _GetRGBArrayBuffer;
  117154. private static _GetLuminanceArrayBuffer;
  117155. /**
  117156. * Uploads DDS Levels to a Babylon Texture
  117157. * @hidden
  117158. */
  117159. static UploadDDSLevels(engine: ThinEngine, texture: InternalTexture, arrayBuffer: any, info: DDSInfo, loadMipmaps: boolean, faces: number, lodIndex?: number, currentFace?: number): void;
  117160. }
  117161. interface ThinEngine {
  117162. /**
  117163. * Create a cube texture from prefiltered data (ie. the mipmaps contain ready to use data for PBR reflection)
  117164. * @param rootUrl defines the url where the file to load is located
  117165. * @param scene defines the current scene
  117166. * @param lodScale defines scale to apply to the mip map selection
  117167. * @param lodOffset defines offset to apply to the mip map selection
  117168. * @param onLoad defines an optional callback raised when the texture is loaded
  117169. * @param onError defines an optional callback raised if there is an issue to load the texture
  117170. * @param format defines the format of the data
  117171. * @param forcedExtension defines the extension to use to pick the right loader
  117172. * @param createPolynomials defines wheter or not to create polynomails harmonics for the texture
  117173. * @returns the cube texture as an InternalTexture
  117174. */
  117175. 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;
  117176. }
  117177. }
  117178. declare module BABYLON {
  117179. /**
  117180. * Implementation of the DDS Texture Loader.
  117181. * @hidden
  117182. */
  117183. export class _DDSTextureLoader implements IInternalTextureLoader {
  117184. /**
  117185. * Defines wether the loader supports cascade loading the different faces.
  117186. */
  117187. readonly supportCascades: boolean;
  117188. /**
  117189. * This returns if the loader support the current file information.
  117190. * @param extension defines the file extension of the file being loaded
  117191. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117192. * @param fallback defines the fallback internal texture if any
  117193. * @param isBase64 defines whether the texture is encoded as a base64
  117194. * @param isBuffer defines whether the texture data are stored as a buffer
  117195. * @returns true if the loader can load the specified file
  117196. */
  117197. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117198. /**
  117199. * Transform the url before loading if required.
  117200. * @param rootUrl the url of the texture
  117201. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117202. * @returns the transformed texture
  117203. */
  117204. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117205. /**
  117206. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117207. * @param rootUrl the url of the texture
  117208. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117209. * @returns the fallback texture
  117210. */
  117211. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117212. /**
  117213. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117214. * @param data contains the texture data
  117215. * @param texture defines the BabylonJS internal texture
  117216. * @param createPolynomials will be true if polynomials have been requested
  117217. * @param onLoad defines the callback to trigger once the texture is ready
  117218. * @param onError defines the callback to trigger in case of error
  117219. */
  117220. loadCubeData(imgs: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117221. /**
  117222. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117223. * @param data contains the texture data
  117224. * @param texture defines the BabylonJS internal texture
  117225. * @param callback defines the method to call once ready to upload
  117226. */
  117227. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117228. }
  117229. }
  117230. declare module BABYLON {
  117231. /**
  117232. * Implementation of the ENV Texture Loader.
  117233. * @hidden
  117234. */
  117235. export class _ENVTextureLoader implements IInternalTextureLoader {
  117236. /**
  117237. * Defines wether the loader supports cascade loading the different faces.
  117238. */
  117239. readonly supportCascades: boolean;
  117240. /**
  117241. * This returns if the loader support the current file information.
  117242. * @param extension defines the file extension of the file being loaded
  117243. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117244. * @param fallback defines the fallback internal texture if any
  117245. * @param isBase64 defines whether the texture is encoded as a base64
  117246. * @param isBuffer defines whether the texture data are stored as a buffer
  117247. * @returns true if the loader can load the specified file
  117248. */
  117249. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117250. /**
  117251. * Transform the url before loading if required.
  117252. * @param rootUrl the url of the texture
  117253. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117254. * @returns the transformed texture
  117255. */
  117256. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117257. /**
  117258. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117259. * @param rootUrl the url of the texture
  117260. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117261. * @returns the fallback texture
  117262. */
  117263. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117264. /**
  117265. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117266. * @param data contains the texture data
  117267. * @param texture defines the BabylonJS internal texture
  117268. * @param createPolynomials will be true if polynomials have been requested
  117269. * @param onLoad defines the callback to trigger once the texture is ready
  117270. * @param onError defines the callback to trigger in case of error
  117271. */
  117272. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117273. /**
  117274. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117275. * @param data contains the texture data
  117276. * @param texture defines the BabylonJS internal texture
  117277. * @param callback defines the method to call once ready to upload
  117278. */
  117279. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  117280. }
  117281. }
  117282. declare module BABYLON {
  117283. /**
  117284. * for description see https://www.khronos.org/opengles/sdk/tools/KTX/
  117285. * for file layout see https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/
  117286. */
  117287. export class KhronosTextureContainer {
  117288. /** contents of the KTX container file */
  117289. arrayBuffer: any;
  117290. private static HEADER_LEN;
  117291. private static COMPRESSED_2D;
  117292. private static COMPRESSED_3D;
  117293. private static TEX_2D;
  117294. private static TEX_3D;
  117295. /**
  117296. * Gets the openGL type
  117297. */
  117298. glType: number;
  117299. /**
  117300. * Gets the openGL type size
  117301. */
  117302. glTypeSize: number;
  117303. /**
  117304. * Gets the openGL format
  117305. */
  117306. glFormat: number;
  117307. /**
  117308. * Gets the openGL internal format
  117309. */
  117310. glInternalFormat: number;
  117311. /**
  117312. * Gets the base internal format
  117313. */
  117314. glBaseInternalFormat: number;
  117315. /**
  117316. * Gets image width in pixel
  117317. */
  117318. pixelWidth: number;
  117319. /**
  117320. * Gets image height in pixel
  117321. */
  117322. pixelHeight: number;
  117323. /**
  117324. * Gets image depth in pixels
  117325. */
  117326. pixelDepth: number;
  117327. /**
  117328. * Gets the number of array elements
  117329. */
  117330. numberOfArrayElements: number;
  117331. /**
  117332. * Gets the number of faces
  117333. */
  117334. numberOfFaces: number;
  117335. /**
  117336. * Gets the number of mipmap levels
  117337. */
  117338. numberOfMipmapLevels: number;
  117339. /**
  117340. * Gets the bytes of key value data
  117341. */
  117342. bytesOfKeyValueData: number;
  117343. /**
  117344. * Gets the load type
  117345. */
  117346. loadType: number;
  117347. /**
  117348. * If the container has been made invalid (eg. constructor failed to correctly load array buffer)
  117349. */
  117350. isInvalid: boolean;
  117351. /**
  117352. * Creates a new KhronosTextureContainer
  117353. * @param arrayBuffer contents of the KTX container file
  117354. * @param facesExpected should be either 1 or 6, based whether a cube texture or or
  117355. * @param threeDExpected provision for indicating that data should be a 3D texture, not implemented
  117356. * @param textureArrayExpected provision for indicating that data should be a texture array, not implemented
  117357. */
  117358. constructor(
  117359. /** contents of the KTX container file */
  117360. arrayBuffer: any, facesExpected: number, threeDExpected?: boolean, textureArrayExpected?: boolean);
  117361. /**
  117362. * Uploads KTX content to a Babylon Texture.
  117363. * It is assumed that the texture has already been created & is currently bound
  117364. * @hidden
  117365. */
  117366. uploadLevels(texture: InternalTexture, loadMipmaps: boolean): void;
  117367. private _upload2DCompressedLevels;
  117368. }
  117369. }
  117370. declare module BABYLON {
  117371. /**
  117372. * Implementation of the KTX Texture Loader.
  117373. * @hidden
  117374. */
  117375. export class _KTXTextureLoader implements IInternalTextureLoader {
  117376. /**
  117377. * Defines wether the loader supports cascade loading the different faces.
  117378. */
  117379. readonly supportCascades: boolean;
  117380. /**
  117381. * This returns if the loader support the current file information.
  117382. * @param extension defines the file extension of the file being loaded
  117383. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117384. * @param fallback defines the fallback internal texture if any
  117385. * @param isBase64 defines whether the texture is encoded as a base64
  117386. * @param isBuffer defines whether the texture data are stored as a buffer
  117387. * @returns true if the loader can load the specified file
  117388. */
  117389. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  117390. /**
  117391. * Transform the url before loading if required.
  117392. * @param rootUrl the url of the texture
  117393. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117394. * @returns the transformed texture
  117395. */
  117396. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  117397. /**
  117398. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  117399. * @param rootUrl the url of the texture
  117400. * @param textureFormatInUse defines the current compressed format in use iun the engine
  117401. * @returns the fallback texture
  117402. */
  117403. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  117404. /**
  117405. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  117406. * @param data contains the texture data
  117407. * @param texture defines the BabylonJS internal texture
  117408. * @param createPolynomials will be true if polynomials have been requested
  117409. * @param onLoad defines the callback to trigger once the texture is ready
  117410. * @param onError defines the callback to trigger in case of error
  117411. */
  117412. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  117413. /**
  117414. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  117415. * @param data contains the texture data
  117416. * @param texture defines the BabylonJS internal texture
  117417. * @param callback defines the method to call once ready to upload
  117418. */
  117419. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void, loadFailed: boolean) => void): void;
  117420. }
  117421. }
  117422. declare module BABYLON {
  117423. /**
  117424. * Options for the default xr helper
  117425. */
  117426. export class WebXRDefaultExperienceOptions {
  117427. /**
  117428. * Floor meshes that should be used for teleporting
  117429. */
  117430. floorMeshes: Array<AbstractMesh>;
  117431. /**
  117432. * Enable or disable default UI to enter XR
  117433. */
  117434. disableDefaultUI: boolean;
  117435. }
  117436. /**
  117437. * Default experience which provides a similar setup to the previous webVRExperience
  117438. */
  117439. export class WebXRDefaultExperience {
  117440. /**
  117441. * Base experience
  117442. */
  117443. baseExperience: WebXRExperienceHelper;
  117444. /**
  117445. * Input experience extension
  117446. */
  117447. input: WebXRInput;
  117448. /**
  117449. * Loads the controller models
  117450. */
  117451. controllerModelLoader: WebXRControllerModelLoader;
  117452. /**
  117453. * Enables laser pointer and selection
  117454. */
  117455. pointerSelection: WebXRControllerPointerSelection;
  117456. /**
  117457. * Enables teleportation
  117458. */
  117459. teleportation: WebXRControllerTeleportation;
  117460. /**
  117461. * Enables ui for enetering/exiting xr
  117462. */
  117463. enterExitUI: WebXREnterExitUI;
  117464. /**
  117465. * Default target xr should render to
  117466. */
  117467. renderTarget: WebXRRenderTarget;
  117468. /**
  117469. * Creates the default xr experience
  117470. * @param scene scene
  117471. * @param options options for basic configuration
  117472. * @returns resulting WebXRDefaultExperience
  117473. */
  117474. static CreateAsync(scene: Scene, options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117475. private constructor();
  117476. /**
  117477. * DIsposes of the experience helper
  117478. */
  117479. dispose(): void;
  117480. }
  117481. }
  117482. declare module BABYLON {
  117483. /** @hidden */
  117484. export var _forceSceneHelpersToBundle: boolean;
  117485. interface Scene {
  117486. /**
  117487. * Creates a default light for the scene.
  117488. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-light
  117489. * @param replace has the default false, when true replaces the existing lights in the scene with a hemispheric light
  117490. */
  117491. createDefaultLight(replace?: boolean): void;
  117492. /**
  117493. * Creates a default camera for the scene.
  117494. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-camera
  117495. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117496. * @param replace has default false, when true replaces the active camera in the scene
  117497. * @param attachCameraControls has default false, when true attaches camera controls to the canvas.
  117498. */
  117499. createDefaultCamera(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117500. /**
  117501. * Creates a default camera and a default light.
  117502. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-camera-or-light
  117503. * @param createArcRotateCamera has the default false which creates a free camera, when true creates an arc rotate camera
  117504. * @param replace has the default false, when true replaces the active camera/light in the scene
  117505. * @param attachCameraControls has the default false, when true attaches camera controls to the canvas.
  117506. */
  117507. createDefaultCameraOrLight(createArcRotateCamera?: boolean, replace?: boolean, attachCameraControls?: boolean): void;
  117508. /**
  117509. * Creates a new sky box
  117510. * @see http://doc.babylonjs.com/how_to/Fast_Build#create-default-skybox
  117511. * @param environmentTexture defines the texture to use as environment texture
  117512. * @param pbr has default false which requires the StandardMaterial to be used, when true PBRMaterial must be used
  117513. * @param scale defines the overall scale of the skybox
  117514. * @param blur is only available when pbr is true, default is 0, no blur, maximum value is 1
  117515. * @param setGlobalEnvTexture has default true indicating that scene.environmentTexture must match the current skybox texture
  117516. * @returns a new mesh holding the sky box
  117517. */
  117518. createDefaultSkybox(environmentTexture?: BaseTexture, pbr?: boolean, scale?: number, blur?: number, setGlobalEnvTexture?: boolean): Nullable<Mesh>;
  117519. /**
  117520. * Creates a new environment
  117521. * @see http://doc.babylonjs.com/How_To/Fast_Build#create-default-environment
  117522. * @param options defines the options you can use to configure the environment
  117523. * @returns the new EnvironmentHelper
  117524. */
  117525. createDefaultEnvironment(options?: Partial<IEnvironmentHelperOptions>): Nullable<EnvironmentHelper>;
  117526. /**
  117527. * Creates a new VREXperienceHelper
  117528. * @see http://doc.babylonjs.com/how_to/webvr_helper
  117529. * @param webVROptions defines the options used to create the new VREXperienceHelper
  117530. * @returns a new VREXperienceHelper
  117531. */
  117532. createDefaultVRExperience(webVROptions?: VRExperienceHelperOptions): VRExperienceHelper;
  117533. /**
  117534. * Creates a new WebXRDefaultExperience
  117535. * @see http://doc.babylonjs.com/how_to/webxr
  117536. * @param options experience options
  117537. * @returns a promise for a new WebXRDefaultExperience
  117538. */
  117539. createDefaultXRExperienceAsync(options: WebXRDefaultExperienceOptions): Promise<WebXRDefaultExperience>;
  117540. }
  117541. }
  117542. declare module BABYLON {
  117543. /**
  117544. * Display a 360/180 degree video on an approximately spherical surface, useful for VR applications or skyboxes.
  117545. * As a subclass of TransformNode, this allow parenting to the camera or multiple videos with different locations in the scene.
  117546. * This class achieves its effect with a VideoTexture and a correctly configured BackgroundMaterial on an inverted sphere.
  117547. * Potential additions to this helper include zoom and and non-infinite distance rendering effects.
  117548. */
  117549. export class VideoDome extends TransformNode {
  117550. /**
  117551. * Define the video source as a Monoscopic panoramic 360 video.
  117552. */
  117553. static readonly MODE_MONOSCOPIC: number;
  117554. /**
  117555. * Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117556. */
  117557. static readonly MODE_TOPBOTTOM: number;
  117558. /**
  117559. * Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117560. */
  117561. static readonly MODE_SIDEBYSIDE: number;
  117562. private _halfDome;
  117563. private _useDirectMapping;
  117564. /**
  117565. * The video texture being displayed on the sphere
  117566. */
  117567. protected _videoTexture: VideoTexture;
  117568. /**
  117569. * Gets the video texture being displayed on the sphere
  117570. */
  117571. readonly videoTexture: VideoTexture;
  117572. /**
  117573. * The skybox material
  117574. */
  117575. protected _material: BackgroundMaterial;
  117576. /**
  117577. * The surface used for the skybox
  117578. */
  117579. protected _mesh: Mesh;
  117580. /**
  117581. * A mesh that will be used to mask the back of the video dome in case it is a 180 degree movie.
  117582. */
  117583. private _halfDomeMask;
  117584. /**
  117585. * The current fov(field of view) multiplier, 0.0 - 2.0. Defaults to 1.0. Lower values "zoom in" and higher values "zoom out".
  117586. * Also see the options.resolution property.
  117587. */
  117588. fovMultiplier: number;
  117589. private _videoMode;
  117590. /**
  117591. * Gets or set the current video mode for the video. It can be:
  117592. * * VideoDome.MODE_MONOSCOPIC : Define the video source as a Monoscopic panoramic 360 video.
  117593. * * VideoDome.MODE_TOPBOTTOM : Define the video source as a Stereoscopic TopBottom/OverUnder panoramic 360 video.
  117594. * * VideoDome.MODE_SIDEBYSIDE : Define the video source as a Stereoscopic Side by Side panoramic 360 video.
  117595. */
  117596. videoMode: number;
  117597. /**
  117598. * Is the video a 180 degrees video (half dome) or 360 video (full dome)
  117599. *
  117600. */
  117601. /**
  117602. * Set the halfDome mode. If set, only the front (180 degrees) will be displayed and the back will be blacked out.
  117603. */
  117604. halfDome: boolean;
  117605. /**
  117606. * Oberserver used in Stereoscopic VR Mode.
  117607. */
  117608. private _onBeforeCameraRenderObserver;
  117609. /**
  117610. * Create an instance of this class and pass through the parameters to the relevant classes, VideoTexture, StandardMaterial, and Mesh.
  117611. * @param name Element's name, child elements will append suffixes for their own names.
  117612. * @param urlsOrVideo defines the url(s) or the video element to use
  117613. * @param options An object containing optional or exposed sub element properties
  117614. */
  117615. constructor(name: string, urlsOrVideo: string | string[] | HTMLVideoElement, options: {
  117616. resolution?: number;
  117617. clickToPlay?: boolean;
  117618. autoPlay?: boolean;
  117619. loop?: boolean;
  117620. size?: number;
  117621. poster?: string;
  117622. faceForward?: boolean;
  117623. useDirectMapping?: boolean;
  117624. halfDomeMode?: boolean;
  117625. }, scene: Scene);
  117626. private _changeVideoMode;
  117627. /**
  117628. * Releases resources associated with this node.
  117629. * @param doNotRecurse Set to true to not recurse into each children (recurse into each children by default)
  117630. * @param disposeMaterialAndTextures Set to true to also dispose referenced materials and textures (false by default)
  117631. */
  117632. dispose(doNotRecurse?: boolean, disposeMaterialAndTextures?: boolean): void;
  117633. }
  117634. }
  117635. declare module BABYLON {
  117636. /**
  117637. * This class can be used to get instrumentation data from a Babylon engine
  117638. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117639. */
  117640. export class EngineInstrumentation implements IDisposable {
  117641. /**
  117642. * Define the instrumented engine.
  117643. */
  117644. engine: Engine;
  117645. private _captureGPUFrameTime;
  117646. private _gpuFrameTimeToken;
  117647. private _gpuFrameTime;
  117648. private _captureShaderCompilationTime;
  117649. private _shaderCompilationTime;
  117650. private _onBeginFrameObserver;
  117651. private _onEndFrameObserver;
  117652. private _onBeforeShaderCompilationObserver;
  117653. private _onAfterShaderCompilationObserver;
  117654. /**
  117655. * Gets the perf counter used for GPU frame time
  117656. */
  117657. readonly gpuFrameTimeCounter: PerfCounter;
  117658. /**
  117659. * Gets the GPU frame time capture status
  117660. */
  117661. /**
  117662. * Enable or disable the GPU frame time capture
  117663. */
  117664. captureGPUFrameTime: boolean;
  117665. /**
  117666. * Gets the perf counter used for shader compilation time
  117667. */
  117668. readonly shaderCompilationTimeCounter: PerfCounter;
  117669. /**
  117670. * Gets the shader compilation time capture status
  117671. */
  117672. /**
  117673. * Enable or disable the shader compilation time capture
  117674. */
  117675. captureShaderCompilationTime: boolean;
  117676. /**
  117677. * Instantiates a new engine instrumentation.
  117678. * This class can be used to get instrumentation data from a Babylon engine
  117679. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#engineinstrumentation
  117680. * @param engine Defines the engine to instrument
  117681. */
  117682. constructor(
  117683. /**
  117684. * Define the instrumented engine.
  117685. */
  117686. engine: Engine);
  117687. /**
  117688. * Dispose and release associated resources.
  117689. */
  117690. dispose(): void;
  117691. }
  117692. }
  117693. declare module BABYLON {
  117694. /**
  117695. * This class can be used to get instrumentation data from a Babylon engine
  117696. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117697. */
  117698. export class SceneInstrumentation implements IDisposable {
  117699. /**
  117700. * Defines the scene to instrument
  117701. */
  117702. scene: Scene;
  117703. private _captureActiveMeshesEvaluationTime;
  117704. private _activeMeshesEvaluationTime;
  117705. private _captureRenderTargetsRenderTime;
  117706. private _renderTargetsRenderTime;
  117707. private _captureFrameTime;
  117708. private _frameTime;
  117709. private _captureRenderTime;
  117710. private _renderTime;
  117711. private _captureInterFrameTime;
  117712. private _interFrameTime;
  117713. private _captureParticlesRenderTime;
  117714. private _particlesRenderTime;
  117715. private _captureSpritesRenderTime;
  117716. private _spritesRenderTime;
  117717. private _capturePhysicsTime;
  117718. private _physicsTime;
  117719. private _captureAnimationsTime;
  117720. private _animationsTime;
  117721. private _captureCameraRenderTime;
  117722. private _cameraRenderTime;
  117723. private _onBeforeActiveMeshesEvaluationObserver;
  117724. private _onAfterActiveMeshesEvaluationObserver;
  117725. private _onBeforeRenderTargetsRenderObserver;
  117726. private _onAfterRenderTargetsRenderObserver;
  117727. private _onAfterRenderObserver;
  117728. private _onBeforeDrawPhaseObserver;
  117729. private _onAfterDrawPhaseObserver;
  117730. private _onBeforeAnimationsObserver;
  117731. private _onBeforeParticlesRenderingObserver;
  117732. private _onAfterParticlesRenderingObserver;
  117733. private _onBeforeSpritesRenderingObserver;
  117734. private _onAfterSpritesRenderingObserver;
  117735. private _onBeforePhysicsObserver;
  117736. private _onAfterPhysicsObserver;
  117737. private _onAfterAnimationsObserver;
  117738. private _onBeforeCameraRenderObserver;
  117739. private _onAfterCameraRenderObserver;
  117740. /**
  117741. * Gets the perf counter used for active meshes evaluation time
  117742. */
  117743. readonly activeMeshesEvaluationTimeCounter: PerfCounter;
  117744. /**
  117745. * Gets the active meshes evaluation time capture status
  117746. */
  117747. /**
  117748. * Enable or disable the active meshes evaluation time capture
  117749. */
  117750. captureActiveMeshesEvaluationTime: boolean;
  117751. /**
  117752. * Gets the perf counter used for render targets render time
  117753. */
  117754. readonly renderTargetsRenderTimeCounter: PerfCounter;
  117755. /**
  117756. * Gets the render targets render time capture status
  117757. */
  117758. /**
  117759. * Enable or disable the render targets render time capture
  117760. */
  117761. captureRenderTargetsRenderTime: boolean;
  117762. /**
  117763. * Gets the perf counter used for particles render time
  117764. */
  117765. readonly particlesRenderTimeCounter: PerfCounter;
  117766. /**
  117767. * Gets the particles render time capture status
  117768. */
  117769. /**
  117770. * Enable or disable the particles render time capture
  117771. */
  117772. captureParticlesRenderTime: boolean;
  117773. /**
  117774. * Gets the perf counter used for sprites render time
  117775. */
  117776. readonly spritesRenderTimeCounter: PerfCounter;
  117777. /**
  117778. * Gets the sprites render time capture status
  117779. */
  117780. /**
  117781. * Enable or disable the sprites render time capture
  117782. */
  117783. captureSpritesRenderTime: boolean;
  117784. /**
  117785. * Gets the perf counter used for physics time
  117786. */
  117787. readonly physicsTimeCounter: PerfCounter;
  117788. /**
  117789. * Gets the physics time capture status
  117790. */
  117791. /**
  117792. * Enable or disable the physics time capture
  117793. */
  117794. capturePhysicsTime: boolean;
  117795. /**
  117796. * Gets the perf counter used for animations time
  117797. */
  117798. readonly animationsTimeCounter: PerfCounter;
  117799. /**
  117800. * Gets the animations time capture status
  117801. */
  117802. /**
  117803. * Enable or disable the animations time capture
  117804. */
  117805. captureAnimationsTime: boolean;
  117806. /**
  117807. * Gets the perf counter used for frame time capture
  117808. */
  117809. readonly frameTimeCounter: PerfCounter;
  117810. /**
  117811. * Gets the frame time capture status
  117812. */
  117813. /**
  117814. * Enable or disable the frame time capture
  117815. */
  117816. captureFrameTime: boolean;
  117817. /**
  117818. * Gets the perf counter used for inter-frames time capture
  117819. */
  117820. readonly interFrameTimeCounter: PerfCounter;
  117821. /**
  117822. * Gets the inter-frames time capture status
  117823. */
  117824. /**
  117825. * Enable or disable the inter-frames time capture
  117826. */
  117827. captureInterFrameTime: boolean;
  117828. /**
  117829. * Gets the perf counter used for render time capture
  117830. */
  117831. readonly renderTimeCounter: PerfCounter;
  117832. /**
  117833. * Gets the render time capture status
  117834. */
  117835. /**
  117836. * Enable or disable the render time capture
  117837. */
  117838. captureRenderTime: boolean;
  117839. /**
  117840. * Gets the perf counter used for camera render time capture
  117841. */
  117842. readonly cameraRenderTimeCounter: PerfCounter;
  117843. /**
  117844. * Gets the camera render time capture status
  117845. */
  117846. /**
  117847. * Enable or disable the camera render time capture
  117848. */
  117849. captureCameraRenderTime: boolean;
  117850. /**
  117851. * Gets the perf counter used for draw calls
  117852. */
  117853. readonly drawCallsCounter: PerfCounter;
  117854. /**
  117855. * Instantiates a new scene instrumentation.
  117856. * This class can be used to get instrumentation data from a Babylon engine
  117857. * @see http://doc.babylonjs.com/how_to/optimizing_your_scene#sceneinstrumentation
  117858. * @param scene Defines the scene to instrument
  117859. */
  117860. constructor(
  117861. /**
  117862. * Defines the scene to instrument
  117863. */
  117864. scene: Scene);
  117865. /**
  117866. * Dispose and release associated resources.
  117867. */
  117868. dispose(): void;
  117869. }
  117870. }
  117871. declare module BABYLON {
  117872. /** @hidden */
  117873. export var glowMapGenerationPixelShader: {
  117874. name: string;
  117875. shader: string;
  117876. };
  117877. }
  117878. declare module BABYLON {
  117879. /** @hidden */
  117880. export var glowMapGenerationVertexShader: {
  117881. name: string;
  117882. shader: string;
  117883. };
  117884. }
  117885. declare module BABYLON {
  117886. /**
  117887. * Effect layer options. This helps customizing the behaviour
  117888. * of the effect layer.
  117889. */
  117890. export interface IEffectLayerOptions {
  117891. /**
  117892. * Multiplication factor apply to the canvas size to compute the render target size
  117893. * used to generated the objects (the smaller the faster).
  117894. */
  117895. mainTextureRatio: number;
  117896. /**
  117897. * Enforces a fixed size texture to ensure effect stability across devices.
  117898. */
  117899. mainTextureFixedSize?: number;
  117900. /**
  117901. * Alpha blending mode used to apply the blur. Default depends of the implementation.
  117902. */
  117903. alphaBlendingMode: number;
  117904. /**
  117905. * The camera attached to the layer.
  117906. */
  117907. camera: Nullable<Camera>;
  117908. /**
  117909. * The rendering group to draw the layer in.
  117910. */
  117911. renderingGroupId: number;
  117912. }
  117913. /**
  117914. * The effect layer Helps adding post process effect blended with the main pass.
  117915. *
  117916. * This can be for instance use to generate glow or higlight effects on the scene.
  117917. *
  117918. * The effect layer class can not be used directly and is intented to inherited from to be
  117919. * customized per effects.
  117920. */
  117921. export abstract class EffectLayer {
  117922. private _vertexBuffers;
  117923. private _indexBuffer;
  117924. private _cachedDefines;
  117925. private _effectLayerMapGenerationEffect;
  117926. private _effectLayerOptions;
  117927. private _mergeEffect;
  117928. protected _scene: Scene;
  117929. protected _engine: Engine;
  117930. protected _maxSize: number;
  117931. protected _mainTextureDesiredSize: ISize;
  117932. protected _mainTexture: RenderTargetTexture;
  117933. protected _shouldRender: boolean;
  117934. protected _postProcesses: PostProcess[];
  117935. protected _textures: BaseTexture[];
  117936. protected _emissiveTextureAndColor: {
  117937. texture: Nullable<BaseTexture>;
  117938. color: Color4;
  117939. };
  117940. /**
  117941. * The name of the layer
  117942. */
  117943. name: string;
  117944. /**
  117945. * The clear color of the texture used to generate the glow map.
  117946. */
  117947. neutralColor: Color4;
  117948. /**
  117949. * Specifies wether the highlight layer is enabled or not.
  117950. */
  117951. isEnabled: boolean;
  117952. /**
  117953. * Gets the camera attached to the layer.
  117954. */
  117955. readonly camera: Nullable<Camera>;
  117956. /**
  117957. * Gets the rendering group id the layer should render in.
  117958. */
  117959. renderingGroupId: number;
  117960. /**
  117961. * An event triggered when the effect layer has been disposed.
  117962. */
  117963. onDisposeObservable: Observable<EffectLayer>;
  117964. /**
  117965. * An event triggered when the effect layer is about rendering the main texture with the glowy parts.
  117966. */
  117967. onBeforeRenderMainTextureObservable: Observable<EffectLayer>;
  117968. /**
  117969. * An event triggered when the generated texture is being merged in the scene.
  117970. */
  117971. onBeforeComposeObservable: Observable<EffectLayer>;
  117972. /**
  117973. * An event triggered when the mesh is rendered into the effect render target.
  117974. */
  117975. onBeforeRenderMeshToEffect: Observable<AbstractMesh>;
  117976. /**
  117977. * An event triggered after the mesh has been rendered into the effect render target.
  117978. */
  117979. onAfterRenderMeshToEffect: Observable<AbstractMesh>;
  117980. /**
  117981. * An event triggered when the generated texture has been merged in the scene.
  117982. */
  117983. onAfterComposeObservable: Observable<EffectLayer>;
  117984. /**
  117985. * An event triggered when the efffect layer changes its size.
  117986. */
  117987. onSizeChangedObservable: Observable<EffectLayer>;
  117988. /** @hidden */
  117989. static _SceneComponentInitialization: (scene: Scene) => void;
  117990. /**
  117991. * Instantiates a new effect Layer and references it in the scene.
  117992. * @param name The name of the layer
  117993. * @param scene The scene to use the layer in
  117994. */
  117995. constructor(
  117996. /** The Friendly of the effect in the scene */
  117997. name: string, scene: Scene);
  117998. /**
  117999. * Get the effect name of the layer.
  118000. * @return The effect name
  118001. */
  118002. abstract getEffectName(): string;
  118003. /**
  118004. * Checks for the readiness of the element composing the layer.
  118005. * @param subMesh the mesh to check for
  118006. * @param useInstances specify wether or not to use instances to render the mesh
  118007. * @return true if ready otherwise, false
  118008. */
  118009. abstract isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118010. /**
  118011. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118012. * @returns true if the effect requires stencil during the main canvas render pass.
  118013. */
  118014. abstract needStencil(): boolean;
  118015. /**
  118016. * Create the merge effect. This is the shader use to blit the information back
  118017. * to the main canvas at the end of the scene rendering.
  118018. * @returns The effect containing the shader used to merge the effect on the main canvas
  118019. */
  118020. protected abstract _createMergeEffect(): Effect;
  118021. /**
  118022. * Creates the render target textures and post processes used in the effect layer.
  118023. */
  118024. protected abstract _createTextureAndPostProcesses(): void;
  118025. /**
  118026. * Implementation specific of rendering the generating effect on the main canvas.
  118027. * @param effect The effect used to render through
  118028. */
  118029. protected abstract _internalRender(effect: Effect): void;
  118030. /**
  118031. * Sets the required values for both the emissive texture and and the main color.
  118032. */
  118033. protected abstract _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118034. /**
  118035. * Free any resources and references associated to a mesh.
  118036. * Internal use
  118037. * @param mesh The mesh to free.
  118038. */
  118039. abstract _disposeMesh(mesh: Mesh): void;
  118040. /**
  118041. * Serializes this layer (Glow or Highlight for example)
  118042. * @returns a serialized layer object
  118043. */
  118044. abstract serialize?(): any;
  118045. /**
  118046. * Initializes the effect layer with the required options.
  118047. * @param options Sets of none mandatory options to use with the layer (see IEffectLayerOptions for more information)
  118048. */
  118049. protected _init(options: Partial<IEffectLayerOptions>): void;
  118050. /**
  118051. * Generates the index buffer of the full screen quad blending to the main canvas.
  118052. */
  118053. private _generateIndexBuffer;
  118054. /**
  118055. * Generates the vertex buffer of the full screen quad blending to the main canvas.
  118056. */
  118057. private _generateVertexBuffer;
  118058. /**
  118059. * Sets the main texture desired size which is the closest power of two
  118060. * of the engine canvas size.
  118061. */
  118062. private _setMainTextureSize;
  118063. /**
  118064. * Creates the main texture for the effect layer.
  118065. */
  118066. protected _createMainTexture(): void;
  118067. /**
  118068. * Adds specific effects defines.
  118069. * @param defines The defines to add specifics to.
  118070. */
  118071. protected _addCustomEffectDefines(defines: string[]): void;
  118072. /**
  118073. * Checks for the readiness of the element composing the layer.
  118074. * @param subMesh the mesh to check for
  118075. * @param useInstances specify wether or not to use instances to render the mesh
  118076. * @param emissiveTexture the associated emissive texture used to generate the glow
  118077. * @return true if ready otherwise, false
  118078. */
  118079. protected _isReady(subMesh: SubMesh, useInstances: boolean, emissiveTexture: Nullable<BaseTexture>): boolean;
  118080. /**
  118081. * Renders the glowing part of the scene by blending the blurred glowing meshes on top of the rendered scene.
  118082. */
  118083. render(): void;
  118084. /**
  118085. * Determine if a given mesh will be used in the current effect.
  118086. * @param mesh mesh to test
  118087. * @returns true if the mesh will be used
  118088. */
  118089. hasMesh(mesh: AbstractMesh): boolean;
  118090. /**
  118091. * Returns true if the layer contains information to display, otherwise false.
  118092. * @returns true if the glow layer should be rendered
  118093. */
  118094. shouldRender(): boolean;
  118095. /**
  118096. * Returns true if the mesh should render, otherwise false.
  118097. * @param mesh The mesh to render
  118098. * @returns true if it should render otherwise false
  118099. */
  118100. protected _shouldRenderMesh(mesh: AbstractMesh): boolean;
  118101. /**
  118102. * Returns true if the mesh can be rendered, otherwise false.
  118103. * @param mesh The mesh to render
  118104. * @param material The material used on the mesh
  118105. * @returns true if it can be rendered otherwise false
  118106. */
  118107. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118108. /**
  118109. * Returns true if the mesh should render, otherwise false.
  118110. * @param mesh The mesh to render
  118111. * @returns true if it should render otherwise false
  118112. */
  118113. protected _shouldRenderEmissiveTextureForMesh(): boolean;
  118114. /**
  118115. * Renders the submesh passed in parameter to the generation map.
  118116. */
  118117. protected _renderSubMesh(subMesh: SubMesh, enableAlphaMode?: boolean): void;
  118118. /**
  118119. * Defines wether the current material of the mesh should be use to render the effect.
  118120. * @param mesh defines the current mesh to render
  118121. */
  118122. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118123. /**
  118124. * Rebuild the required buffers.
  118125. * @hidden Internal use only.
  118126. */
  118127. _rebuild(): void;
  118128. /**
  118129. * Dispose only the render target textures and post process.
  118130. */
  118131. private _disposeTextureAndPostProcesses;
  118132. /**
  118133. * Dispose the highlight layer and free resources.
  118134. */
  118135. dispose(): void;
  118136. /**
  118137. * Gets the class name of the effect layer
  118138. * @returns the string with the class name of the effect layer
  118139. */
  118140. getClassName(): string;
  118141. /**
  118142. * Creates an effect layer from parsed effect layer data
  118143. * @param parsedEffectLayer defines effect layer data
  118144. * @param scene defines the current scene
  118145. * @param rootUrl defines the root URL containing the effect layer information
  118146. * @returns a parsed effect Layer
  118147. */
  118148. static Parse(parsedEffectLayer: any, scene: Scene, rootUrl: string): EffectLayer;
  118149. }
  118150. }
  118151. declare module BABYLON {
  118152. interface AbstractScene {
  118153. /**
  118154. * The list of effect layers (highlights/glow) added to the scene
  118155. * @see http://doc.babylonjs.com/how_to/highlight_layer
  118156. * @see http://doc.babylonjs.com/how_to/glow_layer
  118157. */
  118158. effectLayers: Array<EffectLayer>;
  118159. /**
  118160. * Removes the given effect layer from this scene.
  118161. * @param toRemove defines the effect layer to remove
  118162. * @returns the index of the removed effect layer
  118163. */
  118164. removeEffectLayer(toRemove: EffectLayer): number;
  118165. /**
  118166. * Adds the given effect layer to this scene
  118167. * @param newEffectLayer defines the effect layer to add
  118168. */
  118169. addEffectLayer(newEffectLayer: EffectLayer): void;
  118170. }
  118171. /**
  118172. * Defines the layer scene component responsible to manage any effect layers
  118173. * in a given scene.
  118174. */
  118175. export class EffectLayerSceneComponent implements ISceneSerializableComponent {
  118176. /**
  118177. * The component name helpfull to identify the component in the list of scene components.
  118178. */
  118179. readonly name: string;
  118180. /**
  118181. * The scene the component belongs to.
  118182. */
  118183. scene: Scene;
  118184. private _engine;
  118185. private _renderEffects;
  118186. private _needStencil;
  118187. private _previousStencilState;
  118188. /**
  118189. * Creates a new instance of the component for the given scene
  118190. * @param scene Defines the scene to register the component in
  118191. */
  118192. constructor(scene: Scene);
  118193. /**
  118194. * Registers the component in a given scene
  118195. */
  118196. register(): void;
  118197. /**
  118198. * Rebuilds the elements related to this component in case of
  118199. * context lost for instance.
  118200. */
  118201. rebuild(): void;
  118202. /**
  118203. * Serializes the component data to the specified json object
  118204. * @param serializationObject The object to serialize to
  118205. */
  118206. serialize(serializationObject: any): void;
  118207. /**
  118208. * Adds all the elements from the container to the scene
  118209. * @param container the container holding the elements
  118210. */
  118211. addFromContainer(container: AbstractScene): void;
  118212. /**
  118213. * Removes all the elements in the container from the scene
  118214. * @param container contains the elements to remove
  118215. * @param dispose if the removed element should be disposed (default: false)
  118216. */
  118217. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118218. /**
  118219. * Disposes the component and the associated ressources.
  118220. */
  118221. dispose(): void;
  118222. private _isReadyForMesh;
  118223. private _renderMainTexture;
  118224. private _setStencil;
  118225. private _setStencilBack;
  118226. private _draw;
  118227. private _drawCamera;
  118228. private _drawRenderingGroup;
  118229. }
  118230. }
  118231. declare module BABYLON {
  118232. /** @hidden */
  118233. export var glowMapMergePixelShader: {
  118234. name: string;
  118235. shader: string;
  118236. };
  118237. }
  118238. declare module BABYLON {
  118239. /** @hidden */
  118240. export var glowMapMergeVertexShader: {
  118241. name: string;
  118242. shader: string;
  118243. };
  118244. }
  118245. declare module BABYLON {
  118246. interface AbstractScene {
  118247. /**
  118248. * Return a the first highlight layer of the scene with a given name.
  118249. * @param name The name of the highlight layer to look for.
  118250. * @return The highlight layer if found otherwise null.
  118251. */
  118252. getGlowLayerByName(name: string): Nullable<GlowLayer>;
  118253. }
  118254. /**
  118255. * Glow layer options. This helps customizing the behaviour
  118256. * of the glow layer.
  118257. */
  118258. export interface IGlowLayerOptions {
  118259. /**
  118260. * Multiplication factor apply to the canvas size to compute the render target size
  118261. * used to generated the glowing objects (the smaller the faster).
  118262. */
  118263. mainTextureRatio: number;
  118264. /**
  118265. * Enforces a fixed size texture to ensure resize independant blur.
  118266. */
  118267. mainTextureFixedSize?: number;
  118268. /**
  118269. * How big is the kernel of the blur texture.
  118270. */
  118271. blurKernelSize: number;
  118272. /**
  118273. * The camera attached to the layer.
  118274. */
  118275. camera: Nullable<Camera>;
  118276. /**
  118277. * Enable MSAA by chosing the number of samples.
  118278. */
  118279. mainTextureSamples?: number;
  118280. /**
  118281. * The rendering group to draw the layer in.
  118282. */
  118283. renderingGroupId: number;
  118284. }
  118285. /**
  118286. * The glow layer Helps adding a glow effect around the emissive parts of a mesh.
  118287. *
  118288. * Once instantiated in a scene, by default, all the emissive meshes will glow.
  118289. *
  118290. * Documentation: https://doc.babylonjs.com/how_to/glow_layer
  118291. */
  118292. export class GlowLayer extends EffectLayer {
  118293. /**
  118294. * Effect Name of the layer.
  118295. */
  118296. static readonly EffectName: string;
  118297. /**
  118298. * The default blur kernel size used for the glow.
  118299. */
  118300. static DefaultBlurKernelSize: number;
  118301. /**
  118302. * The default texture size ratio used for the glow.
  118303. */
  118304. static DefaultTextureRatio: number;
  118305. /**
  118306. * Sets the kernel size of the blur.
  118307. */
  118308. /**
  118309. * Gets the kernel size of the blur.
  118310. */
  118311. blurKernelSize: number;
  118312. /**
  118313. * Sets the glow intensity.
  118314. */
  118315. /**
  118316. * Gets the glow intensity.
  118317. */
  118318. intensity: number;
  118319. private _options;
  118320. private _intensity;
  118321. private _horizontalBlurPostprocess1;
  118322. private _verticalBlurPostprocess1;
  118323. private _horizontalBlurPostprocess2;
  118324. private _verticalBlurPostprocess2;
  118325. private _blurTexture1;
  118326. private _blurTexture2;
  118327. private _postProcesses1;
  118328. private _postProcesses2;
  118329. private _includedOnlyMeshes;
  118330. private _excludedMeshes;
  118331. private _meshesUsingTheirOwnMaterials;
  118332. /**
  118333. * Callback used to let the user override the color selection on a per mesh basis
  118334. */
  118335. customEmissiveColorSelector: (mesh: Mesh, subMesh: SubMesh, material: Material, result: Color4) => void;
  118336. /**
  118337. * Callback used to let the user override the texture selection on a per mesh basis
  118338. */
  118339. customEmissiveTextureSelector: (mesh: Mesh, subMesh: SubMesh, material: Material) => Texture;
  118340. /**
  118341. * Instantiates a new glow Layer and references it to the scene.
  118342. * @param name The name of the layer
  118343. * @param scene The scene to use the layer in
  118344. * @param options Sets of none mandatory options to use with the layer (see IGlowLayerOptions for more information)
  118345. */
  118346. constructor(name: string, scene: Scene, options?: Partial<IGlowLayerOptions>);
  118347. /**
  118348. * Get the effect name of the layer.
  118349. * @return The effect name
  118350. */
  118351. getEffectName(): string;
  118352. /**
  118353. * Create the merge effect. This is the shader use to blit the information back
  118354. * to the main canvas at the end of the scene rendering.
  118355. */
  118356. protected _createMergeEffect(): Effect;
  118357. /**
  118358. * Creates the render target textures and post processes used in the glow layer.
  118359. */
  118360. protected _createTextureAndPostProcesses(): void;
  118361. /**
  118362. * Checks for the readiness of the element composing the layer.
  118363. * @param subMesh the mesh to check for
  118364. * @param useInstances specify wether or not to use instances to render the mesh
  118365. * @param emissiveTexture the associated emissive texture used to generate the glow
  118366. * @return true if ready otherwise, false
  118367. */
  118368. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118369. /**
  118370. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118371. */
  118372. needStencil(): boolean;
  118373. /**
  118374. * Returns true if the mesh can be rendered, otherwise false.
  118375. * @param mesh The mesh to render
  118376. * @param material The material used on the mesh
  118377. * @returns true if it can be rendered otherwise false
  118378. */
  118379. protected _canRenderMesh(mesh: AbstractMesh, material: Material): boolean;
  118380. /**
  118381. * Implementation specific of rendering the generating effect on the main canvas.
  118382. * @param effect The effect used to render through
  118383. */
  118384. protected _internalRender(effect: Effect): void;
  118385. /**
  118386. * Sets the required values for both the emissive texture and and the main color.
  118387. */
  118388. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118389. /**
  118390. * Returns true if the mesh should render, otherwise false.
  118391. * @param mesh The mesh to render
  118392. * @returns true if it should render otherwise false
  118393. */
  118394. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118395. /**
  118396. * Adds specific effects defines.
  118397. * @param defines The defines to add specifics to.
  118398. */
  118399. protected _addCustomEffectDefines(defines: string[]): void;
  118400. /**
  118401. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the glow layer.
  118402. * @param mesh The mesh to exclude from the glow layer
  118403. */
  118404. addExcludedMesh(mesh: Mesh): void;
  118405. /**
  118406. * Remove a mesh from the exclusion list to let it impact or being impacted by the glow layer.
  118407. * @param mesh The mesh to remove
  118408. */
  118409. removeExcludedMesh(mesh: Mesh): void;
  118410. /**
  118411. * Add a mesh in the inclusion list to impact or being impacted by the glow layer.
  118412. * @param mesh The mesh to include in the glow layer
  118413. */
  118414. addIncludedOnlyMesh(mesh: Mesh): void;
  118415. /**
  118416. * Remove a mesh from the Inclusion list to prevent it to impact or being impacted by the glow layer.
  118417. * @param mesh The mesh to remove
  118418. */
  118419. removeIncludedOnlyMesh(mesh: Mesh): void;
  118420. /**
  118421. * Determine if a given mesh will be used in the glow layer
  118422. * @param mesh The mesh to test
  118423. * @returns true if the mesh will be highlighted by the current glow layer
  118424. */
  118425. hasMesh(mesh: AbstractMesh): boolean;
  118426. /**
  118427. * Defines wether the current material of the mesh should be use to render the effect.
  118428. * @param mesh defines the current mesh to render
  118429. */
  118430. protected _useMeshMaterial(mesh: AbstractMesh): boolean;
  118431. /**
  118432. * Add a mesh to be rendered through its own material and not with emissive only.
  118433. * @param mesh The mesh for which we need to use its material
  118434. */
  118435. referenceMeshToUseItsOwnMaterial(mesh: AbstractMesh): void;
  118436. /**
  118437. * Remove a mesh from being rendered through its own material and not with emissive only.
  118438. * @param mesh The mesh for which we need to not use its material
  118439. */
  118440. unReferenceMeshFromUsingItsOwnMaterial(mesh: AbstractMesh): void;
  118441. /**
  118442. * Free any resources and references associated to a mesh.
  118443. * Internal use
  118444. * @param mesh The mesh to free.
  118445. * @hidden
  118446. */
  118447. _disposeMesh(mesh: Mesh): void;
  118448. /**
  118449. * Gets the class name of the effect layer
  118450. * @returns the string with the class name of the effect layer
  118451. */
  118452. getClassName(): string;
  118453. /**
  118454. * Serializes this glow layer
  118455. * @returns a serialized glow layer object
  118456. */
  118457. serialize(): any;
  118458. /**
  118459. * Creates a Glow Layer from parsed glow layer data
  118460. * @param parsedGlowLayer defines glow layer data
  118461. * @param scene defines the current scene
  118462. * @param rootUrl defines the root URL containing the glow layer information
  118463. * @returns a parsed Glow Layer
  118464. */
  118465. static Parse(parsedGlowLayer: any, scene: Scene, rootUrl: string): GlowLayer;
  118466. }
  118467. }
  118468. declare module BABYLON {
  118469. /** @hidden */
  118470. export var glowBlurPostProcessPixelShader: {
  118471. name: string;
  118472. shader: string;
  118473. };
  118474. }
  118475. declare module BABYLON {
  118476. interface AbstractScene {
  118477. /**
  118478. * Return a the first highlight layer of the scene with a given name.
  118479. * @param name The name of the highlight layer to look for.
  118480. * @return The highlight layer if found otherwise null.
  118481. */
  118482. getHighlightLayerByName(name: string): Nullable<HighlightLayer>;
  118483. }
  118484. /**
  118485. * Highlight layer options. This helps customizing the behaviour
  118486. * of the highlight layer.
  118487. */
  118488. export interface IHighlightLayerOptions {
  118489. /**
  118490. * Multiplication factor apply to the canvas size to compute the render target size
  118491. * used to generated the glowing objects (the smaller the faster).
  118492. */
  118493. mainTextureRatio: number;
  118494. /**
  118495. * Enforces a fixed size texture to ensure resize independant blur.
  118496. */
  118497. mainTextureFixedSize?: number;
  118498. /**
  118499. * Multiplication factor apply to the main texture size in the first step of the blur to reduce the size
  118500. * of the picture to blur (the smaller the faster).
  118501. */
  118502. blurTextureSizeRatio: number;
  118503. /**
  118504. * How big in texel of the blur texture is the vertical blur.
  118505. */
  118506. blurVerticalSize: number;
  118507. /**
  118508. * How big in texel of the blur texture is the horizontal blur.
  118509. */
  118510. blurHorizontalSize: number;
  118511. /**
  118512. * Alpha blending mode used to apply the blur. Default is combine.
  118513. */
  118514. alphaBlendingMode: number;
  118515. /**
  118516. * The camera attached to the layer.
  118517. */
  118518. camera: Nullable<Camera>;
  118519. /**
  118520. * Should we display highlight as a solid stroke?
  118521. */
  118522. isStroke?: boolean;
  118523. /**
  118524. * The rendering group to draw the layer in.
  118525. */
  118526. renderingGroupId: number;
  118527. }
  118528. /**
  118529. * The highlight layer Helps adding a glow effect around a mesh.
  118530. *
  118531. * Once instantiated in a scene, simply use the addMesh or removeMesh method to add or remove
  118532. * glowy meshes to your scene.
  118533. *
  118534. * !!! THIS REQUIRES AN ACTIVE STENCIL BUFFER ON THE CANVAS !!!
  118535. */
  118536. export class HighlightLayer extends EffectLayer {
  118537. name: string;
  118538. /**
  118539. * Effect Name of the highlight layer.
  118540. */
  118541. static readonly EffectName: string;
  118542. /**
  118543. * The neutral color used during the preparation of the glow effect.
  118544. * This is black by default as the blend operation is a blend operation.
  118545. */
  118546. static NeutralColor: Color4;
  118547. /**
  118548. * Stencil value used for glowing meshes.
  118549. */
  118550. static GlowingMeshStencilReference: number;
  118551. /**
  118552. * Stencil value used for the other meshes in the scene.
  118553. */
  118554. static NormalMeshStencilReference: number;
  118555. /**
  118556. * Specifies whether or not the inner glow is ACTIVE in the layer.
  118557. */
  118558. innerGlow: boolean;
  118559. /**
  118560. * Specifies whether or not the outer glow is ACTIVE in the layer.
  118561. */
  118562. outerGlow: boolean;
  118563. /**
  118564. * Specifies the horizontal size of the blur.
  118565. */
  118566. /**
  118567. * Gets the horizontal size of the blur.
  118568. */
  118569. blurHorizontalSize: number;
  118570. /**
  118571. * Specifies the vertical size of the blur.
  118572. */
  118573. /**
  118574. * Gets the vertical size of the blur.
  118575. */
  118576. blurVerticalSize: number;
  118577. /**
  118578. * An event triggered when the highlight layer is being blurred.
  118579. */
  118580. onBeforeBlurObservable: Observable<HighlightLayer>;
  118581. /**
  118582. * An event triggered when the highlight layer has been blurred.
  118583. */
  118584. onAfterBlurObservable: Observable<HighlightLayer>;
  118585. private _instanceGlowingMeshStencilReference;
  118586. private _options;
  118587. private _downSamplePostprocess;
  118588. private _horizontalBlurPostprocess;
  118589. private _verticalBlurPostprocess;
  118590. private _blurTexture;
  118591. private _meshes;
  118592. private _excludedMeshes;
  118593. /**
  118594. * Instantiates a new highlight Layer and references it to the scene..
  118595. * @param name The name of the layer
  118596. * @param scene The scene to use the layer in
  118597. * @param options Sets of none mandatory options to use with the layer (see IHighlightLayerOptions for more information)
  118598. */
  118599. constructor(name: string, scene: Scene, options?: Partial<IHighlightLayerOptions>);
  118600. /**
  118601. * Get the effect name of the layer.
  118602. * @return The effect name
  118603. */
  118604. getEffectName(): string;
  118605. /**
  118606. * Create the merge effect. This is the shader use to blit the information back
  118607. * to the main canvas at the end of the scene rendering.
  118608. */
  118609. protected _createMergeEffect(): Effect;
  118610. /**
  118611. * Creates the render target textures and post processes used in the highlight layer.
  118612. */
  118613. protected _createTextureAndPostProcesses(): void;
  118614. /**
  118615. * Returns wether or nood the layer needs stencil enabled during the mesh rendering.
  118616. */
  118617. needStencil(): boolean;
  118618. /**
  118619. * Checks for the readiness of the element composing the layer.
  118620. * @param subMesh the mesh to check for
  118621. * @param useInstances specify wether or not to use instances to render the mesh
  118622. * @param emissiveTexture the associated emissive texture used to generate the glow
  118623. * @return true if ready otherwise, false
  118624. */
  118625. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  118626. /**
  118627. * Implementation specific of rendering the generating effect on the main canvas.
  118628. * @param effect The effect used to render through
  118629. */
  118630. protected _internalRender(effect: Effect): void;
  118631. /**
  118632. * Returns true if the layer contains information to display, otherwise false.
  118633. */
  118634. shouldRender(): boolean;
  118635. /**
  118636. * Returns true if the mesh should render, otherwise false.
  118637. * @param mesh The mesh to render
  118638. * @returns true if it should render otherwise false
  118639. */
  118640. protected _shouldRenderMesh(mesh: Mesh): boolean;
  118641. /**
  118642. * Sets the required values for both the emissive texture and and the main color.
  118643. */
  118644. protected _setEmissiveTextureAndColor(mesh: Mesh, subMesh: SubMesh, material: Material): void;
  118645. /**
  118646. * Add a mesh in the exclusion list to prevent it to impact or being impacted by the highlight layer.
  118647. * @param mesh The mesh to exclude from the highlight layer
  118648. */
  118649. addExcludedMesh(mesh: Mesh): void;
  118650. /**
  118651. * Remove a mesh from the exclusion list to let it impact or being impacted by the highlight layer.
  118652. * @param mesh The mesh to highlight
  118653. */
  118654. removeExcludedMesh(mesh: Mesh): void;
  118655. /**
  118656. * Determine if a given mesh will be highlighted by the current HighlightLayer
  118657. * @param mesh mesh to test
  118658. * @returns true if the mesh will be highlighted by the current HighlightLayer
  118659. */
  118660. hasMesh(mesh: AbstractMesh): boolean;
  118661. /**
  118662. * Add a mesh in the highlight layer in order to make it glow with the chosen color.
  118663. * @param mesh The mesh to highlight
  118664. * @param color The color of the highlight
  118665. * @param glowEmissiveOnly Extract the glow from the emissive texture
  118666. */
  118667. addMesh(mesh: Mesh, color: Color3, glowEmissiveOnly?: boolean): void;
  118668. /**
  118669. * Remove a mesh from the highlight layer in order to make it stop glowing.
  118670. * @param mesh The mesh to highlight
  118671. */
  118672. removeMesh(mesh: Mesh): void;
  118673. /**
  118674. * Force the stencil to the normal expected value for none glowing parts
  118675. */
  118676. private _defaultStencilReference;
  118677. /**
  118678. * Free any resources and references associated to a mesh.
  118679. * Internal use
  118680. * @param mesh The mesh to free.
  118681. * @hidden
  118682. */
  118683. _disposeMesh(mesh: Mesh): void;
  118684. /**
  118685. * Dispose the highlight layer and free resources.
  118686. */
  118687. dispose(): void;
  118688. /**
  118689. * Gets the class name of the effect layer
  118690. * @returns the string with the class name of the effect layer
  118691. */
  118692. getClassName(): string;
  118693. /**
  118694. * Serializes this Highlight layer
  118695. * @returns a serialized Highlight layer object
  118696. */
  118697. serialize(): any;
  118698. /**
  118699. * Creates a Highlight layer from parsed Highlight layer data
  118700. * @param parsedHightlightLayer defines the Highlight layer data
  118701. * @param scene defines the current scene
  118702. * @param rootUrl defines the root URL containing the Highlight layer information
  118703. * @returns a parsed Highlight layer
  118704. */
  118705. static Parse(parsedHightlightLayer: any, scene: Scene, rootUrl: string): HighlightLayer;
  118706. }
  118707. }
  118708. declare module BABYLON {
  118709. interface AbstractScene {
  118710. /**
  118711. * The list of layers (background and foreground) of the scene
  118712. */
  118713. layers: Array<Layer>;
  118714. }
  118715. /**
  118716. * Defines the layer scene component responsible to manage any layers
  118717. * in a given scene.
  118718. */
  118719. export class LayerSceneComponent implements ISceneComponent {
  118720. /**
  118721. * The component name helpfull to identify the component in the list of scene components.
  118722. */
  118723. readonly name: string;
  118724. /**
  118725. * The scene the component belongs to.
  118726. */
  118727. scene: Scene;
  118728. private _engine;
  118729. /**
  118730. * Creates a new instance of the component for the given scene
  118731. * @param scene Defines the scene to register the component in
  118732. */
  118733. constructor(scene: Scene);
  118734. /**
  118735. * Registers the component in a given scene
  118736. */
  118737. register(): void;
  118738. /**
  118739. * Rebuilds the elements related to this component in case of
  118740. * context lost for instance.
  118741. */
  118742. rebuild(): void;
  118743. /**
  118744. * Disposes the component and the associated ressources.
  118745. */
  118746. dispose(): void;
  118747. private _draw;
  118748. private _drawCameraPredicate;
  118749. private _drawCameraBackground;
  118750. private _drawCameraForeground;
  118751. private _drawRenderTargetPredicate;
  118752. private _drawRenderTargetBackground;
  118753. private _drawRenderTargetForeground;
  118754. /**
  118755. * Adds all the elements from the container to the scene
  118756. * @param container the container holding the elements
  118757. */
  118758. addFromContainer(container: AbstractScene): void;
  118759. /**
  118760. * Removes all the elements in the container from the scene
  118761. * @param container contains the elements to remove
  118762. * @param dispose if the removed element should be disposed (default: false)
  118763. */
  118764. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  118765. }
  118766. }
  118767. declare module BABYLON {
  118768. /** @hidden */
  118769. export var layerPixelShader: {
  118770. name: string;
  118771. shader: string;
  118772. };
  118773. }
  118774. declare module BABYLON {
  118775. /** @hidden */
  118776. export var layerVertexShader: {
  118777. name: string;
  118778. shader: string;
  118779. };
  118780. }
  118781. declare module BABYLON {
  118782. /**
  118783. * This represents a full screen 2d layer.
  118784. * This can be useful to display a picture in the background of your scene for instance.
  118785. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118786. */
  118787. export class Layer {
  118788. /**
  118789. * Define the name of the layer.
  118790. */
  118791. name: string;
  118792. /**
  118793. * Define the texture the layer should display.
  118794. */
  118795. texture: Nullable<Texture>;
  118796. /**
  118797. * Is the layer in background or foreground.
  118798. */
  118799. isBackground: boolean;
  118800. /**
  118801. * Define the color of the layer (instead of texture).
  118802. */
  118803. color: Color4;
  118804. /**
  118805. * Define the scale of the layer in order to zoom in out of the texture.
  118806. */
  118807. scale: Vector2;
  118808. /**
  118809. * Define an offset for the layer in order to shift the texture.
  118810. */
  118811. offset: Vector2;
  118812. /**
  118813. * Define the alpha blending mode used in the layer in case the texture or color has an alpha.
  118814. */
  118815. alphaBlendingMode: number;
  118816. /**
  118817. * Define if the layer should alpha test or alpha blend with the rest of the scene.
  118818. * Alpha test will not mix with the background color in case of transparency.
  118819. * It will either use the texture color or the background depending on the alpha value of the current pixel.
  118820. */
  118821. alphaTest: boolean;
  118822. /**
  118823. * Define a mask to restrict the layer to only some of the scene cameras.
  118824. */
  118825. layerMask: number;
  118826. /**
  118827. * Define the list of render target the layer is visible into.
  118828. */
  118829. renderTargetTextures: RenderTargetTexture[];
  118830. /**
  118831. * Define if the layer is only used in renderTarget or if it also
  118832. * renders in the main frame buffer of the canvas.
  118833. */
  118834. renderOnlyInRenderTargetTextures: boolean;
  118835. private _scene;
  118836. private _vertexBuffers;
  118837. private _indexBuffer;
  118838. private _effect;
  118839. private _alphaTestEffect;
  118840. /**
  118841. * An event triggered when the layer is disposed.
  118842. */
  118843. onDisposeObservable: Observable<Layer>;
  118844. private _onDisposeObserver;
  118845. /**
  118846. * Back compatibility with callback before the onDisposeObservable existed.
  118847. * The set callback will be triggered when the layer has been disposed.
  118848. */
  118849. onDispose: () => void;
  118850. /**
  118851. * An event triggered before rendering the scene
  118852. */
  118853. onBeforeRenderObservable: Observable<Layer>;
  118854. private _onBeforeRenderObserver;
  118855. /**
  118856. * Back compatibility with callback before the onBeforeRenderObservable existed.
  118857. * The set callback will be triggered just before rendering the layer.
  118858. */
  118859. onBeforeRender: () => void;
  118860. /**
  118861. * An event triggered after rendering the scene
  118862. */
  118863. onAfterRenderObservable: Observable<Layer>;
  118864. private _onAfterRenderObserver;
  118865. /**
  118866. * Back compatibility with callback before the onAfterRenderObservable existed.
  118867. * The set callback will be triggered just after rendering the layer.
  118868. */
  118869. onAfterRender: () => void;
  118870. /**
  118871. * Instantiates a new layer.
  118872. * This represents a full screen 2d layer.
  118873. * This can be useful to display a picture in the background of your scene for instance.
  118874. * @see https://www.babylonjs-playground.com/#08A2BS#1
  118875. * @param name Define the name of the layer in the scene
  118876. * @param imgUrl Define the url of the texture to display in the layer
  118877. * @param scene Define the scene the layer belongs to
  118878. * @param isBackground Defines whether the layer is displayed in front or behind the scene
  118879. * @param color Defines a color for the layer
  118880. */
  118881. constructor(
  118882. /**
  118883. * Define the name of the layer.
  118884. */
  118885. name: string, imgUrl: Nullable<string>, scene: Nullable<Scene>, isBackground?: boolean, color?: Color4);
  118886. private _createIndexBuffer;
  118887. /** @hidden */
  118888. _rebuild(): void;
  118889. /**
  118890. * Renders the layer in the scene.
  118891. */
  118892. render(): void;
  118893. /**
  118894. * Disposes and releases the associated ressources.
  118895. */
  118896. dispose(): void;
  118897. }
  118898. }
  118899. declare module BABYLON {
  118900. /** @hidden */
  118901. export var lensFlarePixelShader: {
  118902. name: string;
  118903. shader: string;
  118904. };
  118905. }
  118906. declare module BABYLON {
  118907. /** @hidden */
  118908. export var lensFlareVertexShader: {
  118909. name: string;
  118910. shader: string;
  118911. };
  118912. }
  118913. declare module BABYLON {
  118914. /**
  118915. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118916. * It is usually composed of several `lensFlare`.
  118917. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118918. */
  118919. export class LensFlareSystem {
  118920. /**
  118921. * Define the name of the lens flare system
  118922. */
  118923. name: string;
  118924. /**
  118925. * List of lens flares used in this system.
  118926. */
  118927. lensFlares: LensFlare[];
  118928. /**
  118929. * Define a limit from the border the lens flare can be visible.
  118930. */
  118931. borderLimit: number;
  118932. /**
  118933. * Define a viewport border we do not want to see the lens flare in.
  118934. */
  118935. viewportBorder: number;
  118936. /**
  118937. * Define a predicate which could limit the list of meshes able to occlude the effect.
  118938. */
  118939. meshesSelectionPredicate: (mesh: AbstractMesh) => boolean;
  118940. /**
  118941. * Restricts the rendering of the effect to only the camera rendering this layer mask.
  118942. */
  118943. layerMask: number;
  118944. /**
  118945. * Define the id of the lens flare system in the scene.
  118946. * (equal to name by default)
  118947. */
  118948. id: string;
  118949. private _scene;
  118950. private _emitter;
  118951. private _vertexBuffers;
  118952. private _indexBuffer;
  118953. private _effect;
  118954. private _positionX;
  118955. private _positionY;
  118956. private _isEnabled;
  118957. /** @hidden */
  118958. static _SceneComponentInitialization: (scene: Scene) => void;
  118959. /**
  118960. * Instantiates a lens flare system.
  118961. * This represents a Lens Flare System or the shiny effect created by the light reflection on the camera lenses.
  118962. * It is usually composed of several `lensFlare`.
  118963. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  118964. * @param name Define the name of the lens flare system in the scene
  118965. * @param emitter Define the source (the emitter) of the lens flares (it can be a camera, a light or a mesh).
  118966. * @param scene Define the scene the lens flare system belongs to
  118967. */
  118968. constructor(
  118969. /**
  118970. * Define the name of the lens flare system
  118971. */
  118972. name: string, emitter: any, scene: Scene);
  118973. /**
  118974. * Define if the lens flare system is enabled.
  118975. */
  118976. isEnabled: boolean;
  118977. /**
  118978. * Get the scene the effects belongs to.
  118979. * @returns the scene holding the lens flare system
  118980. */
  118981. getScene(): Scene;
  118982. /**
  118983. * Get the emitter of the lens flare system.
  118984. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118985. * @returns the emitter of the lens flare system
  118986. */
  118987. getEmitter(): any;
  118988. /**
  118989. * Set the emitter of the lens flare system.
  118990. * It defines the source of the lens flares (it can be a camera, a light or a mesh).
  118991. * @param newEmitter Define the new emitter of the system
  118992. */
  118993. setEmitter(newEmitter: any): void;
  118994. /**
  118995. * Get the lens flare system emitter position.
  118996. * The emitter defines the source of the lens flares (it can be a camera, a light or a mesh).
  118997. * @returns the position
  118998. */
  118999. getEmitterPosition(): Vector3;
  119000. /**
  119001. * @hidden
  119002. */
  119003. computeEffectivePosition(globalViewport: Viewport): boolean;
  119004. /** @hidden */
  119005. _isVisible(): boolean;
  119006. /**
  119007. * @hidden
  119008. */
  119009. render(): boolean;
  119010. /**
  119011. * Dispose and release the lens flare with its associated resources.
  119012. */
  119013. dispose(): void;
  119014. /**
  119015. * Parse a lens flare system from a JSON repressentation
  119016. * @param parsedLensFlareSystem Define the JSON to parse
  119017. * @param scene Define the scene the parsed system should be instantiated in
  119018. * @param rootUrl Define the rootUrl of the load sequence to easily find a load relative dependencies such as textures
  119019. * @returns the parsed system
  119020. */
  119021. static Parse(parsedLensFlareSystem: any, scene: Scene, rootUrl: string): LensFlareSystem;
  119022. /**
  119023. * Serialize the current Lens Flare System into a JSON representation.
  119024. * @returns the serialized JSON
  119025. */
  119026. serialize(): any;
  119027. }
  119028. }
  119029. declare module BABYLON {
  119030. /**
  119031. * This represents one of the lens effect in a `lensFlareSystem`.
  119032. * It controls one of the indiviual texture used in the effect.
  119033. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119034. */
  119035. export class LensFlare {
  119036. /**
  119037. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119038. */
  119039. size: number;
  119040. /**
  119041. * 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.
  119042. */
  119043. position: number;
  119044. /**
  119045. * Define the lens color.
  119046. */
  119047. color: Color3;
  119048. /**
  119049. * Define the lens texture.
  119050. */
  119051. texture: Nullable<Texture>;
  119052. /**
  119053. * Define the alpha mode to render this particular lens.
  119054. */
  119055. alphaMode: number;
  119056. private _system;
  119057. /**
  119058. * Creates a new Lens Flare.
  119059. * This represents one of the lens effect in a `lensFlareSystem`.
  119060. * It controls one of the indiviual texture used in the effect.
  119061. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119062. * @param size Define the size of the lens flare (a floating value between 0 and 1)
  119063. * @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.
  119064. * @param color Define the lens color
  119065. * @param imgUrl Define the lens texture url
  119066. * @param system Define the `lensFlareSystem` this flare is part of
  119067. * @returns The newly created Lens Flare
  119068. */
  119069. static AddFlare(size: number, position: number, color: Color3, imgUrl: string, system: LensFlareSystem): LensFlare;
  119070. /**
  119071. * Instantiates a new Lens Flare.
  119072. * This represents one of the lens effect in a `lensFlareSystem`.
  119073. * It controls one of the indiviual texture used in the effect.
  119074. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119075. * @param size Define the size of the lens flare in the system (a floating value between 0 and 1)
  119076. * @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.
  119077. * @param color Define the lens color
  119078. * @param imgUrl Define the lens texture url
  119079. * @param system Define the `lensFlareSystem` this flare is part of
  119080. */
  119081. constructor(
  119082. /**
  119083. * Define the size of the lens flare in the system (a floating value between 0 and 1)
  119084. */
  119085. size: number,
  119086. /**
  119087. * 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.
  119088. */
  119089. position: number, color: Color3, imgUrl: string, system: LensFlareSystem);
  119090. /**
  119091. * Dispose and release the lens flare with its associated resources.
  119092. */
  119093. dispose(): void;
  119094. }
  119095. }
  119096. declare module BABYLON {
  119097. interface AbstractScene {
  119098. /**
  119099. * The list of lens flare system added to the scene
  119100. * @see http://doc.babylonjs.com/how_to/how_to_use_lens_flares
  119101. */
  119102. lensFlareSystems: Array<LensFlareSystem>;
  119103. /**
  119104. * Removes the given lens flare system from this scene.
  119105. * @param toRemove The lens flare system to remove
  119106. * @returns The index of the removed lens flare system
  119107. */
  119108. removeLensFlareSystem(toRemove: LensFlareSystem): number;
  119109. /**
  119110. * Adds the given lens flare system to this scene
  119111. * @param newLensFlareSystem The lens flare system to add
  119112. */
  119113. addLensFlareSystem(newLensFlareSystem: LensFlareSystem): void;
  119114. /**
  119115. * Gets a lens flare system using its name
  119116. * @param name defines the name to look for
  119117. * @returns the lens flare system or null if not found
  119118. */
  119119. getLensFlareSystemByName(name: string): Nullable<LensFlareSystem>;
  119120. /**
  119121. * Gets a lens flare system using its id
  119122. * @param id defines the id to look for
  119123. * @returns the lens flare system or null if not found
  119124. */
  119125. getLensFlareSystemByID(id: string): Nullable<LensFlareSystem>;
  119126. }
  119127. /**
  119128. * Defines the lens flare scene component responsible to manage any lens flares
  119129. * in a given scene.
  119130. */
  119131. export class LensFlareSystemSceneComponent implements ISceneSerializableComponent {
  119132. /**
  119133. * The component name helpfull to identify the component in the list of scene components.
  119134. */
  119135. readonly name: string;
  119136. /**
  119137. * The scene the component belongs to.
  119138. */
  119139. scene: Scene;
  119140. /**
  119141. * Creates a new instance of the component for the given scene
  119142. * @param scene Defines the scene to register the component in
  119143. */
  119144. constructor(scene: Scene);
  119145. /**
  119146. * Registers the component in a given scene
  119147. */
  119148. register(): void;
  119149. /**
  119150. * Rebuilds the elements related to this component in case of
  119151. * context lost for instance.
  119152. */
  119153. rebuild(): void;
  119154. /**
  119155. * Adds all the elements from the container to the scene
  119156. * @param container the container holding the elements
  119157. */
  119158. addFromContainer(container: AbstractScene): void;
  119159. /**
  119160. * Removes all the elements in the container from the scene
  119161. * @param container contains the elements to remove
  119162. * @param dispose if the removed element should be disposed (default: false)
  119163. */
  119164. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119165. /**
  119166. * Serializes the component data to the specified json object
  119167. * @param serializationObject The object to serialize to
  119168. */
  119169. serialize(serializationObject: any): void;
  119170. /**
  119171. * Disposes the component and the associated ressources.
  119172. */
  119173. dispose(): void;
  119174. private _draw;
  119175. }
  119176. }
  119177. declare module BABYLON {
  119178. /**
  119179. * Defines the shadow generator component responsible to manage any shadow generators
  119180. * in a given scene.
  119181. */
  119182. export class ShadowGeneratorSceneComponent implements ISceneSerializableComponent {
  119183. /**
  119184. * The component name helpfull to identify the component in the list of scene components.
  119185. */
  119186. readonly name: string;
  119187. /**
  119188. * The scene the component belongs to.
  119189. */
  119190. scene: Scene;
  119191. /**
  119192. * Creates a new instance of the component for the given scene
  119193. * @param scene Defines the scene to register the component in
  119194. */
  119195. constructor(scene: Scene);
  119196. /**
  119197. * Registers the component in a given scene
  119198. */
  119199. register(): void;
  119200. /**
  119201. * Rebuilds the elements related to this component in case of
  119202. * context lost for instance.
  119203. */
  119204. rebuild(): void;
  119205. /**
  119206. * Serializes the component data to the specified json object
  119207. * @param serializationObject The object to serialize to
  119208. */
  119209. serialize(serializationObject: any): void;
  119210. /**
  119211. * Adds all the elements from the container to the scene
  119212. * @param container the container holding the elements
  119213. */
  119214. addFromContainer(container: AbstractScene): void;
  119215. /**
  119216. * Removes all the elements in the container from the scene
  119217. * @param container contains the elements to remove
  119218. * @param dispose if the removed element should be disposed (default: false)
  119219. */
  119220. removeFromContainer(container: AbstractScene, dispose?: boolean): void;
  119221. /**
  119222. * Rebuilds the elements related to this component in case of
  119223. * context lost for instance.
  119224. */
  119225. dispose(): void;
  119226. private _gatherRenderTargets;
  119227. }
  119228. }
  119229. declare module BABYLON {
  119230. /**
  119231. * A point light is a light defined by an unique point in world space.
  119232. * The light is emitted in every direction from this point.
  119233. * A good example of a point light is a standard light bulb.
  119234. * Documentation: https://doc.babylonjs.com/babylon101/lights
  119235. */
  119236. export class PointLight extends ShadowLight {
  119237. private _shadowAngle;
  119238. /**
  119239. * Getter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119240. * This specifies what angle the shadow will use to be created.
  119241. *
  119242. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119243. */
  119244. /**
  119245. * Setter: In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119246. * This specifies what angle the shadow will use to be created.
  119247. *
  119248. * It default to 90 degrees to work nicely with the cube texture generation for point lights shadow maps.
  119249. */
  119250. shadowAngle: number;
  119251. /**
  119252. * Gets the direction if it has been set.
  119253. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119254. */
  119255. /**
  119256. * In case of direction provided, the shadow will not use a cube texture but simulate a spot shadow as a fallback
  119257. */
  119258. direction: Vector3;
  119259. /**
  119260. * Creates a PointLight object from the passed name and position (Vector3) and adds it in the scene.
  119261. * A PointLight emits the light in every direction.
  119262. * It can cast shadows.
  119263. * If the scene camera is already defined and you want to set your PointLight at the camera position, just set it :
  119264. * ```javascript
  119265. * var pointLight = new PointLight("pl", camera.position, scene);
  119266. * ```
  119267. * Documentation : https://doc.babylonjs.com/babylon101/lights
  119268. * @param name The light friendly name
  119269. * @param position The position of the point light in the scene
  119270. * @param scene The scene the lights belongs to
  119271. */
  119272. constructor(name: string, position: Vector3, scene: Scene);
  119273. /**
  119274. * Returns the string "PointLight"
  119275. * @returns the class name
  119276. */
  119277. getClassName(): string;
  119278. /**
  119279. * Returns the integer 0.
  119280. * @returns The light Type id as a constant defines in Light.LIGHTTYPEID_x
  119281. */
  119282. getTypeID(): number;
  119283. /**
  119284. * Specifies wether or not the shadowmap should be a cube texture.
  119285. * @returns true if the shadowmap needs to be a cube texture.
  119286. */
  119287. needCube(): boolean;
  119288. /**
  119289. * Returns a new Vector3 aligned with the PointLight cube system according to the passed cube face index (integer).
  119290. * @param faceIndex The index of the face we are computed the direction to generate shadow
  119291. * @returns The set direction in 2d mode otherwise the direction to the cubemap face if needCube() is true
  119292. */
  119293. getShadowDirection(faceIndex?: number): Vector3;
  119294. /**
  119295. * Sets the passed matrix "matrix" as a left-handed perspective projection matrix with the following settings :
  119296. * - fov = PI / 2
  119297. * - aspect ratio : 1.0
  119298. * - z-near and far equal to the active camera minZ and maxZ.
  119299. * Returns the PointLight.
  119300. */
  119301. protected _setDefaultShadowProjectionMatrix(matrix: Matrix, viewMatrix: Matrix, renderList: Array<AbstractMesh>): void;
  119302. protected _buildUniformLayout(): void;
  119303. /**
  119304. * Sets the passed Effect "effect" with the PointLight transformed position (or position, if none) and passed name (string).
  119305. * @param effect The effect to update
  119306. * @param lightIndex The index of the light in the effect to update
  119307. * @returns The point light
  119308. */
  119309. transferToEffect(effect: Effect, lightIndex: string): PointLight;
  119310. transferToNodeMaterialEffect(effect: Effect, lightDataUniformName: string): this;
  119311. /**
  119312. * Prepares the list of defines specific to the light type.
  119313. * @param defines the list of defines
  119314. * @param lightIndex defines the index of the light for the effect
  119315. */
  119316. prepareLightSpecificDefines(defines: any, lightIndex: number): void;
  119317. }
  119318. }
  119319. declare module BABYLON {
  119320. /**
  119321. * Header information of HDR texture files.
  119322. */
  119323. export interface HDRInfo {
  119324. /**
  119325. * The height of the texture in pixels.
  119326. */
  119327. height: number;
  119328. /**
  119329. * The width of the texture in pixels.
  119330. */
  119331. width: number;
  119332. /**
  119333. * The index of the beginning of the data in the binary file.
  119334. */
  119335. dataPosition: number;
  119336. }
  119337. /**
  119338. * This groups tools to convert HDR texture to native colors array.
  119339. */
  119340. export class HDRTools {
  119341. private static Ldexp;
  119342. private static Rgbe2float;
  119343. private static readStringLine;
  119344. /**
  119345. * Reads header information from an RGBE texture stored in a native array.
  119346. * More information on this format are available here:
  119347. * https://en.wikipedia.org/wiki/RGBE_image_format
  119348. *
  119349. * @param uint8array The binary file stored in native array.
  119350. * @return The header information.
  119351. */
  119352. static RGBE_ReadHeader(uint8array: Uint8Array): HDRInfo;
  119353. /**
  119354. * Returns the cubemap information (each faces texture data) extracted from an RGBE texture.
  119355. * This RGBE texture needs to store the information as a panorama.
  119356. *
  119357. * More information on this format are available here:
  119358. * https://en.wikipedia.org/wiki/RGBE_image_format
  119359. *
  119360. * @param buffer The binary file stored in an array buffer.
  119361. * @param size The expected size of the extracted cubemap.
  119362. * @return The Cube Map information.
  119363. */
  119364. static GetCubeMapTextureData(buffer: ArrayBuffer, size: number): CubeMapInfo;
  119365. /**
  119366. * Returns the pixels data extracted from an RGBE texture.
  119367. * This pixels will be stored left to right up to down in the R G B order in one array.
  119368. *
  119369. * More information on this format are available here:
  119370. * https://en.wikipedia.org/wiki/RGBE_image_format
  119371. *
  119372. * @param uint8array The binary file stored in an array buffer.
  119373. * @param hdrInfo The header information of the file.
  119374. * @return The pixels data in RGB right to left up to down order.
  119375. */
  119376. static RGBE_ReadPixels(uint8array: Uint8Array, hdrInfo: HDRInfo): Float32Array;
  119377. private static RGBE_ReadPixels_RLE;
  119378. }
  119379. }
  119380. declare module BABYLON {
  119381. /**
  119382. * This represents a texture coming from an HDR input.
  119383. *
  119384. * The only supported format is currently panorama picture stored in RGBE format.
  119385. * Example of such files can be found on HDRLib: http://hdrlib.com/
  119386. */
  119387. export class HDRCubeTexture extends BaseTexture {
  119388. private static _facesMapping;
  119389. private _generateHarmonics;
  119390. private _noMipmap;
  119391. private _textureMatrix;
  119392. private _size;
  119393. private _onLoad;
  119394. private _onError;
  119395. /**
  119396. * The texture URL.
  119397. */
  119398. url: string;
  119399. /**
  119400. * The texture coordinates mode. As this texture is stored in a cube format, please modify carefully.
  119401. */
  119402. coordinatesMode: number;
  119403. protected _isBlocking: boolean;
  119404. /**
  119405. * Sets wether or not the texture is blocking during loading.
  119406. */
  119407. /**
  119408. * Gets wether or not the texture is blocking during loading.
  119409. */
  119410. isBlocking: boolean;
  119411. protected _rotationY: number;
  119412. /**
  119413. * Sets texture matrix rotation angle around Y axis in radians.
  119414. */
  119415. /**
  119416. * Gets texture matrix rotation angle around Y axis radians.
  119417. */
  119418. rotationY: number;
  119419. /**
  119420. * Gets or sets the center of the bounding box associated with the cube texture
  119421. * It must define where the camera used to render the texture was set
  119422. */
  119423. boundingBoxPosition: Vector3;
  119424. private _boundingBoxSize;
  119425. /**
  119426. * Gets or sets the size of the bounding box associated with the cube texture
  119427. * When defined, the cubemap will switch to local mode
  119428. * @see https://community.arm.com/graphics/b/blog/posts/reflections-based-on-local-cubemaps-in-unity
  119429. * @example https://www.babylonjs-playground.com/#RNASML
  119430. */
  119431. boundingBoxSize: Vector3;
  119432. /**
  119433. * Instantiates an HDRTexture from the following parameters.
  119434. *
  119435. * @param url The location of the HDR raw data (Panorama stored in RGBE format)
  119436. * @param scene The scene the texture will be used in
  119437. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  119438. * @param noMipmap Forces to not generate the mipmap if true
  119439. * @param generateHarmonics Specifies whether you want to extract the polynomial harmonics during the generation process
  119440. * @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)
  119441. * @param reserved Reserved flag for internal use.
  119442. */
  119443. 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>);
  119444. /**
  119445. * Get the current class name of the texture useful for serialization or dynamic coding.
  119446. * @returns "HDRCubeTexture"
  119447. */
  119448. getClassName(): string;
  119449. /**
  119450. * Occurs when the file is raw .hdr file.
  119451. */
  119452. private loadTexture;
  119453. clone(): HDRCubeTexture;
  119454. delayLoad(): void;
  119455. /**
  119456. * Get the texture reflection matrix used to rotate/transform the reflection.
  119457. * @returns the reflection matrix
  119458. */
  119459. getReflectionTextureMatrix(): Matrix;
  119460. /**
  119461. * Set the texture reflection matrix used to rotate/transform the reflection.
  119462. * @param value Define the reflection matrix to set
  119463. */
  119464. setReflectionTextureMatrix(value: Matrix): void;
  119465. /**
  119466. * Parses a JSON representation of an HDR Texture in order to create the texture
  119467. * @param parsedTexture Define the JSON representation
  119468. * @param scene Define the scene the texture should be created in
  119469. * @param rootUrl Define the root url in case we need to load relative dependencies
  119470. * @returns the newly created texture after parsing
  119471. */
  119472. static Parse(parsedTexture: any, scene: Scene, rootUrl: string): Nullable<HDRCubeTexture>;
  119473. serialize(): any;
  119474. }
  119475. }
  119476. declare module BABYLON {
  119477. /**
  119478. * Class used to control physics engine
  119479. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  119480. */
  119481. export class PhysicsEngine implements IPhysicsEngine {
  119482. private _physicsPlugin;
  119483. /**
  119484. * Global value used to control the smallest number supported by the simulation
  119485. */
  119486. static Epsilon: number;
  119487. private _impostors;
  119488. private _joints;
  119489. /**
  119490. * Gets the gravity vector used by the simulation
  119491. */
  119492. gravity: Vector3;
  119493. /**
  119494. * Factory used to create the default physics plugin.
  119495. * @returns The default physics plugin
  119496. */
  119497. static DefaultPluginFactory(): IPhysicsEnginePlugin;
  119498. /**
  119499. * Creates a new Physics Engine
  119500. * @param gravity defines the gravity vector used by the simulation
  119501. * @param _physicsPlugin defines the plugin to use (CannonJS by default)
  119502. */
  119503. constructor(gravity: Nullable<Vector3>, _physicsPlugin?: IPhysicsEnginePlugin);
  119504. /**
  119505. * Sets the gravity vector used by the simulation
  119506. * @param gravity defines the gravity vector to use
  119507. */
  119508. setGravity(gravity: Vector3): void;
  119509. /**
  119510. * Set the time step of the physics engine.
  119511. * Default is 1/60.
  119512. * To slow it down, enter 1/600 for example.
  119513. * To speed it up, 1/30
  119514. * @param newTimeStep defines the new timestep to apply to this world.
  119515. */
  119516. setTimeStep(newTimeStep?: number): void;
  119517. /**
  119518. * Get the time step of the physics engine.
  119519. * @returns the current time step
  119520. */
  119521. getTimeStep(): number;
  119522. /**
  119523. * Release all resources
  119524. */
  119525. dispose(): void;
  119526. /**
  119527. * Gets the name of the current physics plugin
  119528. * @returns the name of the plugin
  119529. */
  119530. getPhysicsPluginName(): string;
  119531. /**
  119532. * Adding a new impostor for the impostor tracking.
  119533. * This will be done by the impostor itself.
  119534. * @param impostor the impostor to add
  119535. */
  119536. addImpostor(impostor: PhysicsImpostor): void;
  119537. /**
  119538. * Remove an impostor from the engine.
  119539. * This impostor and its mesh will not longer be updated by the physics engine.
  119540. * @param impostor the impostor to remove
  119541. */
  119542. removeImpostor(impostor: PhysicsImpostor): void;
  119543. /**
  119544. * Add a joint to the physics engine
  119545. * @param mainImpostor defines the main impostor to which the joint is added.
  119546. * @param connectedImpostor defines the impostor that is connected to the main impostor using this joint
  119547. * @param joint defines the joint that will connect both impostors.
  119548. */
  119549. addJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119550. /**
  119551. * Removes a joint from the simulation
  119552. * @param mainImpostor defines the impostor used with the joint
  119553. * @param connectedImpostor defines the other impostor connected to the main one by the joint
  119554. * @param joint defines the joint to remove
  119555. */
  119556. removeJoint(mainImpostor: PhysicsImpostor, connectedImpostor: PhysicsImpostor, joint: PhysicsJoint): void;
  119557. /**
  119558. * Called by the scene. No need to call it.
  119559. * @param delta defines the timespam between frames
  119560. */
  119561. _step(delta: number): void;
  119562. /**
  119563. * Gets the current plugin used to run the simulation
  119564. * @returns current plugin
  119565. */
  119566. getPhysicsPlugin(): IPhysicsEnginePlugin;
  119567. /**
  119568. * Gets the list of physic impostors
  119569. * @returns an array of PhysicsImpostor
  119570. */
  119571. getImpostors(): Array<PhysicsImpostor>;
  119572. /**
  119573. * Gets the impostor for a physics enabled object
  119574. * @param object defines the object impersonated by the impostor
  119575. * @returns the PhysicsImpostor or null if not found
  119576. */
  119577. getImpostorForPhysicsObject(object: IPhysicsEnabledObject): Nullable<PhysicsImpostor>;
  119578. /**
  119579. * Gets the impostor for a physics body object
  119580. * @param body defines physics body used by the impostor
  119581. * @returns the PhysicsImpostor or null if not found
  119582. */
  119583. getImpostorWithPhysicsBody(body: any): Nullable<PhysicsImpostor>;
  119584. /**
  119585. * Does a raycast in the physics world
  119586. * @param from when should the ray start?
  119587. * @param to when should the ray end?
  119588. * @returns PhysicsRaycastResult
  119589. */
  119590. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119591. }
  119592. }
  119593. declare module BABYLON {
  119594. /** @hidden */
  119595. export class CannonJSPlugin implements IPhysicsEnginePlugin {
  119596. private _useDeltaForWorldStep;
  119597. world: any;
  119598. name: string;
  119599. private _physicsMaterials;
  119600. private _fixedTimeStep;
  119601. private _cannonRaycastResult;
  119602. private _raycastResult;
  119603. private _physicsBodysToRemoveAfterStep;
  119604. BJSCANNON: any;
  119605. constructor(_useDeltaForWorldStep?: boolean, iterations?: number, cannonInjection?: any);
  119606. setGravity(gravity: Vector3): void;
  119607. setTimeStep(timeStep: number): void;
  119608. getTimeStep(): number;
  119609. executeStep(delta: number): void;
  119610. private _removeMarkedPhysicsBodiesFromWorld;
  119611. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119612. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119613. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119614. private _processChildMeshes;
  119615. removePhysicsBody(impostor: PhysicsImpostor): void;
  119616. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119617. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119618. private _addMaterial;
  119619. private _checkWithEpsilon;
  119620. private _createShape;
  119621. private _createHeightmap;
  119622. private _minus90X;
  119623. private _plus90X;
  119624. private _tmpPosition;
  119625. private _tmpDeltaPosition;
  119626. private _tmpUnityRotation;
  119627. private _updatePhysicsBodyTransformation;
  119628. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119629. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119630. isSupported(): boolean;
  119631. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119632. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119633. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119634. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119635. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119636. getBodyMass(impostor: PhysicsImpostor): number;
  119637. getBodyFriction(impostor: PhysicsImpostor): number;
  119638. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119639. getBodyRestitution(impostor: PhysicsImpostor): number;
  119640. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119641. sleepBody(impostor: PhysicsImpostor): void;
  119642. wakeUpBody(impostor: PhysicsImpostor): void;
  119643. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number): void;
  119644. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  119645. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  119646. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119647. getRadius(impostor: PhysicsImpostor): number;
  119648. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119649. dispose(): void;
  119650. private _extendNamespace;
  119651. /**
  119652. * Does a raycast in the physics world
  119653. * @param from when should the ray start?
  119654. * @param to when should the ray end?
  119655. * @returns PhysicsRaycastResult
  119656. */
  119657. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119658. }
  119659. }
  119660. declare module BABYLON {
  119661. /** @hidden */
  119662. export class OimoJSPlugin implements IPhysicsEnginePlugin {
  119663. world: any;
  119664. name: string;
  119665. BJSOIMO: any;
  119666. private _raycastResult;
  119667. constructor(iterations?: number, oimoInjection?: any);
  119668. setGravity(gravity: Vector3): void;
  119669. setTimeStep(timeStep: number): void;
  119670. getTimeStep(): number;
  119671. private _tmpImpostorsArray;
  119672. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119673. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119674. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119675. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119676. private _tmpPositionVector;
  119677. removePhysicsBody(impostor: PhysicsImpostor): void;
  119678. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119679. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119680. isSupported(): boolean;
  119681. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  119682. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  119683. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119684. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  119685. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119686. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  119687. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  119688. getBodyMass(impostor: PhysicsImpostor): number;
  119689. getBodyFriction(impostor: PhysicsImpostor): number;
  119690. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  119691. getBodyRestitution(impostor: PhysicsImpostor): number;
  119692. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  119693. sleepBody(impostor: PhysicsImpostor): void;
  119694. wakeUpBody(impostor: PhysicsImpostor): void;
  119695. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  119696. setMotor(joint: IMotorEnabledJoint, speed: number, force?: number, motorIndex?: number): void;
  119697. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number, motorIndex?: number): void;
  119698. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  119699. getRadius(impostor: PhysicsImpostor): number;
  119700. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  119701. dispose(): void;
  119702. /**
  119703. * Does a raycast in the physics world
  119704. * @param from when should the ray start?
  119705. * @param to when should the ray end?
  119706. * @returns PhysicsRaycastResult
  119707. */
  119708. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  119709. }
  119710. }
  119711. declare module BABYLON {
  119712. /**
  119713. * Class containing static functions to help procedurally build meshes
  119714. */
  119715. export class RibbonBuilder {
  119716. /**
  119717. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  119718. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  119719. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  119720. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  119721. * * 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
  119722. * * 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
  119723. * * 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
  119724. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119725. * * 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
  119726. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119727. * * 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
  119728. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  119729. * * 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
  119730. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  119731. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119732. * @param name defines the name of the mesh
  119733. * @param options defines the options used to create the mesh
  119734. * @param scene defines the hosting scene
  119735. * @returns the ribbon mesh
  119736. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  119737. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119738. */
  119739. static CreateRibbon(name: string, options: {
  119740. pathArray: Vector3[][];
  119741. closeArray?: boolean;
  119742. closePath?: boolean;
  119743. offset?: number;
  119744. updatable?: boolean;
  119745. sideOrientation?: number;
  119746. frontUVs?: Vector4;
  119747. backUVs?: Vector4;
  119748. instance?: Mesh;
  119749. invertUV?: boolean;
  119750. uvs?: Vector2[];
  119751. colors?: Color4[];
  119752. }, scene?: Nullable<Scene>): Mesh;
  119753. }
  119754. }
  119755. declare module BABYLON {
  119756. /**
  119757. * Class containing static functions to help procedurally build meshes
  119758. */
  119759. export class ShapeBuilder {
  119760. /**
  119761. * 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.
  119762. * * 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.
  119763. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119764. * * 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.
  119765. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  119766. * * 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
  119767. * * 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
  119768. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  119769. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119770. * * 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
  119771. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  119772. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  119773. * @param name defines the name of the mesh
  119774. * @param options defines the options used to create the mesh
  119775. * @param scene defines the hosting scene
  119776. * @returns the extruded shape mesh
  119777. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119778. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119779. */
  119780. static ExtrudeShape(name: string, options: {
  119781. shape: Vector3[];
  119782. path: Vector3[];
  119783. scale?: number;
  119784. rotation?: number;
  119785. cap?: number;
  119786. updatable?: boolean;
  119787. sideOrientation?: number;
  119788. frontUVs?: Vector4;
  119789. backUVs?: Vector4;
  119790. instance?: Mesh;
  119791. invertUV?: boolean;
  119792. }, scene?: Nullable<Scene>): Mesh;
  119793. /**
  119794. * Creates an custom extruded shape mesh.
  119795. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  119796. * * 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.
  119797. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  119798. * * 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
  119799. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  119800. * * 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
  119801. * * It must returns a float value that will be the scale value applied to the shape on each path point
  119802. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  119803. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  119804. * * 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
  119805. * * 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
  119806. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  119807. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  119808. * * 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
  119809. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  119810. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  119811. * @param name defines the name of the mesh
  119812. * @param options defines the options used to create the mesh
  119813. * @param scene defines the hosting scene
  119814. * @returns the custom extruded shape mesh
  119815. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  119816. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  119817. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  119818. */
  119819. static ExtrudeShapeCustom(name: string, options: {
  119820. shape: Vector3[];
  119821. path: Vector3[];
  119822. scaleFunction?: any;
  119823. rotationFunction?: any;
  119824. ribbonCloseArray?: boolean;
  119825. ribbonClosePath?: boolean;
  119826. cap?: number;
  119827. updatable?: boolean;
  119828. sideOrientation?: number;
  119829. frontUVs?: Vector4;
  119830. backUVs?: Vector4;
  119831. instance?: Mesh;
  119832. invertUV?: boolean;
  119833. }, scene?: Nullable<Scene>): Mesh;
  119834. private static _ExtrudeShapeGeneric;
  119835. }
  119836. }
  119837. declare module BABYLON {
  119838. /**
  119839. * AmmoJS Physics plugin
  119840. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine
  119841. * @see https://github.com/kripken/ammo.js/
  119842. */
  119843. export class AmmoJSPlugin implements IPhysicsEnginePlugin {
  119844. private _useDeltaForWorldStep;
  119845. /**
  119846. * Reference to the Ammo library
  119847. */
  119848. bjsAMMO: any;
  119849. /**
  119850. * Created ammoJS world which physics bodies are added to
  119851. */
  119852. world: any;
  119853. /**
  119854. * Name of the plugin
  119855. */
  119856. name: string;
  119857. private _timeStep;
  119858. private _fixedTimeStep;
  119859. private _maxSteps;
  119860. private _tmpQuaternion;
  119861. private _tmpAmmoTransform;
  119862. private _tmpAmmoQuaternion;
  119863. private _tmpAmmoConcreteContactResultCallback;
  119864. private _collisionConfiguration;
  119865. private _dispatcher;
  119866. private _overlappingPairCache;
  119867. private _solver;
  119868. private _softBodySolver;
  119869. private _tmpAmmoVectorA;
  119870. private _tmpAmmoVectorB;
  119871. private _tmpAmmoVectorC;
  119872. private _tmpAmmoVectorD;
  119873. private _tmpContactCallbackResult;
  119874. private _tmpAmmoVectorRCA;
  119875. private _tmpAmmoVectorRCB;
  119876. private _raycastResult;
  119877. private static readonly DISABLE_COLLISION_FLAG;
  119878. private static readonly KINEMATIC_FLAG;
  119879. private static readonly DISABLE_DEACTIVATION_FLAG;
  119880. /**
  119881. * Initializes the ammoJS plugin
  119882. * @param _useDeltaForWorldStep if the time between frames should be used when calculating physics steps (Default: true)
  119883. * @param ammoInjection can be used to inject your own ammo reference
  119884. * @param overlappingPairCache can be used to specify your own overlapping pair cache
  119885. */
  119886. constructor(_useDeltaForWorldStep?: boolean, ammoInjection?: any, overlappingPairCache?: any);
  119887. /**
  119888. * Sets the gravity of the physics world (m/(s^2))
  119889. * @param gravity Gravity to set
  119890. */
  119891. setGravity(gravity: Vector3): void;
  119892. /**
  119893. * Amount of time to step forward on each frame (only used if useDeltaForWorldStep is false in the constructor)
  119894. * @param timeStep timestep to use in seconds
  119895. */
  119896. setTimeStep(timeStep: number): void;
  119897. /**
  119898. * 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)
  119899. * @param fixedTimeStep fixedTimeStep to use in seconds
  119900. */
  119901. setFixedTimeStep(fixedTimeStep: number): void;
  119902. /**
  119903. * Sets the maximum number of steps by the physics engine per frame (Default: 5)
  119904. * @param maxSteps the maximum number of steps by the physics engine per frame
  119905. */
  119906. setMaxSteps(maxSteps: number): void;
  119907. /**
  119908. * Gets the current timestep (only used if useDeltaForWorldStep is false in the constructor)
  119909. * @returns the current timestep in seconds
  119910. */
  119911. getTimeStep(): number;
  119912. private _isImpostorInContact;
  119913. private _isImpostorPairInContact;
  119914. private _stepSimulation;
  119915. /**
  119916. * Moves the physics simulation forward delta seconds and updates the given physics imposters
  119917. * Prior to the step the imposters physics location is set to the position of the babylon meshes
  119918. * After the step the babylon meshes are set to the position of the physics imposters
  119919. * @param delta amount of time to step forward
  119920. * @param impostors array of imposters to update before/after the step
  119921. */
  119922. executeStep(delta: number, impostors: Array<PhysicsImpostor>): void;
  119923. /**
  119924. * Update babylon mesh to match physics world object
  119925. * @param impostor imposter to match
  119926. */
  119927. private _afterSoftStep;
  119928. /**
  119929. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119930. * @param impostor imposter to match
  119931. */
  119932. private _ropeStep;
  119933. /**
  119934. * Update babylon mesh vertices vertices to match physics world softbody or cloth
  119935. * @param impostor imposter to match
  119936. */
  119937. private _softbodyOrClothStep;
  119938. private _tmpVector;
  119939. private _tmpMatrix;
  119940. /**
  119941. * Applies an impulse on the imposter
  119942. * @param impostor imposter to apply impulse to
  119943. * @param force amount of force to be applied to the imposter
  119944. * @param contactPoint the location to apply the impulse on the imposter
  119945. */
  119946. applyImpulse(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119947. /**
  119948. * Applies a force on the imposter
  119949. * @param impostor imposter to apply force
  119950. * @param force amount of force to be applied to the imposter
  119951. * @param contactPoint the location to apply the force on the imposter
  119952. */
  119953. applyForce(impostor: PhysicsImpostor, force: Vector3, contactPoint: Vector3): void;
  119954. /**
  119955. * Creates a physics body using the plugin
  119956. * @param impostor the imposter to create the physics body on
  119957. */
  119958. generatePhysicsBody(impostor: PhysicsImpostor): void;
  119959. /**
  119960. * Removes the physics body from the imposter and disposes of the body's memory
  119961. * @param impostor imposter to remove the physics body from
  119962. */
  119963. removePhysicsBody(impostor: PhysicsImpostor): void;
  119964. /**
  119965. * Generates a joint
  119966. * @param impostorJoint the imposter joint to create the joint with
  119967. */
  119968. generateJoint(impostorJoint: PhysicsImpostorJoint): void;
  119969. /**
  119970. * Removes a joint
  119971. * @param impostorJoint the imposter joint to remove the joint from
  119972. */
  119973. removeJoint(impostorJoint: PhysicsImpostorJoint): void;
  119974. private _addMeshVerts;
  119975. /**
  119976. * Initialise the soft body vertices to match its object's (mesh) vertices
  119977. * Softbody vertices (nodes) are in world space and to match this
  119978. * The object's position and rotation is set to zero and so its vertices are also then set in world space
  119979. * @param impostor to create the softbody for
  119980. */
  119981. private _softVertexData;
  119982. /**
  119983. * Create an impostor's soft body
  119984. * @param impostor to create the softbody for
  119985. */
  119986. private _createSoftbody;
  119987. /**
  119988. * Create cloth for an impostor
  119989. * @param impostor to create the softbody for
  119990. */
  119991. private _createCloth;
  119992. /**
  119993. * Create rope for an impostor
  119994. * @param impostor to create the softbody for
  119995. */
  119996. private _createRope;
  119997. private _addHullVerts;
  119998. private _createShape;
  119999. /**
  120000. * Sets the physics body position/rotation from the babylon mesh's position/rotation
  120001. * @param impostor imposter containing the physics body and babylon object
  120002. */
  120003. setTransformationFromPhysicsBody(impostor: PhysicsImpostor): void;
  120004. /**
  120005. * Sets the babylon object's position/rotation from the physics body's position/rotation
  120006. * @param impostor imposter containing the physics body and babylon object
  120007. * @param newPosition new position
  120008. * @param newRotation new rotation
  120009. */
  120010. setPhysicsBodyTransformation(impostor: PhysicsImpostor, newPosition: Vector3, newRotation: Quaternion): void;
  120011. /**
  120012. * If this plugin is supported
  120013. * @returns true if its supported
  120014. */
  120015. isSupported(): boolean;
  120016. /**
  120017. * Sets the linear velocity of the physics body
  120018. * @param impostor imposter to set the velocity on
  120019. * @param velocity velocity to set
  120020. */
  120021. setLinearVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120022. /**
  120023. * Sets the angular velocity of the physics body
  120024. * @param impostor imposter to set the velocity on
  120025. * @param velocity velocity to set
  120026. */
  120027. setAngularVelocity(impostor: PhysicsImpostor, velocity: Vector3): void;
  120028. /**
  120029. * gets the linear velocity
  120030. * @param impostor imposter to get linear velocity from
  120031. * @returns linear velocity
  120032. */
  120033. getLinearVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120034. /**
  120035. * gets the angular velocity
  120036. * @param impostor imposter to get angular velocity from
  120037. * @returns angular velocity
  120038. */
  120039. getAngularVelocity(impostor: PhysicsImpostor): Nullable<Vector3>;
  120040. /**
  120041. * Sets the mass of physics body
  120042. * @param impostor imposter to set the mass on
  120043. * @param mass mass to set
  120044. */
  120045. setBodyMass(impostor: PhysicsImpostor, mass: number): void;
  120046. /**
  120047. * Gets the mass of the physics body
  120048. * @param impostor imposter to get the mass from
  120049. * @returns mass
  120050. */
  120051. getBodyMass(impostor: PhysicsImpostor): number;
  120052. /**
  120053. * Gets friction of the impostor
  120054. * @param impostor impostor to get friction from
  120055. * @returns friction value
  120056. */
  120057. getBodyFriction(impostor: PhysicsImpostor): number;
  120058. /**
  120059. * Sets friction of the impostor
  120060. * @param impostor impostor to set friction on
  120061. * @param friction friction value
  120062. */
  120063. setBodyFriction(impostor: PhysicsImpostor, friction: number): void;
  120064. /**
  120065. * Gets restitution of the impostor
  120066. * @param impostor impostor to get restitution from
  120067. * @returns restitution value
  120068. */
  120069. getBodyRestitution(impostor: PhysicsImpostor): number;
  120070. /**
  120071. * Sets resitution of the impostor
  120072. * @param impostor impostor to set resitution on
  120073. * @param restitution resitution value
  120074. */
  120075. setBodyRestitution(impostor: PhysicsImpostor, restitution: number): void;
  120076. /**
  120077. * Gets pressure inside the impostor
  120078. * @param impostor impostor to get pressure from
  120079. * @returns pressure value
  120080. */
  120081. getBodyPressure(impostor: PhysicsImpostor): number;
  120082. /**
  120083. * Sets pressure inside a soft body impostor
  120084. * Cloth and rope must remain 0 pressure
  120085. * @param impostor impostor to set pressure on
  120086. * @param pressure pressure value
  120087. */
  120088. setBodyPressure(impostor: PhysicsImpostor, pressure: number): void;
  120089. /**
  120090. * Gets stiffness of the impostor
  120091. * @param impostor impostor to get stiffness from
  120092. * @returns pressure value
  120093. */
  120094. getBodyStiffness(impostor: PhysicsImpostor): number;
  120095. /**
  120096. * Sets stiffness of the impostor
  120097. * @param impostor impostor to set stiffness on
  120098. * @param stiffness stiffness value from 0 to 1
  120099. */
  120100. setBodyStiffness(impostor: PhysicsImpostor, stiffness: number): void;
  120101. /**
  120102. * Gets velocityIterations of the impostor
  120103. * @param impostor impostor to get velocity iterations from
  120104. * @returns velocityIterations value
  120105. */
  120106. getBodyVelocityIterations(impostor: PhysicsImpostor): number;
  120107. /**
  120108. * Sets velocityIterations of the impostor
  120109. * @param impostor impostor to set velocity iterations on
  120110. * @param velocityIterations velocityIterations value
  120111. */
  120112. setBodyVelocityIterations(impostor: PhysicsImpostor, velocityIterations: number): void;
  120113. /**
  120114. * Gets positionIterations of the impostor
  120115. * @param impostor impostor to get position iterations from
  120116. * @returns positionIterations value
  120117. */
  120118. getBodyPositionIterations(impostor: PhysicsImpostor): number;
  120119. /**
  120120. * Sets positionIterations of the impostor
  120121. * @param impostor impostor to set position on
  120122. * @param positionIterations positionIterations value
  120123. */
  120124. setBodyPositionIterations(impostor: PhysicsImpostor, positionIterations: number): void;
  120125. /**
  120126. * Append an anchor to a cloth object
  120127. * @param impostor is the cloth impostor to add anchor to
  120128. * @param otherImpostor is the rigid impostor to anchor to
  120129. * @param width ratio across width from 0 to 1
  120130. * @param height ratio up height from 0 to 1
  120131. * @param influence the elasticity between cloth impostor and anchor from 0, very stretchy to 1, little strech
  120132. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120133. */
  120134. appendAnchor(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, width: number, height: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120135. /**
  120136. * Append an hook to a rope object
  120137. * @param impostor is the rope impostor to add hook to
  120138. * @param otherImpostor is the rigid impostor to hook to
  120139. * @param length ratio along the rope from 0 to 1
  120140. * @param influence the elasticity between soft impostor and anchor from 0, very stretchy to 1, little strech
  120141. * @param noCollisionBetweenLinkedBodies when true collisions between soft impostor and anchor are ignored; default false
  120142. */
  120143. appendHook(impostor: PhysicsImpostor, otherImpostor: PhysicsImpostor, length: number, influence?: number, noCollisionBetweenLinkedBodies?: boolean): void;
  120144. /**
  120145. * Sleeps the physics body and stops it from being active
  120146. * @param impostor impostor to sleep
  120147. */
  120148. sleepBody(impostor: PhysicsImpostor): void;
  120149. /**
  120150. * Activates the physics body
  120151. * @param impostor impostor to activate
  120152. */
  120153. wakeUpBody(impostor: PhysicsImpostor): void;
  120154. /**
  120155. * Updates the distance parameters of the joint
  120156. * @param joint joint to update
  120157. * @param maxDistance maximum distance of the joint
  120158. * @param minDistance minimum distance of the joint
  120159. */
  120160. updateDistanceJoint(joint: PhysicsJoint, maxDistance: number, minDistance?: number): void;
  120161. /**
  120162. * Sets a motor on the joint
  120163. * @param joint joint to set motor on
  120164. * @param speed speed of the motor
  120165. * @param maxForce maximum force of the motor
  120166. * @param motorIndex index of the motor
  120167. */
  120168. setMotor(joint: IMotorEnabledJoint, speed?: number, maxForce?: number, motorIndex?: number): void;
  120169. /**
  120170. * Sets the motors limit
  120171. * @param joint joint to set limit on
  120172. * @param upperLimit upper limit
  120173. * @param lowerLimit lower limit
  120174. */
  120175. setLimit(joint: IMotorEnabledJoint, upperLimit: number, lowerLimit?: number): void;
  120176. /**
  120177. * Syncs the position and rotation of a mesh with the impostor
  120178. * @param mesh mesh to sync
  120179. * @param impostor impostor to update the mesh with
  120180. */
  120181. syncMeshWithImpostor(mesh: AbstractMesh, impostor: PhysicsImpostor): void;
  120182. /**
  120183. * Gets the radius of the impostor
  120184. * @param impostor impostor to get radius from
  120185. * @returns the radius
  120186. */
  120187. getRadius(impostor: PhysicsImpostor): number;
  120188. /**
  120189. * Gets the box size of the impostor
  120190. * @param impostor impostor to get box size from
  120191. * @param result the resulting box size
  120192. */
  120193. getBoxSizeToRef(impostor: PhysicsImpostor, result: Vector3): void;
  120194. /**
  120195. * Disposes of the impostor
  120196. */
  120197. dispose(): void;
  120198. /**
  120199. * Does a raycast in the physics world
  120200. * @param from when should the ray start?
  120201. * @param to when should the ray end?
  120202. * @returns PhysicsRaycastResult
  120203. */
  120204. raycast(from: Vector3, to: Vector3): PhysicsRaycastResult;
  120205. }
  120206. }
  120207. declare module BABYLON {
  120208. interface AbstractScene {
  120209. /**
  120210. * The list of reflection probes added to the scene
  120211. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120212. */
  120213. reflectionProbes: Array<ReflectionProbe>;
  120214. /**
  120215. * Removes the given reflection probe from this scene.
  120216. * @param toRemove The reflection probe to remove
  120217. * @returns The index of the removed reflection probe
  120218. */
  120219. removeReflectionProbe(toRemove: ReflectionProbe): number;
  120220. /**
  120221. * Adds the given reflection probe to this scene.
  120222. * @param newReflectionProbe The reflection probe to add
  120223. */
  120224. addReflectionProbe(newReflectionProbe: ReflectionProbe): void;
  120225. }
  120226. /**
  120227. * Class used to generate realtime reflection / refraction cube textures
  120228. * @see http://doc.babylonjs.com/how_to/how_to_use_reflection_probes
  120229. */
  120230. export class ReflectionProbe {
  120231. /** defines the name of the probe */
  120232. name: string;
  120233. private _scene;
  120234. private _renderTargetTexture;
  120235. private _projectionMatrix;
  120236. private _viewMatrix;
  120237. private _target;
  120238. private _add;
  120239. private _attachedMesh;
  120240. private _invertYAxis;
  120241. /** Gets or sets probe position (center of the cube map) */
  120242. position: Vector3;
  120243. /**
  120244. * Creates a new reflection probe
  120245. * @param name defines the name of the probe
  120246. * @param size defines the texture resolution (for each face)
  120247. * @param scene defines the hosting scene
  120248. * @param generateMipMaps defines if mip maps should be generated automatically (true by default)
  120249. * @param useFloat defines if HDR data (flaot data) should be used to store colors (false by default)
  120250. */
  120251. constructor(
  120252. /** defines the name of the probe */
  120253. name: string, size: number, scene: Scene, generateMipMaps?: boolean, useFloat?: boolean);
  120254. /** Gets or sets the number of samples to use for multi-sampling (0 by default). Required WebGL2 */
  120255. samples: number;
  120256. /** Gets or sets the refresh rate to use (on every frame by default) */
  120257. refreshRate: number;
  120258. /**
  120259. * Gets the hosting scene
  120260. * @returns a Scene
  120261. */
  120262. getScene(): Scene;
  120263. /** Gets the internal CubeTexture used to render to */
  120264. readonly cubeTexture: RenderTargetTexture;
  120265. /** Gets the list of meshes to render */
  120266. readonly renderList: Nullable<AbstractMesh[]>;
  120267. /**
  120268. * Attach the probe to a specific mesh (Rendering will be done from attached mesh's position)
  120269. * @param mesh defines the mesh to attach to
  120270. */
  120271. attachToMesh(mesh: Nullable<AbstractMesh>): void;
  120272. /**
  120273. * Specifies whether or not the stencil and depth buffer are cleared between two rendering groups
  120274. * @param renderingGroupId The rendering group id corresponding to its index
  120275. * @param autoClearDepthStencil Automatically clears depth and stencil between groups if true.
  120276. */
  120277. setRenderingAutoClearDepthStencil(renderingGroupId: number, autoClearDepthStencil: boolean): void;
  120278. /**
  120279. * Clean all associated resources
  120280. */
  120281. dispose(): void;
  120282. /**
  120283. * Converts the reflection probe information to a readable string for debug purpose.
  120284. * @param fullDetails Supports for multiple levels of logging within scene loading
  120285. * @returns the human readable reflection probe info
  120286. */
  120287. toString(fullDetails?: boolean): string;
  120288. /**
  120289. * Get the class name of the relfection probe.
  120290. * @returns "ReflectionProbe"
  120291. */
  120292. getClassName(): string;
  120293. /**
  120294. * Serialize the reflection probe to a JSON representation we can easily use in the resepective Parse function.
  120295. * @returns The JSON representation of the texture
  120296. */
  120297. serialize(): any;
  120298. /**
  120299. * Parse the JSON representation of a reflection probe in order to recreate the reflection probe in the given scene.
  120300. * @param parsedReflectionProbe Define the JSON representation of the reflection probe
  120301. * @param scene Define the scene the parsed reflection probe should be instantiated in
  120302. * @param rootUrl Define the root url of the parsing sequence in the case of relative dependencies
  120303. * @returns The parsed reflection probe if successful
  120304. */
  120305. static Parse(parsedReflectionProbe: any, scene: Scene, rootUrl: string): Nullable<ReflectionProbe>;
  120306. }
  120307. }
  120308. declare module BABYLON {
  120309. /** @hidden */
  120310. export var _BabylonLoaderRegistered: boolean;
  120311. /**
  120312. * Helps setting up some configuration for the babylon file loader.
  120313. */
  120314. export class BabylonFileLoaderConfiguration {
  120315. /**
  120316. * The loader does not allow injecting custom physix engine into the plugins.
  120317. * Unfortunately in ES6, we need to manually inject them into the plugin.
  120318. * So you could set this variable to your engine import to make it work.
  120319. */
  120320. static LoaderInjectedPhysicsEngine: any;
  120321. }
  120322. }
  120323. declare module BABYLON {
  120324. /**
  120325. * The Physically based simple base material of BJS.
  120326. *
  120327. * This enables better naming and convention enforcements on top of the pbrMaterial.
  120328. * It is used as the base class for both the specGloss and metalRough conventions.
  120329. */
  120330. export abstract class PBRBaseSimpleMaterial extends PBRBaseMaterial {
  120331. /**
  120332. * Number of Simultaneous lights allowed on the material.
  120333. */
  120334. maxSimultaneousLights: number;
  120335. /**
  120336. * If sets to true, disables all the lights affecting the material.
  120337. */
  120338. disableLighting: boolean;
  120339. /**
  120340. * Environment Texture used in the material (this is use for both reflection and environment lighting).
  120341. */
  120342. environmentTexture: BaseTexture;
  120343. /**
  120344. * If sets to true, x component of normal map value will invert (x = 1.0 - x).
  120345. */
  120346. invertNormalMapX: boolean;
  120347. /**
  120348. * If sets to true, y component of normal map value will invert (y = 1.0 - y).
  120349. */
  120350. invertNormalMapY: boolean;
  120351. /**
  120352. * Normal map used in the model.
  120353. */
  120354. normalTexture: BaseTexture;
  120355. /**
  120356. * Emissivie color used to self-illuminate the model.
  120357. */
  120358. emissiveColor: Color3;
  120359. /**
  120360. * Emissivie texture used to self-illuminate the model.
  120361. */
  120362. emissiveTexture: BaseTexture;
  120363. /**
  120364. * Occlusion Channel Strenght.
  120365. */
  120366. occlusionStrength: number;
  120367. /**
  120368. * Occlusion Texture of the material (adding extra occlusion effects).
  120369. */
  120370. occlusionTexture: BaseTexture;
  120371. /**
  120372. * Defines the alpha limits in alpha test mode.
  120373. */
  120374. alphaCutOff: number;
  120375. /**
  120376. * Gets the current double sided mode.
  120377. */
  120378. /**
  120379. * If sets to true and backfaceCulling is false, normals will be flipped on the backside.
  120380. */
  120381. doubleSided: boolean;
  120382. /**
  120383. * Stores the pre-calculated light information of a mesh in a texture.
  120384. */
  120385. lightmapTexture: BaseTexture;
  120386. /**
  120387. * If true, the light map contains occlusion information instead of lighting info.
  120388. */
  120389. useLightmapAsShadowmap: boolean;
  120390. /**
  120391. * Instantiates a new PBRMaterial instance.
  120392. *
  120393. * @param name The material name
  120394. * @param scene The scene the material will be use in.
  120395. */
  120396. constructor(name: string, scene: Scene);
  120397. getClassName(): string;
  120398. }
  120399. }
  120400. declare module BABYLON {
  120401. /**
  120402. * The PBR material of BJS following the metal roughness convention.
  120403. *
  120404. * This fits to the PBR convention in the GLTF definition:
  120405. * https://github.com/KhronosGroup/glTF/tree/2.0/specification/2.0
  120406. */
  120407. export class PBRMetallicRoughnessMaterial extends PBRBaseSimpleMaterial {
  120408. /**
  120409. * The base color has two different interpretations depending on the value of metalness.
  120410. * When the material is a metal, the base color is the specific measured reflectance value
  120411. * at normal incidence (F0). For a non-metal the base color represents the reflected diffuse color
  120412. * of the material.
  120413. */
  120414. baseColor: Color3;
  120415. /**
  120416. * Base texture of the metallic workflow. It contains both the baseColor information in RGB as
  120417. * well as opacity information in the alpha channel.
  120418. */
  120419. baseTexture: BaseTexture;
  120420. /**
  120421. * Specifies the metallic scalar value of the material.
  120422. * Can also be used to scale the metalness values of the metallic texture.
  120423. */
  120424. metallic: number;
  120425. /**
  120426. * Specifies the roughness scalar value of the material.
  120427. * Can also be used to scale the roughness values of the metallic texture.
  120428. */
  120429. roughness: number;
  120430. /**
  120431. * Texture containing both the metallic value in the B channel and the
  120432. * roughness value in the G channel to keep better precision.
  120433. */
  120434. metallicRoughnessTexture: BaseTexture;
  120435. /**
  120436. * Instantiates a new PBRMetalRoughnessMaterial instance.
  120437. *
  120438. * @param name The material name
  120439. * @param scene The scene the material will be use in.
  120440. */
  120441. constructor(name: string, scene: Scene);
  120442. /**
  120443. * Return the currrent class name of the material.
  120444. */
  120445. getClassName(): string;
  120446. /**
  120447. * Makes a duplicate of the current material.
  120448. * @param name - name to use for the new material.
  120449. */
  120450. clone(name: string): PBRMetallicRoughnessMaterial;
  120451. /**
  120452. * Serialize the material to a parsable JSON object.
  120453. */
  120454. serialize(): any;
  120455. /**
  120456. * Parses a JSON object correponding to the serialize function.
  120457. */
  120458. static Parse(source: any, scene: Scene, rootUrl: string): PBRMetallicRoughnessMaterial;
  120459. }
  120460. }
  120461. declare module BABYLON {
  120462. /**
  120463. * The PBR material of BJS following the specular glossiness convention.
  120464. *
  120465. * This fits to the PBR convention in the GLTF definition:
  120466. * https://github.com/KhronosGroup/glTF/tree/2.0/extensions/Khronos/KHR_materials_pbrSpecularGlossiness
  120467. */
  120468. export class PBRSpecularGlossinessMaterial extends PBRBaseSimpleMaterial {
  120469. /**
  120470. * Specifies the diffuse color of the material.
  120471. */
  120472. diffuseColor: Color3;
  120473. /**
  120474. * Specifies the diffuse texture of the material. This can also contains the opcity value in its alpha
  120475. * channel.
  120476. */
  120477. diffuseTexture: BaseTexture;
  120478. /**
  120479. * Specifies the specular color of the material. This indicates how reflective is the material (none to mirror).
  120480. */
  120481. specularColor: Color3;
  120482. /**
  120483. * Specifies the glossiness of the material. This indicates "how sharp is the reflection".
  120484. */
  120485. glossiness: number;
  120486. /**
  120487. * Specifies both the specular color RGB and the glossiness A of the material per pixels.
  120488. */
  120489. specularGlossinessTexture: BaseTexture;
  120490. /**
  120491. * Instantiates a new PBRSpecularGlossinessMaterial instance.
  120492. *
  120493. * @param name The material name
  120494. * @param scene The scene the material will be use in.
  120495. */
  120496. constructor(name: string, scene: Scene);
  120497. /**
  120498. * Return the currrent class name of the material.
  120499. */
  120500. getClassName(): string;
  120501. /**
  120502. * Makes a duplicate of the current material.
  120503. * @param name - name to use for the new material.
  120504. */
  120505. clone(name: string): PBRSpecularGlossinessMaterial;
  120506. /**
  120507. * Serialize the material to a parsable JSON object.
  120508. */
  120509. serialize(): any;
  120510. /**
  120511. * Parses a JSON object correponding to the serialize function.
  120512. */
  120513. static Parse(source: any, scene: Scene, rootUrl: string): PBRSpecularGlossinessMaterial;
  120514. }
  120515. }
  120516. declare module BABYLON {
  120517. /**
  120518. * This represents a color grading texture. This acts as a lookup table LUT, useful during post process
  120519. * It can help converting any input color in a desired output one. This can then be used to create effects
  120520. * from sepia, black and white to sixties or futuristic rendering...
  120521. *
  120522. * The only supported format is currently 3dl.
  120523. * More information on LUT: https://en.wikipedia.org/wiki/3D_lookup_table
  120524. */
  120525. export class ColorGradingTexture extends BaseTexture {
  120526. /**
  120527. * The current texture matrix. (will always be identity in color grading texture)
  120528. */
  120529. private _textureMatrix;
  120530. /**
  120531. * The texture URL.
  120532. */
  120533. url: string;
  120534. /**
  120535. * Empty line regex stored for GC.
  120536. */
  120537. private static _noneEmptyLineRegex;
  120538. private _engine;
  120539. /**
  120540. * Instantiates a ColorGradingTexture from the following parameters.
  120541. *
  120542. * @param url The location of the color gradind data (currently only supporting 3dl)
  120543. * @param scene The scene the texture will be used in
  120544. */
  120545. constructor(url: string, scene: Scene);
  120546. /**
  120547. * Returns the texture matrix used in most of the material.
  120548. * This is not used in color grading but keep for troubleshooting purpose (easily swap diffuse by colorgrading to look in).
  120549. */
  120550. getTextureMatrix(): Matrix;
  120551. /**
  120552. * Occurs when the file being loaded is a .3dl LUT file.
  120553. */
  120554. private load3dlTexture;
  120555. /**
  120556. * Starts the loading process of the texture.
  120557. */
  120558. private loadTexture;
  120559. /**
  120560. * Clones the color gradind texture.
  120561. */
  120562. clone(): ColorGradingTexture;
  120563. /**
  120564. * Called during delayed load for textures.
  120565. */
  120566. delayLoad(): void;
  120567. /**
  120568. * Parses a color grading texture serialized by Babylon.
  120569. * @param parsedTexture The texture information being parsedTexture
  120570. * @param scene The scene to load the texture in
  120571. * @param rootUrl The root url of the data assets to load
  120572. * @return A color gradind texture
  120573. */
  120574. static Parse(parsedTexture: any, scene: Scene): Nullable<ColorGradingTexture>;
  120575. /**
  120576. * Serializes the LUT texture to json format.
  120577. */
  120578. serialize(): any;
  120579. }
  120580. }
  120581. declare module BABYLON {
  120582. /**
  120583. * This represents a texture coming from an equirectangular image supported by the web browser canvas.
  120584. */
  120585. export class EquiRectangularCubeTexture extends BaseTexture {
  120586. /** The six faces of the cube. */
  120587. private static _FacesMapping;
  120588. private _noMipmap;
  120589. private _onLoad;
  120590. private _onError;
  120591. /** The size of the cubemap. */
  120592. private _size;
  120593. /** The buffer of the image. */
  120594. private _buffer;
  120595. /** The width of the input image. */
  120596. private _width;
  120597. /** The height of the input image. */
  120598. private _height;
  120599. /** The URL to the image. */
  120600. url: string;
  120601. /** The texture coordinates mode. As this texture is stored in a cube format, please modify carefully. */
  120602. coordinatesMode: number;
  120603. /**
  120604. * Instantiates an EquiRectangularCubeTexture from the following parameters.
  120605. * @param url The location of the image
  120606. * @param scene The scene the texture will be used in
  120607. * @param size The cubemap desired size (the more it increases the longer the generation will be)
  120608. * @param noMipmap Forces to not generate the mipmap if true
  120609. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  120610. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  120611. * @param onLoad — defines a callback called when texture is loaded
  120612. * @param onError — defines a callback called if there is an error
  120613. */
  120614. constructor(url: string, scene: Scene, size: number, noMipmap?: boolean, gammaSpace?: boolean, onLoad?: Nullable<() => void>, onError?: Nullable<(message?: string, exception?: any) => void>);
  120615. /**
  120616. * Load the image data, by putting the image on a canvas and extracting its buffer.
  120617. */
  120618. private loadImage;
  120619. /**
  120620. * Convert the image buffer into a cubemap and create a CubeTexture.
  120621. */
  120622. private loadTexture;
  120623. /**
  120624. * Convert the ArrayBuffer into a Float32Array and drop the transparency channel.
  120625. * @param buffer The ArrayBuffer that should be converted.
  120626. * @returns The buffer as Float32Array.
  120627. */
  120628. private getFloat32ArrayFromArrayBuffer;
  120629. /**
  120630. * Get the current class name of the texture useful for serialization or dynamic coding.
  120631. * @returns "EquiRectangularCubeTexture"
  120632. */
  120633. getClassName(): string;
  120634. /**
  120635. * Create a clone of the current EquiRectangularCubeTexture and return it.
  120636. * @returns A clone of the current EquiRectangularCubeTexture.
  120637. */
  120638. clone(): EquiRectangularCubeTexture;
  120639. }
  120640. }
  120641. declare module BABYLON {
  120642. /**
  120643. * Based on jsTGALoader - Javascript loader for TGA file
  120644. * By Vincent Thibault
  120645. * @see http://blog.robrowser.com/javascript-tga-loader.html
  120646. */
  120647. export class TGATools {
  120648. private static _TYPE_INDEXED;
  120649. private static _TYPE_RGB;
  120650. private static _TYPE_GREY;
  120651. private static _TYPE_RLE_INDEXED;
  120652. private static _TYPE_RLE_RGB;
  120653. private static _TYPE_RLE_GREY;
  120654. private static _ORIGIN_MASK;
  120655. private static _ORIGIN_SHIFT;
  120656. private static _ORIGIN_BL;
  120657. private static _ORIGIN_BR;
  120658. private static _ORIGIN_UL;
  120659. private static _ORIGIN_UR;
  120660. /**
  120661. * Gets the header of a TGA file
  120662. * @param data defines the TGA data
  120663. * @returns the header
  120664. */
  120665. static GetTGAHeader(data: Uint8Array): any;
  120666. /**
  120667. * Uploads TGA content to a Babylon Texture
  120668. * @hidden
  120669. */
  120670. static UploadContent(texture: InternalTexture, data: Uint8Array): void;
  120671. /** @hidden */
  120672. 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;
  120673. /** @hidden */
  120674. 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;
  120675. /** @hidden */
  120676. 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;
  120677. /** @hidden */
  120678. 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;
  120679. /** @hidden */
  120680. 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;
  120681. /** @hidden */
  120682. 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;
  120683. }
  120684. }
  120685. declare module BABYLON {
  120686. /**
  120687. * Implementation of the TGA Texture Loader.
  120688. * @hidden
  120689. */
  120690. export class _TGATextureLoader implements IInternalTextureLoader {
  120691. /**
  120692. * Defines wether the loader supports cascade loading the different faces.
  120693. */
  120694. readonly supportCascades: boolean;
  120695. /**
  120696. * This returns if the loader support the current file information.
  120697. * @param extension defines the file extension of the file being loaded
  120698. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120699. * @param fallback defines the fallback internal texture if any
  120700. * @param isBase64 defines whether the texture is encoded as a base64
  120701. * @param isBuffer defines whether the texture data are stored as a buffer
  120702. * @returns true if the loader can load the specified file
  120703. */
  120704. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120705. /**
  120706. * Transform the url before loading if required.
  120707. * @param rootUrl the url of the texture
  120708. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120709. * @returns the transformed texture
  120710. */
  120711. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120712. /**
  120713. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120714. * @param rootUrl the url of the texture
  120715. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120716. * @returns the fallback texture
  120717. */
  120718. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120719. /**
  120720. * Uploads the cube texture data to the WebGl Texture. It has alreday been bound.
  120721. * @param data contains the texture data
  120722. * @param texture defines the BabylonJS internal texture
  120723. * @param createPolynomials will be true if polynomials have been requested
  120724. * @param onLoad defines the callback to trigger once the texture is ready
  120725. * @param onError defines the callback to trigger in case of error
  120726. */
  120727. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120728. /**
  120729. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120730. * @param data contains the texture data
  120731. * @param texture defines the BabylonJS internal texture
  120732. * @param callback defines the method to call once ready to upload
  120733. */
  120734. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120735. }
  120736. }
  120737. declare module BABYLON {
  120738. /**
  120739. * Info about the .basis files
  120740. */
  120741. class BasisFileInfo {
  120742. /**
  120743. * If the file has alpha
  120744. */
  120745. hasAlpha: boolean;
  120746. /**
  120747. * Info about each image of the basis file
  120748. */
  120749. images: Array<{
  120750. levels: Array<{
  120751. width: number;
  120752. height: number;
  120753. transcodedPixels: ArrayBufferView;
  120754. }>;
  120755. }>;
  120756. }
  120757. /**
  120758. * Result of transcoding a basis file
  120759. */
  120760. class TranscodeResult {
  120761. /**
  120762. * Info about the .basis file
  120763. */
  120764. fileInfo: BasisFileInfo;
  120765. /**
  120766. * Format to use when loading the file
  120767. */
  120768. format: number;
  120769. }
  120770. /**
  120771. * Configuration options for the Basis transcoder
  120772. */
  120773. export class BasisTranscodeConfiguration {
  120774. /**
  120775. * Supported compression formats used to determine the supported output format of the transcoder
  120776. */
  120777. supportedCompressionFormats?: {
  120778. /**
  120779. * etc1 compression format
  120780. */
  120781. etc1?: boolean;
  120782. /**
  120783. * s3tc compression format
  120784. */
  120785. s3tc?: boolean;
  120786. /**
  120787. * pvrtc compression format
  120788. */
  120789. pvrtc?: boolean;
  120790. /**
  120791. * etc2 compression format
  120792. */
  120793. etc2?: boolean;
  120794. };
  120795. /**
  120796. * If mipmap levels should be loaded for transcoded images (Default: true)
  120797. */
  120798. loadMipmapLevels?: boolean;
  120799. /**
  120800. * Index of a single image to load (Default: all images)
  120801. */
  120802. loadSingleImage?: number;
  120803. }
  120804. /**
  120805. * Used to load .Basis files
  120806. * See https://github.com/BinomialLLC/basis_universal/tree/master/webgl
  120807. */
  120808. export class BasisTools {
  120809. private static _IgnoreSupportedFormats;
  120810. /**
  120811. * URL to use when loading the basis transcoder
  120812. */
  120813. static JSModuleURL: string;
  120814. /**
  120815. * URL to use when loading the wasm module for the transcoder
  120816. */
  120817. static WasmModuleURL: string;
  120818. /**
  120819. * Get the internal format to be passed to texImage2D corresponding to the .basis format value
  120820. * @param basisFormat format chosen from GetSupportedTranscodeFormat
  120821. * @returns internal format corresponding to the Basis format
  120822. */
  120823. static GetInternalFormatFromBasisFormat(basisFormat: number): number;
  120824. private static _WorkerPromise;
  120825. private static _Worker;
  120826. private static _actionId;
  120827. private static _CreateWorkerAsync;
  120828. /**
  120829. * Transcodes a loaded image file to compressed pixel data
  120830. * @param imageData image data to transcode
  120831. * @param config configuration options for the transcoding
  120832. * @returns a promise resulting in the transcoded image
  120833. */
  120834. static TranscodeAsync(imageData: ArrayBuffer, config: BasisTranscodeConfiguration): Promise<TranscodeResult>;
  120835. /**
  120836. * Loads a texture from the transcode result
  120837. * @param texture texture load to
  120838. * @param transcodeResult the result of transcoding the basis file to load from
  120839. */
  120840. static LoadTextureFromTranscodeResult(texture: InternalTexture, transcodeResult: TranscodeResult): void;
  120841. }
  120842. }
  120843. declare module BABYLON {
  120844. /**
  120845. * Loader for .basis file format
  120846. */
  120847. export class _BasisTextureLoader implements IInternalTextureLoader {
  120848. /**
  120849. * Defines whether the loader supports cascade loading the different faces.
  120850. */
  120851. readonly supportCascades: boolean;
  120852. /**
  120853. * This returns if the loader support the current file information.
  120854. * @param extension defines the file extension of the file being loaded
  120855. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120856. * @param fallback defines the fallback internal texture if any
  120857. * @param isBase64 defines whether the texture is encoded as a base64
  120858. * @param isBuffer defines whether the texture data are stored as a buffer
  120859. * @returns true if the loader can load the specified file
  120860. */
  120861. canLoad(extension: string, textureFormatInUse: Nullable<string>, fallback: Nullable<InternalTexture>, isBase64: boolean, isBuffer: boolean): boolean;
  120862. /**
  120863. * Transform the url before loading if required.
  120864. * @param rootUrl the url of the texture
  120865. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120866. * @returns the transformed texture
  120867. */
  120868. transformUrl(rootUrl: string, textureFormatInUse: Nullable<string>): string;
  120869. /**
  120870. * Gets the fallback url in case the load fail. This can return null to allow the default fallback mecanism to work
  120871. * @param rootUrl the url of the texture
  120872. * @param textureFormatInUse defines the current compressed format in use iun the engine
  120873. * @returns the fallback texture
  120874. */
  120875. getFallbackTextureUrl(rootUrl: string, textureFormatInUse: Nullable<string>): Nullable<string>;
  120876. /**
  120877. * Uploads the cube texture data to the WebGl Texture. It has already been bound.
  120878. * @param data contains the texture data
  120879. * @param texture defines the BabylonJS internal texture
  120880. * @param createPolynomials will be true if polynomials have been requested
  120881. * @param onLoad defines the callback to trigger once the texture is ready
  120882. * @param onError defines the callback to trigger in case of error
  120883. */
  120884. loadCubeData(data: string | ArrayBuffer | (string | ArrayBuffer)[], texture: InternalTexture, createPolynomials: boolean, onLoad: Nullable<(data?: any) => void>, onError: Nullable<(message?: string, exception?: any) => void>): void;
  120885. /**
  120886. * Uploads the 2D texture data to the WebGl Texture. It has alreday been bound once in the callback.
  120887. * @param data contains the texture data
  120888. * @param texture defines the BabylonJS internal texture
  120889. * @param callback defines the method to call once ready to upload
  120890. */
  120891. loadData(data: ArrayBuffer, texture: InternalTexture, callback: (width: number, height: number, loadMipmap: boolean, isCompressed: boolean, done: () => void) => void): void;
  120892. }
  120893. }
  120894. declare module BABYLON {
  120895. /**
  120896. * 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.
  120897. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120898. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120899. */
  120900. export class CustomProceduralTexture extends ProceduralTexture {
  120901. private _animate;
  120902. private _time;
  120903. private _config;
  120904. private _texturePath;
  120905. /**
  120906. * Instantiates a new Custom Procedural Texture.
  120907. * 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.
  120908. * Custom Procedural textures are the easiest way to create your own procedural in your application.
  120909. * @see http://doc.babylonjs.com/how_to/how_to_use_procedural_textures#creating-custom-procedural-textures
  120910. * @param name Define the name of the texture
  120911. * @param texturePath Define the folder path containing all the cutom texture related files (config, shaders...)
  120912. * @param size Define the size of the texture to create
  120913. * @param scene Define the scene the texture belongs to
  120914. * @param fallbackTexture Define a fallback texture in case there were issues to create the custom texture
  120915. * @param generateMipMaps Define if the texture should creates mip maps or not
  120916. */
  120917. constructor(name: string, texturePath: string, size: number, scene: Scene, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120918. private _loadJson;
  120919. /**
  120920. * Is the texture ready to be used ? (rendered at least once)
  120921. * @returns true if ready, otherwise, false.
  120922. */
  120923. isReady(): boolean;
  120924. /**
  120925. * Render the texture to its associated render target.
  120926. * @param useCameraPostProcess Define if camera post process should be applied to the texture
  120927. */
  120928. render(useCameraPostProcess?: boolean): void;
  120929. /**
  120930. * Update the list of dependant textures samplers in the shader.
  120931. */
  120932. updateTextures(): void;
  120933. /**
  120934. * Update the uniform values of the procedural texture in the shader.
  120935. */
  120936. updateShaderUniforms(): void;
  120937. /**
  120938. * Define if the texture animates or not.
  120939. */
  120940. animate: boolean;
  120941. }
  120942. }
  120943. declare module BABYLON {
  120944. /** @hidden */
  120945. export var noisePixelShader: {
  120946. name: string;
  120947. shader: string;
  120948. };
  120949. }
  120950. declare module BABYLON {
  120951. /**
  120952. * Class used to generate noise procedural textures
  120953. */
  120954. export class NoiseProceduralTexture extends ProceduralTexture {
  120955. private _time;
  120956. /** Gets or sets a value between 0 and 1 indicating the overall brightness of the texture (default is 0.2) */
  120957. brightness: number;
  120958. /** Defines the number of octaves to process */
  120959. octaves: number;
  120960. /** Defines the level of persistence (0.8 by default) */
  120961. persistence: number;
  120962. /** Gets or sets animation speed factor (default is 1) */
  120963. animationSpeedFactor: number;
  120964. /**
  120965. * Creates a new NoiseProceduralTexture
  120966. * @param name defines the name fo the texture
  120967. * @param size defines the size of the texture (default is 256)
  120968. * @param scene defines the hosting scene
  120969. * @param fallbackTexture defines the texture to use if the NoiseProceduralTexture can't be created
  120970. * @param generateMipMaps defines if mipmaps must be generated (true by default)
  120971. */
  120972. constructor(name: string, size?: number, scene?: Nullable<Scene>, fallbackTexture?: Texture, generateMipMaps?: boolean);
  120973. private _updateShaderUniforms;
  120974. protected _getDefines(): string;
  120975. /** Generate the current state of the procedural texture */
  120976. render(useCameraPostProcess?: boolean): void;
  120977. /**
  120978. * Serializes this noise procedural texture
  120979. * @returns a serialized noise procedural texture object
  120980. */
  120981. serialize(): any;
  120982. /**
  120983. * Creates a NoiseProceduralTexture from parsed noise procedural texture data
  120984. * @param parsedTexture defines parsed texture data
  120985. * @param scene defines the current scene
  120986. * @param rootUrl defines the root URL containing noise procedural texture information
  120987. * @returns a parsed NoiseProceduralTexture
  120988. */
  120989. static Parse(parsedTexture: any, scene: Scene): NoiseProceduralTexture;
  120990. }
  120991. }
  120992. declare module BABYLON {
  120993. /**
  120994. * Raw cube texture where the raw buffers are passed in
  120995. */
  120996. export class RawCubeTexture extends CubeTexture {
  120997. /**
  120998. * Creates a cube texture where the raw buffers are passed in.
  120999. * @param scene defines the scene the texture is attached to
  121000. * @param data defines the array of data to use to create each face
  121001. * @param size defines the size of the textures
  121002. * @param format defines the format of the data
  121003. * @param type defines the type of the data (like Engine.TEXTURETYPE_UNSIGNED_INT)
  121004. * @param generateMipMaps defines if the engine should generate the mip levels
  121005. * @param invertY defines if data must be stored with Y axis inverted
  121006. * @param samplingMode defines the required sampling mode (like Texture.NEAREST_SAMPLINGMODE)
  121007. * @param compression defines the compression used (null by default)
  121008. */
  121009. constructor(scene: Scene, data: Nullable<ArrayBufferView[]>, size: number, format?: number, type?: number, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, compression?: Nullable<string>);
  121010. /**
  121011. * Updates the raw cube texture.
  121012. * @param data defines the data to store
  121013. * @param format defines the data format
  121014. * @param type defines the type fo the data (Engine.TEXTURETYPE_UNSIGNED_INT by default)
  121015. * @param invertY defines if data must be stored with Y axis inverted
  121016. * @param compression defines the compression used (null by default)
  121017. * @param level defines which level of the texture to update
  121018. */
  121019. update(data: ArrayBufferView[], format: number, type: number, invertY: boolean, compression?: Nullable<string>): void;
  121020. /**
  121021. * Updates a raw cube texture with RGBD encoded data.
  121022. * @param data defines the array of data [mipmap][face] to use to create each face
  121023. * @param sphericalPolynomial defines the spherical polynomial for irradiance
  121024. * @param lodScale defines the scale applied to environment texture. This manages the range of LOD level used for IBL according to the roughness
  121025. * @param lodOffset defines the offset applied to environment texture. This manages first LOD level used for IBL according to the roughness
  121026. * @returns a promsie that resolves when the operation is complete
  121027. */
  121028. updateRGBDAsync(data: ArrayBufferView[][], sphericalPolynomial?: Nullable<SphericalPolynomial>, lodScale?: number, lodOffset?: number): Promise<void>;
  121029. /**
  121030. * Clones the raw cube texture.
  121031. * @return a new cube texture
  121032. */
  121033. clone(): CubeTexture;
  121034. /** @hidden */
  121035. static _UpdateRGBDAsync(internalTexture: InternalTexture, data: ArrayBufferView[][], sphericalPolynomial: Nullable<SphericalPolynomial>, lodScale: number, lodOffset: number): Promise<void>;
  121036. }
  121037. }
  121038. declare module BABYLON {
  121039. /**
  121040. * Class used to store 3D textures containing user data
  121041. */
  121042. export class RawTexture3D extends Texture {
  121043. /** Gets or sets the texture format to use */
  121044. format: number;
  121045. private _engine;
  121046. /**
  121047. * Create a new RawTexture3D
  121048. * @param data defines the data of the texture
  121049. * @param width defines the width of the texture
  121050. * @param height defines the height of the texture
  121051. * @param depth defines the depth of the texture
  121052. * @param format defines the texture format to use
  121053. * @param scene defines the hosting scene
  121054. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121055. * @param invertY defines if texture must be stored with Y axis inverted
  121056. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121057. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121058. */
  121059. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121060. /** Gets or sets the texture format to use */
  121061. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121062. /**
  121063. * Update the texture with new data
  121064. * @param data defines the data to store in the texture
  121065. */
  121066. update(data: ArrayBufferView): void;
  121067. }
  121068. }
  121069. declare module BABYLON {
  121070. /**
  121071. * Class used to store 2D array textures containing user data
  121072. */
  121073. export class RawTexture2DArray extends Texture {
  121074. /** Gets or sets the texture format to use */
  121075. format: number;
  121076. private _engine;
  121077. /**
  121078. * Create a new RawTexture2DArray
  121079. * @param data defines the data of the texture
  121080. * @param width defines the width of the texture
  121081. * @param height defines the height of the texture
  121082. * @param depth defines the number of layers of the texture
  121083. * @param format defines the texture format to use
  121084. * @param scene defines the hosting scene
  121085. * @param generateMipMaps defines a boolean indicating if mip levels should be generated (true by default)
  121086. * @param invertY defines if texture must be stored with Y axis inverted
  121087. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  121088. * @param textureType defines the texture Type (Engine.TEXTURETYPE_UNSIGNED_INT, Engine.TEXTURETYPE_FLOAT...)
  121089. */
  121090. constructor(data: ArrayBufferView, width: number, height: number, depth: number,
  121091. /** Gets or sets the texture format to use */
  121092. format: number, scene: Scene, generateMipMaps?: boolean, invertY?: boolean, samplingMode?: number, textureType?: number);
  121093. /**
  121094. * Update the texture with new data
  121095. * @param data defines the data to store in the texture
  121096. */
  121097. update(data: ArrayBufferView): void;
  121098. }
  121099. }
  121100. declare module BABYLON {
  121101. /**
  121102. * Creates a refraction texture used by refraction channel of the standard material.
  121103. * It is like a mirror but to see through a material.
  121104. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121105. */
  121106. export class RefractionTexture extends RenderTargetTexture {
  121107. /**
  121108. * Define the reflection plane we want to use. The refractionPlane is usually set to the constructed refractor.
  121109. * 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.
  121110. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121111. */
  121112. refractionPlane: Plane;
  121113. /**
  121114. * Define how deep under the surface we should see.
  121115. */
  121116. depth: number;
  121117. /**
  121118. * Creates a refraction texture used by refraction channel of the standard material.
  121119. * It is like a mirror but to see through a material.
  121120. * @see https://doc.babylonjs.com/how_to/reflect#refraction
  121121. * @param name Define the texture name
  121122. * @param size Define the size of the underlying texture
  121123. * @param scene Define the scene the refraction belongs to
  121124. * @param generateMipMaps Define if we need to generate mips level for the refraction
  121125. */
  121126. constructor(name: string, size: number, scene: Scene, generateMipMaps?: boolean);
  121127. /**
  121128. * Clone the refraction texture.
  121129. * @returns the cloned texture
  121130. */
  121131. clone(): RefractionTexture;
  121132. /**
  121133. * Serialize the texture to a JSON representation you could use in Parse later on
  121134. * @returns the serialized JSON representation
  121135. */
  121136. serialize(): any;
  121137. }
  121138. }
  121139. declare module BABYLON {
  121140. /**
  121141. * Defines the options related to the creation of an HtmlElementTexture
  121142. */
  121143. export interface IHtmlElementTextureOptions {
  121144. /**
  121145. * Defines wether mip maps should be created or not.
  121146. */
  121147. generateMipMaps?: boolean;
  121148. /**
  121149. * Defines the sampling mode of the texture.
  121150. */
  121151. samplingMode?: number;
  121152. /**
  121153. * Defines the engine instance to use the texture with. It is not mandatory if you define a scene.
  121154. */
  121155. engine: Nullable<ThinEngine>;
  121156. /**
  121157. * Defines the scene the texture belongs to. It is not mandatory if you define an engine.
  121158. */
  121159. scene: Nullable<Scene>;
  121160. }
  121161. /**
  121162. * This represents the smallest workload to use an already existing element (Canvas or Video) as a texture.
  121163. * To be as efficient as possible depending on your constraints nothing aside the first upload
  121164. * is automatically managed.
  121165. * It is a cheap VideoTexture or DynamicTexture if you prefer to keep full control of the elements
  121166. * in your application.
  121167. *
  121168. * As the update is not automatic, you need to call them manually.
  121169. */
  121170. export class HtmlElementTexture extends BaseTexture {
  121171. /**
  121172. * The texture URL.
  121173. */
  121174. element: HTMLVideoElement | HTMLCanvasElement;
  121175. private static readonly DefaultOptions;
  121176. private _textureMatrix;
  121177. private _engine;
  121178. private _isVideo;
  121179. private _generateMipMaps;
  121180. private _samplingMode;
  121181. /**
  121182. * Instantiates a HtmlElementTexture from the following parameters.
  121183. *
  121184. * @param name Defines the name of the texture
  121185. * @param element Defines the video or canvas the texture is filled with
  121186. * @param options Defines the other none mandatory texture creation options
  121187. */
  121188. constructor(name: string, element: HTMLVideoElement | HTMLCanvasElement, options: IHtmlElementTextureOptions);
  121189. private _createInternalTexture;
  121190. /**
  121191. * Returns the texture matrix used in most of the material.
  121192. */
  121193. getTextureMatrix(): Matrix;
  121194. /**
  121195. * Updates the content of the texture.
  121196. * @param invertY Defines wether the texture should be inverted on Y (false by default on video and true on canvas)
  121197. */
  121198. update(invertY?: Nullable<boolean>): void;
  121199. }
  121200. }
  121201. declare module BABYLON {
  121202. /**
  121203. * Enum used to define the target of a block
  121204. */
  121205. export enum NodeMaterialBlockTargets {
  121206. /** Vertex shader */
  121207. Vertex = 1,
  121208. /** Fragment shader */
  121209. Fragment = 2,
  121210. /** Neutral */
  121211. Neutral = 4,
  121212. /** Vertex and Fragment */
  121213. VertexAndFragment = 3
  121214. }
  121215. }
  121216. declare module BABYLON {
  121217. /**
  121218. * Defines the kind of connection point for node based material
  121219. */
  121220. export enum NodeMaterialBlockConnectionPointTypes {
  121221. /** Float */
  121222. Float = 1,
  121223. /** Int */
  121224. Int = 2,
  121225. /** Vector2 */
  121226. Vector2 = 4,
  121227. /** Vector3 */
  121228. Vector3 = 8,
  121229. /** Vector4 */
  121230. Vector4 = 16,
  121231. /** Color3 */
  121232. Color3 = 32,
  121233. /** Color4 */
  121234. Color4 = 64,
  121235. /** Matrix */
  121236. Matrix = 128,
  121237. /** Detect type based on connection */
  121238. AutoDetect = 1024,
  121239. /** Output type that will be defined by input type */
  121240. BasedOnInput = 2048
  121241. }
  121242. }
  121243. declare module BABYLON {
  121244. /**
  121245. * Enum defining the mode of a NodeMaterialBlockConnectionPoint
  121246. */
  121247. export enum NodeMaterialBlockConnectionPointMode {
  121248. /** Value is an uniform */
  121249. Uniform = 0,
  121250. /** Value is a mesh attribute */
  121251. Attribute = 1,
  121252. /** Value is a varying between vertex and fragment shaders */
  121253. Varying = 2,
  121254. /** Mode is undefined */
  121255. Undefined = 3
  121256. }
  121257. }
  121258. declare module BABYLON {
  121259. /**
  121260. * Enum used to define system values e.g. values automatically provided by the system
  121261. */
  121262. export enum NodeMaterialSystemValues {
  121263. /** World */
  121264. World = 1,
  121265. /** View */
  121266. View = 2,
  121267. /** Projection */
  121268. Projection = 3,
  121269. /** ViewProjection */
  121270. ViewProjection = 4,
  121271. /** WorldView */
  121272. WorldView = 5,
  121273. /** WorldViewProjection */
  121274. WorldViewProjection = 6,
  121275. /** CameraPosition */
  121276. CameraPosition = 7,
  121277. /** Fog Color */
  121278. FogColor = 8,
  121279. /** Delta time */
  121280. DeltaTime = 9
  121281. }
  121282. }
  121283. declare module BABYLON {
  121284. /**
  121285. * Root class for all node material optimizers
  121286. */
  121287. export class NodeMaterialOptimizer {
  121288. /**
  121289. * Function used to optimize a NodeMaterial graph
  121290. * @param vertexOutputNodes defines the list of output nodes for the vertex shader
  121291. * @param fragmentOutputNodes defines the list of output nodes for the fragment shader
  121292. */
  121293. optimize(vertexOutputNodes: NodeMaterialBlock[], fragmentOutputNodes: NodeMaterialBlock[]): void;
  121294. }
  121295. }
  121296. declare module BABYLON {
  121297. /**
  121298. * Block used to transform a vector (2, 3 or 4) with a matrix. It will generate a Vector4
  121299. */
  121300. export class TransformBlock extends NodeMaterialBlock {
  121301. /**
  121302. * Defines the value to use to complement W value to transform it to a Vector4
  121303. */
  121304. complementW: number;
  121305. /**
  121306. * Defines the value to use to complement z value to transform it to a Vector4
  121307. */
  121308. complementZ: number;
  121309. /**
  121310. * Creates a new TransformBlock
  121311. * @param name defines the block name
  121312. */
  121313. constructor(name: string);
  121314. /**
  121315. * Gets the current class name
  121316. * @returns the class name
  121317. */
  121318. getClassName(): string;
  121319. /**
  121320. * Gets the vector input
  121321. */
  121322. readonly vector: NodeMaterialConnectionPoint;
  121323. /**
  121324. * Gets the output component
  121325. */
  121326. readonly output: NodeMaterialConnectionPoint;
  121327. /**
  121328. * Gets the matrix transform input
  121329. */
  121330. readonly transform: NodeMaterialConnectionPoint;
  121331. protected _buildBlock(state: NodeMaterialBuildState): this;
  121332. serialize(): any;
  121333. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121334. protected _dumpPropertiesCode(): string;
  121335. }
  121336. }
  121337. declare module BABYLON {
  121338. /**
  121339. * Block used to output the vertex position
  121340. */
  121341. export class VertexOutputBlock extends NodeMaterialBlock {
  121342. /**
  121343. * Creates a new VertexOutputBlock
  121344. * @param name defines the block name
  121345. */
  121346. constructor(name: string);
  121347. /**
  121348. * Gets the current class name
  121349. * @returns the class name
  121350. */
  121351. getClassName(): string;
  121352. /**
  121353. * Gets the vector input component
  121354. */
  121355. readonly vector: NodeMaterialConnectionPoint;
  121356. protected _buildBlock(state: NodeMaterialBuildState): this;
  121357. }
  121358. }
  121359. declare module BABYLON {
  121360. /**
  121361. * Block used to output the final color
  121362. */
  121363. export class FragmentOutputBlock extends NodeMaterialBlock {
  121364. /**
  121365. * Create a new FragmentOutputBlock
  121366. * @param name defines the block name
  121367. */
  121368. constructor(name: string);
  121369. /**
  121370. * Gets the current class name
  121371. * @returns the class name
  121372. */
  121373. getClassName(): string;
  121374. /**
  121375. * Gets the rgba input component
  121376. */
  121377. readonly rgba: NodeMaterialConnectionPoint;
  121378. /**
  121379. * Gets the rgb input component
  121380. */
  121381. readonly rgb: NodeMaterialConnectionPoint;
  121382. /**
  121383. * Gets the a input component
  121384. */
  121385. readonly a: NodeMaterialConnectionPoint;
  121386. protected _buildBlock(state: NodeMaterialBuildState): this;
  121387. }
  121388. }
  121389. declare module BABYLON {
  121390. /**
  121391. * Block used to read a reflection texture from a sampler
  121392. */
  121393. export class ReflectionTextureBlock extends NodeMaterialBlock {
  121394. private _define3DName;
  121395. private _defineCubicName;
  121396. private _defineExplicitName;
  121397. private _defineProjectionName;
  121398. private _defineLocalCubicName;
  121399. private _defineSphericalName;
  121400. private _definePlanarName;
  121401. private _defineEquirectangularName;
  121402. private _defineMirroredEquirectangularFixedName;
  121403. private _defineEquirectangularFixedName;
  121404. private _defineSkyboxName;
  121405. private _cubeSamplerName;
  121406. private _2DSamplerName;
  121407. private _positionUVWName;
  121408. private _directionWName;
  121409. private _reflectionCoordsName;
  121410. private _reflection2DCoordsName;
  121411. private _reflectionColorName;
  121412. private _reflectionMatrixName;
  121413. /**
  121414. * Gets or sets the texture associated with the node
  121415. */
  121416. texture: Nullable<BaseTexture>;
  121417. /**
  121418. * Create a new TextureBlock
  121419. * @param name defines the block name
  121420. */
  121421. constructor(name: string);
  121422. /**
  121423. * Gets the current class name
  121424. * @returns the class name
  121425. */
  121426. getClassName(): string;
  121427. /**
  121428. * Gets the world position input component
  121429. */
  121430. readonly position: NodeMaterialConnectionPoint;
  121431. /**
  121432. * Gets the world position input component
  121433. */
  121434. readonly worldPosition: NodeMaterialConnectionPoint;
  121435. /**
  121436. * Gets the world normal input component
  121437. */
  121438. readonly worldNormal: NodeMaterialConnectionPoint;
  121439. /**
  121440. * Gets the world input component
  121441. */
  121442. readonly world: NodeMaterialConnectionPoint;
  121443. /**
  121444. * Gets the camera (or eye) position component
  121445. */
  121446. readonly cameraPosition: NodeMaterialConnectionPoint;
  121447. /**
  121448. * Gets the view input component
  121449. */
  121450. readonly view: NodeMaterialConnectionPoint;
  121451. /**
  121452. * Gets the rgb output component
  121453. */
  121454. readonly rgb: NodeMaterialConnectionPoint;
  121455. /**
  121456. * Gets the r output component
  121457. */
  121458. readonly r: NodeMaterialConnectionPoint;
  121459. /**
  121460. * Gets the g output component
  121461. */
  121462. readonly g: NodeMaterialConnectionPoint;
  121463. /**
  121464. * Gets the b output component
  121465. */
  121466. readonly b: NodeMaterialConnectionPoint;
  121467. autoConfigure(material: NodeMaterial): void;
  121468. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121469. isReady(): boolean;
  121470. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121471. private _injectVertexCode;
  121472. private _writeOutput;
  121473. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121474. protected _dumpPropertiesCode(): string;
  121475. serialize(): any;
  121476. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121477. }
  121478. }
  121479. declare module BABYLON {
  121480. /**
  121481. * Interface used to configure the node material editor
  121482. */
  121483. export interface INodeMaterialEditorOptions {
  121484. /** Define the URl to load node editor script */
  121485. editorURL?: string;
  121486. }
  121487. /** @hidden */
  121488. export class NodeMaterialDefines extends MaterialDefines implements IImageProcessingConfigurationDefines {
  121489. /** BONES */
  121490. NUM_BONE_INFLUENCERS: number;
  121491. BonesPerMesh: number;
  121492. BONETEXTURE: boolean;
  121493. /** MORPH TARGETS */
  121494. MORPHTARGETS: boolean;
  121495. MORPHTARGETS_NORMAL: boolean;
  121496. MORPHTARGETS_TANGENT: boolean;
  121497. MORPHTARGETS_UV: boolean;
  121498. NUM_MORPH_INFLUENCERS: number;
  121499. /** IMAGE PROCESSING */
  121500. IMAGEPROCESSING: boolean;
  121501. VIGNETTE: boolean;
  121502. VIGNETTEBLENDMODEMULTIPLY: boolean;
  121503. VIGNETTEBLENDMODEOPAQUE: boolean;
  121504. TONEMAPPING: boolean;
  121505. TONEMAPPING_ACES: boolean;
  121506. CONTRAST: boolean;
  121507. EXPOSURE: boolean;
  121508. COLORCURVES: boolean;
  121509. COLORGRADING: boolean;
  121510. COLORGRADING3D: boolean;
  121511. SAMPLER3DGREENDEPTH: boolean;
  121512. SAMPLER3DBGRMAP: boolean;
  121513. IMAGEPROCESSINGPOSTPROCESS: boolean;
  121514. /** MISC. */
  121515. BUMPDIRECTUV: number;
  121516. constructor();
  121517. setValue(name: string, value: boolean): void;
  121518. }
  121519. /**
  121520. * Class used to configure NodeMaterial
  121521. */
  121522. export interface INodeMaterialOptions {
  121523. /**
  121524. * Defines if blocks should emit comments
  121525. */
  121526. emitComments: boolean;
  121527. }
  121528. /**
  121529. * Class used to create a node based material built by assembling shader blocks
  121530. */
  121531. export class NodeMaterial extends PushMaterial {
  121532. private static _BuildIdGenerator;
  121533. private _options;
  121534. private _vertexCompilationState;
  121535. private _fragmentCompilationState;
  121536. private _sharedData;
  121537. private _buildId;
  121538. private _buildWasSuccessful;
  121539. private _cachedWorldViewMatrix;
  121540. private _cachedWorldViewProjectionMatrix;
  121541. private _optimizers;
  121542. private _animationFrame;
  121543. /** Define the URl to load node editor script */
  121544. static EditorURL: string;
  121545. private BJSNODEMATERIALEDITOR;
  121546. /** Get the inspector from bundle or global */
  121547. private _getGlobalNodeMaterialEditor;
  121548. /**
  121549. * 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)
  121550. */
  121551. ignoreAlpha: boolean;
  121552. /**
  121553. * Defines the maximum number of lights that can be used in the material
  121554. */
  121555. maxSimultaneousLights: number;
  121556. /**
  121557. * Observable raised when the material is built
  121558. */
  121559. onBuildObservable: Observable<NodeMaterial>;
  121560. /**
  121561. * Gets or sets the root nodes of the material vertex shader
  121562. */
  121563. _vertexOutputNodes: NodeMaterialBlock[];
  121564. /**
  121565. * Gets or sets the root nodes of the material fragment (pixel) shader
  121566. */
  121567. _fragmentOutputNodes: NodeMaterialBlock[];
  121568. /** Gets or sets options to control the node material overall behavior */
  121569. options: INodeMaterialOptions;
  121570. /**
  121571. * Default configuration related to image processing available in the standard Material.
  121572. */
  121573. protected _imageProcessingConfiguration: ImageProcessingConfiguration;
  121574. /**
  121575. * Gets the image processing configuration used either in this material.
  121576. */
  121577. /**
  121578. * Sets the Default image processing configuration used either in the this material.
  121579. *
  121580. * If sets to null, the scene one is in use.
  121581. */
  121582. imageProcessingConfiguration: ImageProcessingConfiguration;
  121583. /**
  121584. * Gets an array of blocks that needs to be serialized even if they are not yet connected
  121585. */
  121586. attachedBlocks: NodeMaterialBlock[];
  121587. /**
  121588. * Create a new node based material
  121589. * @param name defines the material name
  121590. * @param scene defines the hosting scene
  121591. * @param options defines creation option
  121592. */
  121593. constructor(name: string, scene?: Scene, options?: Partial<INodeMaterialOptions>);
  121594. /**
  121595. * Gets the current class name of the material e.g. "NodeMaterial"
  121596. * @returns the class name
  121597. */
  121598. getClassName(): string;
  121599. /**
  121600. * Keep track of the image processing observer to allow dispose and replace.
  121601. */
  121602. private _imageProcessingObserver;
  121603. /**
  121604. * Attaches a new image processing configuration to the Standard Material.
  121605. * @param configuration
  121606. */
  121607. protected _attachImageProcessingConfiguration(configuration: Nullable<ImageProcessingConfiguration>): void;
  121608. /**
  121609. * Get a block by its name
  121610. * @param name defines the name of the block to retrieve
  121611. * @returns the required block or null if not found
  121612. */
  121613. getBlockByName(name: string): Nullable<NodeMaterialBlock>;
  121614. /**
  121615. * Get a block by its name
  121616. * @param predicate defines the predicate used to find the good candidate
  121617. * @returns the required block or null if not found
  121618. */
  121619. getBlockByPredicate(predicate: (block: NodeMaterialBlock) => boolean): Nullable<NodeMaterialBlock>;
  121620. /**
  121621. * Get an input block by its name
  121622. * @param predicate defines the predicate used to find the good candidate
  121623. * @returns the required input block or null if not found
  121624. */
  121625. getInputBlockByPredicate(predicate: (block: InputBlock) => boolean): Nullable<InputBlock>;
  121626. /**
  121627. * Gets the list of input blocks attached to this material
  121628. * @returns an array of InputBlocks
  121629. */
  121630. getInputBlocks(): InputBlock[];
  121631. /**
  121632. * Adds a new optimizer to the list of optimizers
  121633. * @param optimizer defines the optimizers to add
  121634. * @returns the current material
  121635. */
  121636. registerOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121637. /**
  121638. * Remove an optimizer from the list of optimizers
  121639. * @param optimizer defines the optimizers to remove
  121640. * @returns the current material
  121641. */
  121642. unregisterOptimizer(optimizer: NodeMaterialOptimizer): this | undefined;
  121643. /**
  121644. * Add a new block to the list of output nodes
  121645. * @param node defines the node to add
  121646. * @returns the current material
  121647. */
  121648. addOutputNode(node: NodeMaterialBlock): this;
  121649. /**
  121650. * Remove a block from the list of root nodes
  121651. * @param node defines the node to remove
  121652. * @returns the current material
  121653. */
  121654. removeOutputNode(node: NodeMaterialBlock): this;
  121655. private _addVertexOutputNode;
  121656. private _removeVertexOutputNode;
  121657. private _addFragmentOutputNode;
  121658. private _removeFragmentOutputNode;
  121659. /**
  121660. * Specifies if the material will require alpha blending
  121661. * @returns a boolean specifying if alpha blending is needed
  121662. */
  121663. needAlphaBlending(): boolean;
  121664. /**
  121665. * Specifies if this material should be rendered in alpha test mode
  121666. * @returns a boolean specifying if an alpha test is needed.
  121667. */
  121668. needAlphaTesting(): boolean;
  121669. private _initializeBlock;
  121670. private _resetDualBlocks;
  121671. /**
  121672. * Build the material and generates the inner effect
  121673. * @param verbose defines if the build should log activity
  121674. */
  121675. build(verbose?: boolean): void;
  121676. /**
  121677. * Runs an otpimization phase to try to improve the shader code
  121678. */
  121679. optimize(): void;
  121680. private _prepareDefinesForAttributes;
  121681. /**
  121682. * Get if the submesh is ready to be used and all its information available.
  121683. * Child classes can use it to update shaders
  121684. * @param mesh defines the mesh to check
  121685. * @param subMesh defines which submesh to check
  121686. * @param useInstances specifies that instances should be used
  121687. * @returns a boolean indicating that the submesh is ready or not
  121688. */
  121689. isReadyForSubMesh(mesh: AbstractMesh, subMesh: SubMesh, useInstances?: boolean): boolean;
  121690. /**
  121691. * Get a string representing the shaders built by the current node graph
  121692. */
  121693. readonly compiledShaders: string;
  121694. /**
  121695. * Binds the world matrix to the material
  121696. * @param world defines the world transformation matrix
  121697. */
  121698. bindOnlyWorldMatrix(world: Matrix): void;
  121699. /**
  121700. * Binds the submesh to this material by preparing the effect and shader to draw
  121701. * @param world defines the world transformation matrix
  121702. * @param mesh defines the mesh containing the submesh
  121703. * @param subMesh defines the submesh to bind the material to
  121704. */
  121705. bindForSubMesh(world: Matrix, mesh: Mesh, subMesh: SubMesh): void;
  121706. /**
  121707. * Gets the active textures from the material
  121708. * @returns an array of textures
  121709. */
  121710. getActiveTextures(): BaseTexture[];
  121711. /**
  121712. * Gets the list of texture blocks
  121713. * @returns an array of texture blocks
  121714. */
  121715. getTextureBlocks(): (TextureBlock | ReflectionTextureBlock)[];
  121716. /**
  121717. * Specifies if the material uses a texture
  121718. * @param texture defines the texture to check against the material
  121719. * @returns a boolean specifying if the material uses the texture
  121720. */
  121721. hasTexture(texture: BaseTexture): boolean;
  121722. /**
  121723. * Disposes the material
  121724. * @param forceDisposeEffect specifies if effects should be forcefully disposed
  121725. * @param forceDisposeTextures specifies if textures should be forcefully disposed
  121726. * @param notBoundToMesh specifies if the material that is being disposed is known to be not bound to any mesh
  121727. */
  121728. dispose(forceDisposeEffect?: boolean, forceDisposeTextures?: boolean, notBoundToMesh?: boolean): void;
  121729. /** Creates the node editor window. */
  121730. private _createNodeEditor;
  121731. /**
  121732. * Launch the node material editor
  121733. * @param config Define the configuration of the editor
  121734. * @return a promise fulfilled when the node editor is visible
  121735. */
  121736. edit(config?: INodeMaterialEditorOptions): Promise<void>;
  121737. /**
  121738. * Clear the current material
  121739. */
  121740. clear(): void;
  121741. /**
  121742. * Clear the current material and set it to a default state
  121743. */
  121744. setToDefault(): void;
  121745. /**
  121746. * Loads the current Node Material from a url pointing to a file save by the Node Material Editor
  121747. * @param url defines the url to load from
  121748. * @returns a promise that will fullfil when the material is fully loaded
  121749. */
  121750. loadAsync(url: string): Promise<void>;
  121751. private _gatherBlocks;
  121752. /**
  121753. * Generate a string containing the code declaration required to create an equivalent of this material
  121754. * @returns a string
  121755. */
  121756. generateCode(): string;
  121757. /**
  121758. * Serializes this material in a JSON representation
  121759. * @returns the serialized material object
  121760. */
  121761. serialize(): any;
  121762. private _restoreConnections;
  121763. /**
  121764. * Clear the current graph and load a new one from a serialization object
  121765. * @param source defines the JSON representation of the material
  121766. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121767. */
  121768. loadFromSerialization(source: any, rootUrl?: string): void;
  121769. /**
  121770. * Creates a node material from parsed material data
  121771. * @param source defines the JSON representation of the material
  121772. * @param scene defines the hosting scene
  121773. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  121774. * @returns a new node material
  121775. */
  121776. static Parse(source: any, scene: Scene, rootUrl?: string): NodeMaterial;
  121777. /**
  121778. * Creates a new node material set to default basic configuration
  121779. * @param name defines the name of the material
  121780. * @param scene defines the hosting scene
  121781. * @returns a new NodeMaterial
  121782. */
  121783. static CreateDefault(name: string, scene?: Scene): NodeMaterial;
  121784. }
  121785. }
  121786. declare module BABYLON {
  121787. /**
  121788. * Block used to read a texture from a sampler
  121789. */
  121790. export class TextureBlock extends NodeMaterialBlock {
  121791. private _defineName;
  121792. private _linearDefineName;
  121793. private _samplerName;
  121794. private _transformedUVName;
  121795. private _textureTransformName;
  121796. private _textureInfoName;
  121797. private _mainUVName;
  121798. private _mainUVDefineName;
  121799. /**
  121800. * Gets or sets the texture associated with the node
  121801. */
  121802. texture: Nullable<Texture>;
  121803. /**
  121804. * Create a new TextureBlock
  121805. * @param name defines the block name
  121806. */
  121807. constructor(name: string);
  121808. /**
  121809. * Gets the current class name
  121810. * @returns the class name
  121811. */
  121812. getClassName(): string;
  121813. /**
  121814. * Gets the uv input component
  121815. */
  121816. readonly uv: NodeMaterialConnectionPoint;
  121817. /**
  121818. * Gets the rgba output component
  121819. */
  121820. readonly rgba: NodeMaterialConnectionPoint;
  121821. /**
  121822. * Gets the rgb output component
  121823. */
  121824. readonly rgb: NodeMaterialConnectionPoint;
  121825. /**
  121826. * Gets the r output component
  121827. */
  121828. readonly r: NodeMaterialConnectionPoint;
  121829. /**
  121830. * Gets the g output component
  121831. */
  121832. readonly g: NodeMaterialConnectionPoint;
  121833. /**
  121834. * Gets the b output component
  121835. */
  121836. readonly b: NodeMaterialConnectionPoint;
  121837. /**
  121838. * Gets the a output component
  121839. */
  121840. readonly a: NodeMaterialConnectionPoint;
  121841. readonly target: NodeMaterialBlockTargets;
  121842. autoConfigure(material: NodeMaterial): void;
  121843. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  121844. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  121845. isReady(): boolean;
  121846. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  121847. private readonly _isMixed;
  121848. private _injectVertexCode;
  121849. private _writeOutput;
  121850. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  121851. protected _dumpPropertiesCode(): string;
  121852. serialize(): any;
  121853. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  121854. }
  121855. }
  121856. declare module BABYLON {
  121857. /**
  121858. * Class used to store shared data between 2 NodeMaterialBuildState
  121859. */
  121860. export class NodeMaterialBuildStateSharedData {
  121861. /**
  121862. * Gets the list of emitted varyings
  121863. */
  121864. temps: string[];
  121865. /**
  121866. * Gets the list of emitted varyings
  121867. */
  121868. varyings: string[];
  121869. /**
  121870. * Gets the varying declaration string
  121871. */
  121872. varyingDeclaration: string;
  121873. /**
  121874. * Input blocks
  121875. */
  121876. inputBlocks: InputBlock[];
  121877. /**
  121878. * Input blocks
  121879. */
  121880. textureBlocks: (ReflectionTextureBlock | TextureBlock)[];
  121881. /**
  121882. * Bindable blocks (Blocks that need to set data to the effect)
  121883. */
  121884. bindableBlocks: NodeMaterialBlock[];
  121885. /**
  121886. * List of blocks that can provide a compilation fallback
  121887. */
  121888. blocksWithFallbacks: NodeMaterialBlock[];
  121889. /**
  121890. * List of blocks that can provide a define update
  121891. */
  121892. blocksWithDefines: NodeMaterialBlock[];
  121893. /**
  121894. * List of blocks that can provide a repeatable content
  121895. */
  121896. repeatableContentBlocks: NodeMaterialBlock[];
  121897. /**
  121898. * List of blocks that can provide a dynamic list of uniforms
  121899. */
  121900. dynamicUniformBlocks: NodeMaterialBlock[];
  121901. /**
  121902. * List of blocks that can block the isReady function for the material
  121903. */
  121904. blockingBlocks: NodeMaterialBlock[];
  121905. /**
  121906. * Gets the list of animated inputs
  121907. */
  121908. animatedInputs: InputBlock[];
  121909. /**
  121910. * Build Id used to avoid multiple recompilations
  121911. */
  121912. buildId: number;
  121913. /** List of emitted variables */
  121914. variableNames: {
  121915. [key: string]: number;
  121916. };
  121917. /** List of emitted defines */
  121918. defineNames: {
  121919. [key: string]: number;
  121920. };
  121921. /** Should emit comments? */
  121922. emitComments: boolean;
  121923. /** Emit build activity */
  121924. verbose: boolean;
  121925. /** Gets or sets the hosting scene */
  121926. scene: Scene;
  121927. /**
  121928. * Gets the compilation hints emitted at compilation time
  121929. */
  121930. hints: {
  121931. needWorldViewMatrix: boolean;
  121932. needWorldViewProjectionMatrix: boolean;
  121933. needAlphaBlending: boolean;
  121934. needAlphaTesting: boolean;
  121935. };
  121936. /**
  121937. * List of compilation checks
  121938. */
  121939. checks: {
  121940. emitVertex: boolean;
  121941. emitFragment: boolean;
  121942. notConnectedNonOptionalInputs: NodeMaterialConnectionPoint[];
  121943. };
  121944. /** Creates a new shared data */
  121945. constructor();
  121946. /**
  121947. * Emits console errors and exceptions if there is a failing check
  121948. */
  121949. emitErrors(): void;
  121950. }
  121951. }
  121952. declare module BABYLON {
  121953. /**
  121954. * Class used to store node based material build state
  121955. */
  121956. export class NodeMaterialBuildState {
  121957. /** Gets or sets a boolean indicating if the current state can emit uniform buffers */
  121958. supportUniformBuffers: boolean;
  121959. /**
  121960. * Gets the list of emitted attributes
  121961. */
  121962. attributes: string[];
  121963. /**
  121964. * Gets the list of emitted uniforms
  121965. */
  121966. uniforms: string[];
  121967. /**
  121968. * Gets the list of emitted constants
  121969. */
  121970. constants: string[];
  121971. /**
  121972. * Gets the list of emitted samplers
  121973. */
  121974. samplers: string[];
  121975. /**
  121976. * Gets the list of emitted functions
  121977. */
  121978. functions: {
  121979. [key: string]: string;
  121980. };
  121981. /**
  121982. * Gets the list of emitted extensions
  121983. */
  121984. extensions: {
  121985. [key: string]: string;
  121986. };
  121987. /**
  121988. * Gets the target of the compilation state
  121989. */
  121990. target: NodeMaterialBlockTargets;
  121991. /**
  121992. * Gets the list of emitted counters
  121993. */
  121994. counters: {
  121995. [key: string]: number;
  121996. };
  121997. /**
  121998. * Shared data between multiple NodeMaterialBuildState instances
  121999. */
  122000. sharedData: NodeMaterialBuildStateSharedData;
  122001. /** @hidden */
  122002. _vertexState: NodeMaterialBuildState;
  122003. /** @hidden */
  122004. _attributeDeclaration: string;
  122005. /** @hidden */
  122006. _uniformDeclaration: string;
  122007. /** @hidden */
  122008. _constantDeclaration: string;
  122009. /** @hidden */
  122010. _samplerDeclaration: string;
  122011. /** @hidden */
  122012. _varyingTransfer: string;
  122013. private _repeatableContentAnchorIndex;
  122014. /** @hidden */
  122015. _builtCompilationString: string;
  122016. /**
  122017. * Gets the emitted compilation strings
  122018. */
  122019. compilationString: string;
  122020. /**
  122021. * Finalize the compilation strings
  122022. * @param state defines the current compilation state
  122023. */
  122024. finalize(state: NodeMaterialBuildState): void;
  122025. /** @hidden */
  122026. readonly _repeatableContentAnchor: string;
  122027. /** @hidden */
  122028. _getFreeVariableName(prefix: string): string;
  122029. /** @hidden */
  122030. _getFreeDefineName(prefix: string): string;
  122031. /** @hidden */
  122032. _excludeVariableName(name: string): void;
  122033. /** @hidden */
  122034. _emit2DSampler(name: string): void;
  122035. /** @hidden */
  122036. _getGLType(type: NodeMaterialBlockConnectionPointTypes): string;
  122037. /** @hidden */
  122038. _emitExtension(name: string, extension: string): void;
  122039. /** @hidden */
  122040. _emitFunction(name: string, code: string, comments: string): void;
  122041. /** @hidden */
  122042. _emitCodeFromInclude(includeName: string, comments: string, options?: {
  122043. replaceStrings?: {
  122044. search: RegExp;
  122045. replace: string;
  122046. }[];
  122047. repeatKey?: string;
  122048. }): string;
  122049. /** @hidden */
  122050. _emitFunctionFromInclude(includeName: string, comments: string, options?: {
  122051. repeatKey?: string;
  122052. removeAttributes?: boolean;
  122053. removeUniforms?: boolean;
  122054. removeVaryings?: boolean;
  122055. removeIfDef?: boolean;
  122056. replaceStrings?: {
  122057. search: RegExp;
  122058. replace: string;
  122059. }[];
  122060. }, storeKey?: string): void;
  122061. /** @hidden */
  122062. _registerTempVariable(name: string): boolean;
  122063. /** @hidden */
  122064. _emitVaryingFromString(name: string, type: string, define?: string, notDefine?: boolean): boolean;
  122065. /** @hidden */
  122066. _emitUniformFromString(name: string, type: string, define?: string, notDefine?: boolean): void;
  122067. /** @hidden */
  122068. _emitFloat(value: number): string;
  122069. }
  122070. }
  122071. declare module BABYLON {
  122072. /**
  122073. * Defines a block that can be used inside a node based material
  122074. */
  122075. export class NodeMaterialBlock {
  122076. private _buildId;
  122077. private _buildTarget;
  122078. private _target;
  122079. private _isFinalMerger;
  122080. private _isInput;
  122081. protected _isUnique: boolean;
  122082. /** @hidden */
  122083. _codeVariableName: string;
  122084. /** @hidden */
  122085. _inputs: NodeMaterialConnectionPoint[];
  122086. /** @hidden */
  122087. _outputs: NodeMaterialConnectionPoint[];
  122088. /** @hidden */
  122089. _preparationId: number;
  122090. /**
  122091. * Gets or sets the name of the block
  122092. */
  122093. name: string;
  122094. /**
  122095. * Gets or sets the unique id of the node
  122096. */
  122097. uniqueId: number;
  122098. /**
  122099. * Gets a boolean indicating that this block can only be used once per NodeMaterial
  122100. */
  122101. readonly isUnique: boolean;
  122102. /**
  122103. * Gets a boolean indicating that this block is an end block (e.g. it is generating a system value)
  122104. */
  122105. readonly isFinalMerger: boolean;
  122106. /**
  122107. * Gets a boolean indicating that this block is an input (e.g. it sends data to the shader)
  122108. */
  122109. readonly isInput: boolean;
  122110. /**
  122111. * Gets or sets the build Id
  122112. */
  122113. buildId: number;
  122114. /**
  122115. * Gets or sets the target of the block
  122116. */
  122117. target: NodeMaterialBlockTargets;
  122118. /**
  122119. * Gets the list of input points
  122120. */
  122121. readonly inputs: NodeMaterialConnectionPoint[];
  122122. /** Gets the list of output points */
  122123. readonly outputs: NodeMaterialConnectionPoint[];
  122124. /**
  122125. * Find an input by its name
  122126. * @param name defines the name of the input to look for
  122127. * @returns the input or null if not found
  122128. */
  122129. getInputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122130. /**
  122131. * Find an output by its name
  122132. * @param name defines the name of the outputto look for
  122133. * @returns the output or null if not found
  122134. */
  122135. getOutputByName(name: string): Nullable<NodeMaterialConnectionPoint>;
  122136. /**
  122137. * Creates a new NodeMaterialBlock
  122138. * @param name defines the block name
  122139. * @param target defines the target of that block (Vertex by default)
  122140. * @param isFinalMerger defines a boolean indicating that this block is an end block (e.g. it is generating a system value). Default is false
  122141. * @param isInput defines a boolean indicating that this block is an input (e.g. it sends data to the shader). Default is false
  122142. */
  122143. constructor(name: string, target?: NodeMaterialBlockTargets, isFinalMerger?: boolean, isInput?: boolean);
  122144. /**
  122145. * Initialize the block and prepare the context for build
  122146. * @param state defines the state that will be used for the build
  122147. */
  122148. initialize(state: NodeMaterialBuildState): void;
  122149. /**
  122150. * Bind data to effect. Will only be called for blocks with isBindable === true
  122151. * @param effect defines the effect to bind data to
  122152. * @param nodeMaterial defines the hosting NodeMaterial
  122153. * @param mesh defines the mesh that will be rendered
  122154. */
  122155. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122156. protected _declareOutput(output: NodeMaterialConnectionPoint, state: NodeMaterialBuildState): string;
  122157. protected _writeVariable(currentPoint: NodeMaterialConnectionPoint): string;
  122158. protected _writeFloat(value: number): string;
  122159. /**
  122160. * Gets the current class name e.g. "NodeMaterialBlock"
  122161. * @returns the class name
  122162. */
  122163. getClassName(): string;
  122164. /**
  122165. * Register a new input. Must be called inside a block constructor
  122166. * @param name defines the connection point name
  122167. * @param type defines the connection point type
  122168. * @param isOptional defines a boolean indicating that this input can be omitted
  122169. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122170. * @returns the current block
  122171. */
  122172. registerInput(name: string, type: NodeMaterialBlockConnectionPointTypes, isOptional?: boolean, target?: NodeMaterialBlockTargets): this;
  122173. /**
  122174. * Register a new output. Must be called inside a block constructor
  122175. * @param name defines the connection point name
  122176. * @param type defines the connection point type
  122177. * @param target defines the target to use to limit the connection point (will be VertexAndFragment by default)
  122178. * @returns the current block
  122179. */
  122180. registerOutput(name: string, type: NodeMaterialBlockConnectionPointTypes, target?: NodeMaterialBlockTargets): this;
  122181. /**
  122182. * Will return the first available input e.g. the first one which is not an uniform or an attribute
  122183. * @param forOutput defines an optional connection point to check compatibility with
  122184. * @returns the first available input or null
  122185. */
  122186. getFirstAvailableInput(forOutput?: Nullable<NodeMaterialConnectionPoint>): Nullable<NodeMaterialConnectionPoint>;
  122187. /**
  122188. * Will return the first available output e.g. the first one which is not yet connected and not a varying
  122189. * @param forBlock defines an optional block to check compatibility with
  122190. * @returns the first available input or null
  122191. */
  122192. getFirstAvailableOutput(forBlock?: Nullable<NodeMaterialBlock>): Nullable<NodeMaterialConnectionPoint>;
  122193. /**
  122194. * Gets the sibling of the given output
  122195. * @param current defines the current output
  122196. * @returns the next output in the list or null
  122197. */
  122198. getSiblingOutput(current: NodeMaterialConnectionPoint): Nullable<NodeMaterialConnectionPoint>;
  122199. /**
  122200. * Connect current block with another block
  122201. * @param other defines the block to connect with
  122202. * @param options define the various options to help pick the right connections
  122203. * @returns the current block
  122204. */
  122205. connectTo(other: NodeMaterialBlock, options?: {
  122206. input?: string;
  122207. output?: string;
  122208. outputSwizzle?: string;
  122209. }): this | undefined;
  122210. protected _buildBlock(state: NodeMaterialBuildState): void;
  122211. /**
  122212. * Add uniforms, samplers and uniform buffers at compilation time
  122213. * @param state defines the state to update
  122214. * @param nodeMaterial defines the node material requesting the update
  122215. * @param defines defines the material defines to update
  122216. * @param uniformBuffers defines the list of uniform buffer names
  122217. */
  122218. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  122219. /**
  122220. * Add potential fallbacks if shader compilation fails
  122221. * @param mesh defines the mesh to be rendered
  122222. * @param fallbacks defines the current prioritized list of fallbacks
  122223. */
  122224. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122225. /**
  122226. * Initialize defines for shader compilation
  122227. * @param mesh defines the mesh to be rendered
  122228. * @param nodeMaterial defines the node material requesting the update
  122229. * @param defines defines the material defines to update
  122230. * @param useInstances specifies that instances should be used
  122231. */
  122232. initializeDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122233. /**
  122234. * Update defines for shader compilation
  122235. * @param mesh defines the mesh to be rendered
  122236. * @param nodeMaterial defines the node material requesting the update
  122237. * @param defines defines the material defines to update
  122238. * @param useInstances specifies that instances should be used
  122239. */
  122240. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122241. /**
  122242. * Lets the block try to connect some inputs automatically
  122243. * @param material defines the hosting NodeMaterial
  122244. */
  122245. autoConfigure(material: NodeMaterial): void;
  122246. /**
  122247. * Function called when a block is declared as repeatable content generator
  122248. * @param vertexShaderState defines the current compilation state for the vertex shader
  122249. * @param fragmentShaderState defines the current compilation state for the fragment shader
  122250. * @param mesh defines the mesh to be rendered
  122251. * @param defines defines the material defines to update
  122252. */
  122253. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122254. /**
  122255. * Checks if the block is ready
  122256. * @param mesh defines the mesh to be rendered
  122257. * @param nodeMaterial defines the node material requesting the update
  122258. * @param defines defines the material defines to update
  122259. * @param useInstances specifies that instances should be used
  122260. * @returns true if the block is ready
  122261. */
  122262. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): boolean;
  122263. protected _linkConnectionTypes(inputIndex0: number, inputIndex1: number): void;
  122264. private _processBuild;
  122265. /**
  122266. * Compile the current node and generate the shader code
  122267. * @param state defines the current compilation state (uniforms, samplers, current string)
  122268. * @param activeBlocks defines the list of active blocks (i.e. blocks to compile)
  122269. * @returns true if already built
  122270. */
  122271. build(state: NodeMaterialBuildState, activeBlocks: NodeMaterialBlock[]): boolean;
  122272. protected _inputRename(name: string): string;
  122273. protected _outputRename(name: string): string;
  122274. protected _dumpPropertiesCode(): string;
  122275. /** @hidden */
  122276. _dumpCode(uniqueNames: string[], alreadyDumped: NodeMaterialBlock[]): string;
  122277. /** @hidden */
  122278. _dumpCodeForOutputConnections(alreadyDumped: NodeMaterialBlock[]): string;
  122279. /**
  122280. * Clone the current block to a new identical block
  122281. * @param scene defines the hosting scene
  122282. * @param rootUrl defines the root URL to use to load textures and relative dependencies
  122283. * @returns a copy of the current block
  122284. */
  122285. clone(scene: Scene, rootUrl?: string): Nullable<NodeMaterialBlock>;
  122286. /**
  122287. * Serializes this block in a JSON representation
  122288. * @returns the serialized block object
  122289. */
  122290. serialize(): any;
  122291. /** @hidden */
  122292. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122293. /**
  122294. * Release resources
  122295. */
  122296. dispose(): void;
  122297. }
  122298. }
  122299. declare module BABYLON {
  122300. /**
  122301. * Enum defining the type of animations supported by InputBlock
  122302. */
  122303. export enum AnimatedInputBlockTypes {
  122304. /** No animation */
  122305. None = 0,
  122306. /** Time based animation. Will only work for floats */
  122307. Time = 1
  122308. }
  122309. }
  122310. declare module BABYLON {
  122311. /**
  122312. * Block used to expose an input value
  122313. */
  122314. export class InputBlock extends NodeMaterialBlock {
  122315. private _mode;
  122316. private _associatedVariableName;
  122317. private _storedValue;
  122318. private _valueCallback;
  122319. private _type;
  122320. private _animationType;
  122321. /** Gets or set a value used to limit the range of float values */
  122322. min: number;
  122323. /** Gets or set a value used to limit the range of float values */
  122324. max: number;
  122325. /** Gets or sets a value used by the Node Material editor to determine how to configure the current value if it is a matrix */
  122326. matrixMode: number;
  122327. /** @hidden */
  122328. _systemValue: Nullable<NodeMaterialSystemValues>;
  122329. /** Gets or sets a boolean indicating that this input can be edited in the Inspector (false by default) */
  122330. visibleInInspector: boolean;
  122331. /** Gets or sets a boolean indicating that the value of this input will not change after a build */
  122332. isConstant: boolean;
  122333. /**
  122334. * Gets or sets the connection point type (default is float)
  122335. */
  122336. readonly type: NodeMaterialBlockConnectionPointTypes;
  122337. /**
  122338. * Creates a new InputBlock
  122339. * @param name defines the block name
  122340. * @param target defines the target of that block (Vertex by default)
  122341. * @param type defines the type of the input (can be set to NodeMaterialBlockConnectionPointTypes.AutoDetect)
  122342. */
  122343. constructor(name: string, target?: NodeMaterialBlockTargets, type?: NodeMaterialBlockConnectionPointTypes);
  122344. /**
  122345. * Gets the output component
  122346. */
  122347. readonly output: NodeMaterialConnectionPoint;
  122348. /**
  122349. * Set the source of this connection point to a vertex attribute
  122350. * @param attributeName defines the attribute name (position, uv, normal, etc...). If not specified it will take the connection point name
  122351. * @returns the current connection point
  122352. */
  122353. setAsAttribute(attributeName?: string): InputBlock;
  122354. /**
  122355. * Set the source of this connection point to a system value
  122356. * @param value define the system value to use (world, view, etc...) or null to switch to manual value
  122357. * @returns the current connection point
  122358. */
  122359. setAsSystemValue(value: Nullable<NodeMaterialSystemValues>): InputBlock;
  122360. /**
  122361. * Gets or sets the value of that point.
  122362. * Please note that this value will be ignored if valueCallback is defined
  122363. */
  122364. value: any;
  122365. /**
  122366. * Gets or sets a callback used to get the value of that point.
  122367. * Please note that setting this value will force the connection point to ignore the value property
  122368. */
  122369. valueCallback: () => any;
  122370. /**
  122371. * Gets or sets the associated variable name in the shader
  122372. */
  122373. associatedVariableName: string;
  122374. /** Gets or sets the type of animation applied to the input */
  122375. animationType: AnimatedInputBlockTypes;
  122376. /**
  122377. * Gets a boolean indicating that this connection point not defined yet
  122378. */
  122379. readonly isUndefined: boolean;
  122380. /**
  122381. * Gets or sets a boolean indicating that this connection point is coming from an uniform.
  122382. * In this case the connection point name must be the name of the uniform to use.
  122383. * Can only be set on inputs
  122384. */
  122385. isUniform: boolean;
  122386. /**
  122387. * Gets or sets a boolean indicating that this connection point is coming from an attribute.
  122388. * In this case the connection point name must be the name of the attribute to use
  122389. * Can only be set on inputs
  122390. */
  122391. isAttribute: boolean;
  122392. /**
  122393. * Gets or sets a boolean indicating that this connection point is generating a varying variable.
  122394. * Can only be set on exit points
  122395. */
  122396. isVarying: boolean;
  122397. /**
  122398. * Gets a boolean indicating that the current connection point is a system value
  122399. */
  122400. readonly isSystemValue: boolean;
  122401. /**
  122402. * Gets or sets the current well known value or null if not defined as a system value
  122403. */
  122404. systemValue: Nullable<NodeMaterialSystemValues>;
  122405. /**
  122406. * Gets the current class name
  122407. * @returns the class name
  122408. */
  122409. getClassName(): string;
  122410. /**
  122411. * Animate the input if animationType !== None
  122412. * @param scene defines the rendering scene
  122413. */
  122414. animate(scene: Scene): void;
  122415. private _emitDefine;
  122416. initialize(state: NodeMaterialBuildState): void;
  122417. /**
  122418. * Set the input block to its default value (based on its type)
  122419. */
  122420. setDefaultValue(): void;
  122421. private _emitConstant;
  122422. private _emit;
  122423. /** @hidden */
  122424. _transmitWorld(effect: Effect, world: Matrix, worldView: Matrix, worldViewProjection: Matrix): void;
  122425. /** @hidden */
  122426. _transmit(effect: Effect, scene: Scene): void;
  122427. protected _buildBlock(state: NodeMaterialBuildState): void;
  122428. protected _dumpPropertiesCode(): string;
  122429. serialize(): any;
  122430. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122431. }
  122432. }
  122433. declare module BABYLON {
  122434. /**
  122435. * Enum used to define the compatibility state between two connection points
  122436. */
  122437. export enum NodeMaterialConnectionPointCompatibilityStates {
  122438. /** Points are compatibles */
  122439. Compatible = 0,
  122440. /** Points are incompatible because of their types */
  122441. TypeIncompatible = 1,
  122442. /** Points are incompatible because of their targets (vertex vs fragment) */
  122443. TargetIncompatible = 2
  122444. }
  122445. /**
  122446. * Defines a connection point for a block
  122447. */
  122448. export class NodeMaterialConnectionPoint {
  122449. /** @hidden */
  122450. _ownerBlock: NodeMaterialBlock;
  122451. /** @hidden */
  122452. _connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122453. private _endpoints;
  122454. private _associatedVariableName;
  122455. /** @hidden */
  122456. _typeConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122457. /** @hidden */
  122458. _linkedConnectionSource: Nullable<NodeMaterialConnectionPoint>;
  122459. private _type;
  122460. /** @hidden */
  122461. _enforceAssociatedVariableName: boolean;
  122462. /**
  122463. * Gets or sets the additional types supported by this connection point
  122464. */
  122465. acceptedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122466. /**
  122467. * Gets or sets the additional types excluded by this connection point
  122468. */
  122469. excludedConnectionPointTypes: NodeMaterialBlockConnectionPointTypes[];
  122470. /**
  122471. * Observable triggered when this point is connected
  122472. */
  122473. onConnectionObservable: Observable<NodeMaterialConnectionPoint>;
  122474. /**
  122475. * Gets or sets the associated variable name in the shader
  122476. */
  122477. associatedVariableName: string;
  122478. /**
  122479. * Gets or sets the connection point type (default is float)
  122480. */
  122481. type: NodeMaterialBlockConnectionPointTypes;
  122482. /**
  122483. * Gets or sets the connection point name
  122484. */
  122485. name: string;
  122486. /**
  122487. * Gets or sets a boolean indicating that this connection point can be omitted
  122488. */
  122489. isOptional: boolean;
  122490. /**
  122491. * Gets or sets a string indicating that this uniform must be defined under a #ifdef
  122492. */
  122493. define: string;
  122494. /** @hidden */
  122495. _prioritizeVertex: boolean;
  122496. private _target;
  122497. /** Gets or sets the target of that connection point */
  122498. target: NodeMaterialBlockTargets;
  122499. /**
  122500. * Gets a boolean indicating that the current point is connected
  122501. */
  122502. readonly isConnected: boolean;
  122503. /**
  122504. * Gets a boolean indicating that the current point is connected to an input block
  122505. */
  122506. readonly isConnectedToInputBlock: boolean;
  122507. /**
  122508. * Gets a the connected input block (if any)
  122509. */
  122510. readonly connectInputBlock: Nullable<InputBlock>;
  122511. /** Get the other side of the connection (if any) */
  122512. readonly connectedPoint: Nullable<NodeMaterialConnectionPoint>;
  122513. /** Get the block that owns this connection point */
  122514. readonly ownerBlock: NodeMaterialBlock;
  122515. /** Get the block connected on the other side of this connection (if any) */
  122516. readonly sourceBlock: Nullable<NodeMaterialBlock>;
  122517. /** Get the block connected on the endpoints of this connection (if any) */
  122518. readonly connectedBlocks: Array<NodeMaterialBlock>;
  122519. /** Gets the list of connected endpoints */
  122520. readonly endpoints: NodeMaterialConnectionPoint[];
  122521. /** Gets a boolean indicating if that output point is connected to at least one input */
  122522. readonly hasEndpoints: boolean;
  122523. /** Gets a boolean indicating that this connection will be used in the vertex shader */
  122524. readonly isConnectedInVertexShader: boolean;
  122525. /** Gets a boolean indicating that this connection will be used in the fragment shader */
  122526. readonly isConnectedInFragmentShader: boolean;
  122527. /**
  122528. * Creates a new connection point
  122529. * @param name defines the connection point name
  122530. * @param ownerBlock defines the block hosting this connection point
  122531. */
  122532. constructor(name: string, ownerBlock: NodeMaterialBlock);
  122533. /**
  122534. * Gets the current class name e.g. "NodeMaterialConnectionPoint"
  122535. * @returns the class name
  122536. */
  122537. getClassName(): string;
  122538. /**
  122539. * Gets a boolean indicating if the current point can be connected to another point
  122540. * @param connectionPoint defines the other connection point
  122541. * @returns a boolean
  122542. */
  122543. canConnectTo(connectionPoint: NodeMaterialConnectionPoint): boolean;
  122544. /**
  122545. * Gets a number indicating if the current point can be connected to another point
  122546. * @param connectionPoint defines the other connection point
  122547. * @returns a number defining the compatibility state
  122548. */
  122549. checkCompatibilityState(connectionPoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPointCompatibilityStates;
  122550. /**
  122551. * Connect this point to another connection point
  122552. * @param connectionPoint defines the other connection point
  122553. * @param ignoreConstraints defines if the system will ignore connection type constraints (default is false)
  122554. * @returns the current connection point
  122555. */
  122556. connectTo(connectionPoint: NodeMaterialConnectionPoint, ignoreConstraints?: boolean): NodeMaterialConnectionPoint;
  122557. /**
  122558. * Disconnect this point from one of his endpoint
  122559. * @param endpoint defines the other connection point
  122560. * @returns the current connection point
  122561. */
  122562. disconnectFrom(endpoint: NodeMaterialConnectionPoint): NodeMaterialConnectionPoint;
  122563. /**
  122564. * Serializes this point in a JSON representation
  122565. * @returns the serialized point object
  122566. */
  122567. serialize(): any;
  122568. /**
  122569. * Release resources
  122570. */
  122571. dispose(): void;
  122572. }
  122573. }
  122574. declare module BABYLON {
  122575. /**
  122576. * Block used to add support for vertex skinning (bones)
  122577. */
  122578. export class BonesBlock extends NodeMaterialBlock {
  122579. /**
  122580. * Creates a new BonesBlock
  122581. * @param name defines the block name
  122582. */
  122583. constructor(name: string);
  122584. /**
  122585. * Initialize the block and prepare the context for build
  122586. * @param state defines the state that will be used for the build
  122587. */
  122588. initialize(state: NodeMaterialBuildState): void;
  122589. /**
  122590. * Gets the current class name
  122591. * @returns the class name
  122592. */
  122593. getClassName(): string;
  122594. /**
  122595. * Gets the matrix indices input component
  122596. */
  122597. readonly matricesIndices: NodeMaterialConnectionPoint;
  122598. /**
  122599. * Gets the matrix weights input component
  122600. */
  122601. readonly matricesWeights: NodeMaterialConnectionPoint;
  122602. /**
  122603. * Gets the extra matrix indices input component
  122604. */
  122605. readonly matricesIndicesExtra: NodeMaterialConnectionPoint;
  122606. /**
  122607. * Gets the extra matrix weights input component
  122608. */
  122609. readonly matricesWeightsExtra: NodeMaterialConnectionPoint;
  122610. /**
  122611. * Gets the world input component
  122612. */
  122613. readonly world: NodeMaterialConnectionPoint;
  122614. /**
  122615. * Gets the output component
  122616. */
  122617. readonly output: NodeMaterialConnectionPoint;
  122618. autoConfigure(material: NodeMaterial): void;
  122619. provideFallbacks(mesh: AbstractMesh, fallbacks: EffectFallbacks): void;
  122620. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122621. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122622. protected _buildBlock(state: NodeMaterialBuildState): this;
  122623. }
  122624. }
  122625. declare module BABYLON {
  122626. /**
  122627. * Block used to add support for instances
  122628. * @see https://doc.babylonjs.com/how_to/how_to_use_instances
  122629. */
  122630. export class InstancesBlock extends NodeMaterialBlock {
  122631. /**
  122632. * Creates a new InstancesBlock
  122633. * @param name defines the block name
  122634. */
  122635. constructor(name: string);
  122636. /**
  122637. * Gets the current class name
  122638. * @returns the class name
  122639. */
  122640. getClassName(): string;
  122641. /**
  122642. * Gets the first world row input component
  122643. */
  122644. readonly world0: NodeMaterialConnectionPoint;
  122645. /**
  122646. * Gets the second world row input component
  122647. */
  122648. readonly world1: NodeMaterialConnectionPoint;
  122649. /**
  122650. * Gets the third world row input component
  122651. */
  122652. readonly world2: NodeMaterialConnectionPoint;
  122653. /**
  122654. * Gets the forth world row input component
  122655. */
  122656. readonly world3: NodeMaterialConnectionPoint;
  122657. /**
  122658. * Gets the world input component
  122659. */
  122660. readonly world: NodeMaterialConnectionPoint;
  122661. /**
  122662. * Gets the output component
  122663. */
  122664. readonly output: NodeMaterialConnectionPoint;
  122665. autoConfigure(material: NodeMaterial): void;
  122666. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, useInstances?: boolean): void;
  122667. protected _buildBlock(state: NodeMaterialBuildState): this;
  122668. }
  122669. }
  122670. declare module BABYLON {
  122671. /**
  122672. * Block used to add morph targets support to vertex shader
  122673. */
  122674. export class MorphTargetsBlock extends NodeMaterialBlock {
  122675. private _repeatableContentAnchor;
  122676. private _repeatebleContentGenerated;
  122677. /**
  122678. * Create a new MorphTargetsBlock
  122679. * @param name defines the block name
  122680. */
  122681. constructor(name: string);
  122682. /**
  122683. * Gets the current class name
  122684. * @returns the class name
  122685. */
  122686. getClassName(): string;
  122687. /**
  122688. * Gets the position input component
  122689. */
  122690. readonly position: NodeMaterialConnectionPoint;
  122691. /**
  122692. * Gets the normal input component
  122693. */
  122694. readonly normal: NodeMaterialConnectionPoint;
  122695. /**
  122696. * Gets the tangent input component
  122697. */
  122698. readonly tangent: NodeMaterialConnectionPoint;
  122699. /**
  122700. * Gets the tangent input component
  122701. */
  122702. readonly uv: NodeMaterialConnectionPoint;
  122703. /**
  122704. * Gets the position output component
  122705. */
  122706. readonly positionOutput: NodeMaterialConnectionPoint;
  122707. /**
  122708. * Gets the normal output component
  122709. */
  122710. readonly normalOutput: NodeMaterialConnectionPoint;
  122711. /**
  122712. * Gets the tangent output component
  122713. */
  122714. readonly tangentOutput: NodeMaterialConnectionPoint;
  122715. /**
  122716. * Gets the tangent output component
  122717. */
  122718. readonly uvOutput: NodeMaterialConnectionPoint;
  122719. initialize(state: NodeMaterialBuildState): void;
  122720. autoConfigure(material: NodeMaterial): void;
  122721. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122722. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122723. replaceRepeatableContent(vertexShaderState: NodeMaterialBuildState, fragmentShaderState: NodeMaterialBuildState, mesh: AbstractMesh, defines: NodeMaterialDefines): void;
  122724. protected _buildBlock(state: NodeMaterialBuildState): this;
  122725. }
  122726. }
  122727. declare module BABYLON {
  122728. /**
  122729. * Block used to get data information from a light
  122730. */
  122731. export class LightInformationBlock extends NodeMaterialBlock {
  122732. private _lightDataUniformName;
  122733. private _lightColorUniformName;
  122734. private _lightTypeDefineName;
  122735. /**
  122736. * Gets or sets the light associated with this block
  122737. */
  122738. light: Nullable<Light>;
  122739. /**
  122740. * Creates a new LightInformationBlock
  122741. * @param name defines the block name
  122742. */
  122743. constructor(name: string);
  122744. /**
  122745. * Gets the current class name
  122746. * @returns the class name
  122747. */
  122748. getClassName(): string;
  122749. /**
  122750. * Gets the world position input component
  122751. */
  122752. readonly worldPosition: NodeMaterialConnectionPoint;
  122753. /**
  122754. * Gets the direction output component
  122755. */
  122756. readonly direction: NodeMaterialConnectionPoint;
  122757. /**
  122758. * Gets the direction output component
  122759. */
  122760. readonly color: NodeMaterialConnectionPoint;
  122761. /**
  122762. * Gets the direction output component
  122763. */
  122764. readonly intensity: NodeMaterialConnectionPoint;
  122765. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122766. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122767. protected _buildBlock(state: NodeMaterialBuildState): this;
  122768. serialize(): any;
  122769. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122770. }
  122771. }
  122772. declare module BABYLON {
  122773. /**
  122774. * Block used to add image processing support to fragment shader
  122775. */
  122776. export class ImageProcessingBlock extends NodeMaterialBlock {
  122777. /**
  122778. * Create a new ImageProcessingBlock
  122779. * @param name defines the block name
  122780. */
  122781. constructor(name: string);
  122782. /**
  122783. * Gets the current class name
  122784. * @returns the class name
  122785. */
  122786. getClassName(): string;
  122787. /**
  122788. * Gets the color input component
  122789. */
  122790. readonly color: NodeMaterialConnectionPoint;
  122791. /**
  122792. * Gets the output component
  122793. */
  122794. readonly output: NodeMaterialConnectionPoint;
  122795. /**
  122796. * Initialize the block and prepare the context for build
  122797. * @param state defines the state that will be used for the build
  122798. */
  122799. initialize(state: NodeMaterialBuildState): void;
  122800. isReady(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): boolean;
  122801. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122802. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122803. protected _buildBlock(state: NodeMaterialBuildState): this;
  122804. }
  122805. }
  122806. declare module BABYLON {
  122807. /**
  122808. * Block used to pertub normals based on a normal map
  122809. */
  122810. export class PerturbNormalBlock extends NodeMaterialBlock {
  122811. private _tangentSpaceParameterName;
  122812. /** Gets or sets a boolean indicating that normal should be inverted on X axis */
  122813. invertX: boolean;
  122814. /** Gets or sets a boolean indicating that normal should be inverted on Y axis */
  122815. invertY: boolean;
  122816. /**
  122817. * Create a new PerturbNormalBlock
  122818. * @param name defines the block name
  122819. */
  122820. constructor(name: string);
  122821. /**
  122822. * Gets the current class name
  122823. * @returns the class name
  122824. */
  122825. getClassName(): string;
  122826. /**
  122827. * Gets the world position input component
  122828. */
  122829. readonly worldPosition: NodeMaterialConnectionPoint;
  122830. /**
  122831. * Gets the world normal input component
  122832. */
  122833. readonly worldNormal: NodeMaterialConnectionPoint;
  122834. /**
  122835. * Gets the uv input component
  122836. */
  122837. readonly uv: NodeMaterialConnectionPoint;
  122838. /**
  122839. * Gets the normal map color input component
  122840. */
  122841. readonly normalMapColor: NodeMaterialConnectionPoint;
  122842. /**
  122843. * Gets the strength input component
  122844. */
  122845. readonly strength: NodeMaterialConnectionPoint;
  122846. /**
  122847. * Gets the output component
  122848. */
  122849. readonly output: NodeMaterialConnectionPoint;
  122850. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122851. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122852. autoConfigure(material: NodeMaterial): void;
  122853. protected _buildBlock(state: NodeMaterialBuildState): this;
  122854. protected _dumpPropertiesCode(): string;
  122855. serialize(): any;
  122856. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  122857. }
  122858. }
  122859. declare module BABYLON {
  122860. /**
  122861. * Block used to discard a pixel if a value is smaller than a cutoff
  122862. */
  122863. export class DiscardBlock extends NodeMaterialBlock {
  122864. /**
  122865. * Create a new DiscardBlock
  122866. * @param name defines the block name
  122867. */
  122868. constructor(name: string);
  122869. /**
  122870. * Gets the current class name
  122871. * @returns the class name
  122872. */
  122873. getClassName(): string;
  122874. /**
  122875. * Gets the color input component
  122876. */
  122877. readonly value: NodeMaterialConnectionPoint;
  122878. /**
  122879. * Gets the cutoff input component
  122880. */
  122881. readonly cutoff: NodeMaterialConnectionPoint;
  122882. protected _buildBlock(state: NodeMaterialBuildState): this;
  122883. }
  122884. }
  122885. declare module BABYLON {
  122886. /**
  122887. * Block used to test if the fragment shader is front facing
  122888. */
  122889. export class FrontFacingBlock extends NodeMaterialBlock {
  122890. /**
  122891. * Creates a new FrontFacingBlock
  122892. * @param name defines the block name
  122893. */
  122894. constructor(name: string);
  122895. /**
  122896. * Gets the current class name
  122897. * @returns the class name
  122898. */
  122899. getClassName(): string;
  122900. /**
  122901. * Gets the output component
  122902. */
  122903. readonly output: NodeMaterialConnectionPoint;
  122904. protected _buildBlock(state: NodeMaterialBuildState): this;
  122905. }
  122906. }
  122907. declare module BABYLON {
  122908. /**
  122909. * Block used to add support for scene fog
  122910. */
  122911. export class FogBlock extends NodeMaterialBlock {
  122912. private _fogDistanceName;
  122913. private _fogParameters;
  122914. /**
  122915. * Create a new FogBlock
  122916. * @param name defines the block name
  122917. */
  122918. constructor(name: string);
  122919. /**
  122920. * Gets the current class name
  122921. * @returns the class name
  122922. */
  122923. getClassName(): string;
  122924. /**
  122925. * Gets the world position input component
  122926. */
  122927. readonly worldPosition: NodeMaterialConnectionPoint;
  122928. /**
  122929. * Gets the view input component
  122930. */
  122931. readonly view: NodeMaterialConnectionPoint;
  122932. /**
  122933. * Gets the color input component
  122934. */
  122935. readonly input: NodeMaterialConnectionPoint;
  122936. /**
  122937. * Gets the fog color input component
  122938. */
  122939. readonly fogColor: NodeMaterialConnectionPoint;
  122940. /**
  122941. * Gets the output component
  122942. */
  122943. readonly output: NodeMaterialConnectionPoint;
  122944. autoConfigure(material: NodeMaterial): void;
  122945. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  122946. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  122947. protected _buildBlock(state: NodeMaterialBuildState): this;
  122948. }
  122949. }
  122950. declare module BABYLON {
  122951. /**
  122952. * Block used to add light in the fragment shader
  122953. */
  122954. export class LightBlock extends NodeMaterialBlock {
  122955. private _lightId;
  122956. /**
  122957. * Gets or sets the light associated with this block
  122958. */
  122959. light: Nullable<Light>;
  122960. /**
  122961. * Create a new LightBlock
  122962. * @param name defines the block name
  122963. */
  122964. constructor(name: string);
  122965. /**
  122966. * Gets the current class name
  122967. * @returns the class name
  122968. */
  122969. getClassName(): string;
  122970. /**
  122971. * Gets the world position input component
  122972. */
  122973. readonly worldPosition: NodeMaterialConnectionPoint;
  122974. /**
  122975. * Gets the world normal input component
  122976. */
  122977. readonly worldNormal: NodeMaterialConnectionPoint;
  122978. /**
  122979. * Gets the camera (or eye) position component
  122980. */
  122981. readonly cameraPosition: NodeMaterialConnectionPoint;
  122982. /**
  122983. * Gets the glossiness component
  122984. */
  122985. readonly glossiness: NodeMaterialConnectionPoint;
  122986. /**
  122987. * Gets the glossinness power component
  122988. */
  122989. readonly glossPower: NodeMaterialConnectionPoint;
  122990. /**
  122991. * Gets the diffuse color component
  122992. */
  122993. readonly diffuseColor: NodeMaterialConnectionPoint;
  122994. /**
  122995. * Gets the specular color component
  122996. */
  122997. readonly specularColor: NodeMaterialConnectionPoint;
  122998. /**
  122999. * Gets the diffuse output component
  123000. */
  123001. readonly diffuseOutput: NodeMaterialConnectionPoint;
  123002. /**
  123003. * Gets the specular output component
  123004. */
  123005. readonly specularOutput: NodeMaterialConnectionPoint;
  123006. autoConfigure(material: NodeMaterial): void;
  123007. prepareDefines(mesh: AbstractMesh, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines): void;
  123008. updateUniformsAndSamples(state: NodeMaterialBuildState, nodeMaterial: NodeMaterial, defines: NodeMaterialDefines, uniformBuffers: string[]): void;
  123009. bind(effect: Effect, nodeMaterial: NodeMaterial, mesh?: Mesh): void;
  123010. private _injectVertexCode;
  123011. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123012. serialize(): any;
  123013. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123014. }
  123015. }
  123016. declare module BABYLON {
  123017. /**
  123018. * Block used to multiply 2 values
  123019. */
  123020. export class MultiplyBlock extends NodeMaterialBlock {
  123021. /**
  123022. * Creates a new MultiplyBlock
  123023. * @param name defines the block name
  123024. */
  123025. constructor(name: string);
  123026. /**
  123027. * Gets the current class name
  123028. * @returns the class name
  123029. */
  123030. getClassName(): string;
  123031. /**
  123032. * Gets the left operand input component
  123033. */
  123034. readonly left: NodeMaterialConnectionPoint;
  123035. /**
  123036. * Gets the right operand input component
  123037. */
  123038. readonly right: NodeMaterialConnectionPoint;
  123039. /**
  123040. * Gets the output component
  123041. */
  123042. readonly output: NodeMaterialConnectionPoint;
  123043. protected _buildBlock(state: NodeMaterialBuildState): this;
  123044. }
  123045. }
  123046. declare module BABYLON {
  123047. /**
  123048. * Block used to add 2 vectors
  123049. */
  123050. export class AddBlock extends NodeMaterialBlock {
  123051. /**
  123052. * Creates a new AddBlock
  123053. * @param name defines the block name
  123054. */
  123055. constructor(name: string);
  123056. /**
  123057. * Gets the current class name
  123058. * @returns the class name
  123059. */
  123060. getClassName(): string;
  123061. /**
  123062. * Gets the left operand input component
  123063. */
  123064. readonly left: NodeMaterialConnectionPoint;
  123065. /**
  123066. * Gets the right operand input component
  123067. */
  123068. readonly right: NodeMaterialConnectionPoint;
  123069. /**
  123070. * Gets the output component
  123071. */
  123072. readonly output: NodeMaterialConnectionPoint;
  123073. protected _buildBlock(state: NodeMaterialBuildState): this;
  123074. }
  123075. }
  123076. declare module BABYLON {
  123077. /**
  123078. * Block used to scale a vector by a float
  123079. */
  123080. export class ScaleBlock extends NodeMaterialBlock {
  123081. /**
  123082. * Creates a new ScaleBlock
  123083. * @param name defines the block name
  123084. */
  123085. constructor(name: string);
  123086. /**
  123087. * Gets the current class name
  123088. * @returns the class name
  123089. */
  123090. getClassName(): string;
  123091. /**
  123092. * Gets the input component
  123093. */
  123094. readonly input: NodeMaterialConnectionPoint;
  123095. /**
  123096. * Gets the factor input component
  123097. */
  123098. readonly factor: NodeMaterialConnectionPoint;
  123099. /**
  123100. * Gets the output component
  123101. */
  123102. readonly output: NodeMaterialConnectionPoint;
  123103. protected _buildBlock(state: NodeMaterialBuildState): this;
  123104. }
  123105. }
  123106. declare module BABYLON {
  123107. /**
  123108. * Block used to clamp a float
  123109. */
  123110. export class ClampBlock extends NodeMaterialBlock {
  123111. /** Gets or sets the minimum range */
  123112. minimum: number;
  123113. /** Gets or sets the maximum range */
  123114. maximum: number;
  123115. /**
  123116. * Creates a new ClampBlock
  123117. * @param name defines the block name
  123118. */
  123119. constructor(name: string);
  123120. /**
  123121. * Gets the current class name
  123122. * @returns the class name
  123123. */
  123124. getClassName(): string;
  123125. /**
  123126. * Gets the value input component
  123127. */
  123128. readonly value: NodeMaterialConnectionPoint;
  123129. /**
  123130. * Gets the output component
  123131. */
  123132. readonly output: NodeMaterialConnectionPoint;
  123133. protected _buildBlock(state: NodeMaterialBuildState): this;
  123134. protected _dumpPropertiesCode(): string;
  123135. serialize(): any;
  123136. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123137. }
  123138. }
  123139. declare module BABYLON {
  123140. /**
  123141. * Block used to apply a cross product between 2 vectors
  123142. */
  123143. export class CrossBlock extends NodeMaterialBlock {
  123144. /**
  123145. * Creates a new CrossBlock
  123146. * @param name defines the block name
  123147. */
  123148. constructor(name: string);
  123149. /**
  123150. * Gets the current class name
  123151. * @returns the class name
  123152. */
  123153. getClassName(): string;
  123154. /**
  123155. * Gets the left operand input component
  123156. */
  123157. readonly left: NodeMaterialConnectionPoint;
  123158. /**
  123159. * Gets the right operand input component
  123160. */
  123161. readonly right: NodeMaterialConnectionPoint;
  123162. /**
  123163. * Gets the output component
  123164. */
  123165. readonly output: NodeMaterialConnectionPoint;
  123166. protected _buildBlock(state: NodeMaterialBuildState): this;
  123167. }
  123168. }
  123169. declare module BABYLON {
  123170. /**
  123171. * Block used to apply a dot product between 2 vectors
  123172. */
  123173. export class DotBlock extends NodeMaterialBlock {
  123174. /**
  123175. * Creates a new DotBlock
  123176. * @param name defines the block name
  123177. */
  123178. constructor(name: string);
  123179. /**
  123180. * Gets the current class name
  123181. * @returns the class name
  123182. */
  123183. getClassName(): string;
  123184. /**
  123185. * Gets the left operand input component
  123186. */
  123187. readonly left: NodeMaterialConnectionPoint;
  123188. /**
  123189. * Gets the right operand input component
  123190. */
  123191. readonly right: NodeMaterialConnectionPoint;
  123192. /**
  123193. * Gets the output component
  123194. */
  123195. readonly output: NodeMaterialConnectionPoint;
  123196. protected _buildBlock(state: NodeMaterialBuildState): this;
  123197. }
  123198. }
  123199. declare module BABYLON {
  123200. /**
  123201. * Block used to remap a float from a range to a new one
  123202. */
  123203. export class RemapBlock extends NodeMaterialBlock {
  123204. /**
  123205. * Gets or sets the source range
  123206. */
  123207. sourceRange: Vector2;
  123208. /**
  123209. * Gets or sets the target range
  123210. */
  123211. targetRange: Vector2;
  123212. /**
  123213. * Creates a new RemapBlock
  123214. * @param name defines the block name
  123215. */
  123216. constructor(name: string);
  123217. /**
  123218. * Gets the current class name
  123219. * @returns the class name
  123220. */
  123221. getClassName(): string;
  123222. /**
  123223. * Gets the input component
  123224. */
  123225. readonly input: NodeMaterialConnectionPoint;
  123226. /**
  123227. * Gets the source min input component
  123228. */
  123229. readonly sourceMin: NodeMaterialConnectionPoint;
  123230. /**
  123231. * Gets the source max input component
  123232. */
  123233. readonly sourceMax: NodeMaterialConnectionPoint;
  123234. /**
  123235. * Gets the target min input component
  123236. */
  123237. readonly targetMin: NodeMaterialConnectionPoint;
  123238. /**
  123239. * Gets the target max input component
  123240. */
  123241. readonly targetMax: NodeMaterialConnectionPoint;
  123242. /**
  123243. * Gets the output component
  123244. */
  123245. readonly output: NodeMaterialConnectionPoint;
  123246. protected _buildBlock(state: NodeMaterialBuildState): this;
  123247. protected _dumpPropertiesCode(): string;
  123248. serialize(): any;
  123249. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123250. }
  123251. }
  123252. declare module BABYLON {
  123253. /**
  123254. * Block used to normalize a vector
  123255. */
  123256. export class NormalizeBlock extends NodeMaterialBlock {
  123257. /**
  123258. * Creates a new NormalizeBlock
  123259. * @param name defines the block name
  123260. */
  123261. constructor(name: string);
  123262. /**
  123263. * Gets the current class name
  123264. * @returns the class name
  123265. */
  123266. getClassName(): string;
  123267. /**
  123268. * Gets the input component
  123269. */
  123270. readonly input: NodeMaterialConnectionPoint;
  123271. /**
  123272. * Gets the output component
  123273. */
  123274. readonly output: NodeMaterialConnectionPoint;
  123275. protected _buildBlock(state: NodeMaterialBuildState): this;
  123276. }
  123277. }
  123278. declare module BABYLON {
  123279. /**
  123280. * Operations supported by the Trigonometry block
  123281. */
  123282. export enum TrigonometryBlockOperations {
  123283. /** Cos */
  123284. Cos = 0,
  123285. /** Sin */
  123286. Sin = 1,
  123287. /** Abs */
  123288. Abs = 2,
  123289. /** Exp */
  123290. Exp = 3,
  123291. /** Exp2 */
  123292. Exp2 = 4,
  123293. /** Round */
  123294. Round = 5,
  123295. /** Floor */
  123296. Floor = 6,
  123297. /** Ceiling */
  123298. Ceiling = 7,
  123299. /** Square root */
  123300. Sqrt = 8,
  123301. /** Log */
  123302. Log = 9,
  123303. /** Tangent */
  123304. Tan = 10,
  123305. /** Arc tangent */
  123306. ArcTan = 11,
  123307. /** Arc cosinus */
  123308. ArcCos = 12,
  123309. /** Arc sinus */
  123310. ArcSin = 13,
  123311. /** Fraction */
  123312. Fract = 14,
  123313. /** Sign */
  123314. Sign = 15,
  123315. /** To radians (from degrees) */
  123316. Radians = 16,
  123317. /** To degrees (from radians) */
  123318. Degrees = 17
  123319. }
  123320. /**
  123321. * Block used to apply trigonometry operation to floats
  123322. */
  123323. export class TrigonometryBlock extends NodeMaterialBlock {
  123324. /**
  123325. * Gets or sets the operation applied by the block
  123326. */
  123327. operation: TrigonometryBlockOperations;
  123328. /**
  123329. * Creates a new TrigonometryBlock
  123330. * @param name defines the block name
  123331. */
  123332. constructor(name: string);
  123333. /**
  123334. * Gets the current class name
  123335. * @returns the class name
  123336. */
  123337. getClassName(): string;
  123338. /**
  123339. * Gets the input component
  123340. */
  123341. readonly input: NodeMaterialConnectionPoint;
  123342. /**
  123343. * Gets the output component
  123344. */
  123345. readonly output: NodeMaterialConnectionPoint;
  123346. protected _buildBlock(state: NodeMaterialBuildState): this;
  123347. serialize(): any;
  123348. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  123349. }
  123350. }
  123351. declare module BABYLON {
  123352. /**
  123353. * Block used to create a Color3/4 out of individual inputs (one for each component)
  123354. */
  123355. export class ColorMergerBlock extends NodeMaterialBlock {
  123356. /**
  123357. * Create a new ColorMergerBlock
  123358. * @param name defines the block name
  123359. */
  123360. constructor(name: string);
  123361. /**
  123362. * Gets the current class name
  123363. * @returns the class name
  123364. */
  123365. getClassName(): string;
  123366. /**
  123367. * Gets the r component (input)
  123368. */
  123369. readonly r: NodeMaterialConnectionPoint;
  123370. /**
  123371. * Gets the g component (input)
  123372. */
  123373. readonly g: NodeMaterialConnectionPoint;
  123374. /**
  123375. * Gets the b component (input)
  123376. */
  123377. readonly b: NodeMaterialConnectionPoint;
  123378. /**
  123379. * Gets the a component (input)
  123380. */
  123381. readonly a: NodeMaterialConnectionPoint;
  123382. /**
  123383. * Gets the rgba component (output)
  123384. */
  123385. readonly rgba: NodeMaterialConnectionPoint;
  123386. /**
  123387. * Gets the rgb component (output)
  123388. */
  123389. readonly rgb: NodeMaterialConnectionPoint;
  123390. protected _buildBlock(state: NodeMaterialBuildState): this;
  123391. }
  123392. }
  123393. declare module BABYLON {
  123394. /**
  123395. * Block used to create a Vector2/3/4 out of individual inputs (one for each component)
  123396. */
  123397. export class VectorMergerBlock extends NodeMaterialBlock {
  123398. /**
  123399. * Create a new VectorMergerBlock
  123400. * @param name defines the block name
  123401. */
  123402. constructor(name: string);
  123403. /**
  123404. * Gets the current class name
  123405. * @returns the class name
  123406. */
  123407. getClassName(): string;
  123408. /**
  123409. * Gets the x component (input)
  123410. */
  123411. readonly x: NodeMaterialConnectionPoint;
  123412. /**
  123413. * Gets the y component (input)
  123414. */
  123415. readonly y: NodeMaterialConnectionPoint;
  123416. /**
  123417. * Gets the z component (input)
  123418. */
  123419. readonly z: NodeMaterialConnectionPoint;
  123420. /**
  123421. * Gets the w component (input)
  123422. */
  123423. readonly w: NodeMaterialConnectionPoint;
  123424. /**
  123425. * Gets the xyzw component (output)
  123426. */
  123427. readonly xyzw: NodeMaterialConnectionPoint;
  123428. /**
  123429. * Gets the xyz component (output)
  123430. */
  123431. readonly xyz: NodeMaterialConnectionPoint;
  123432. /**
  123433. * Gets the xy component (output)
  123434. */
  123435. readonly xy: NodeMaterialConnectionPoint;
  123436. protected _buildBlock(state: NodeMaterialBuildState): this;
  123437. }
  123438. }
  123439. declare module BABYLON {
  123440. /**
  123441. * Block used to expand a Color3/4 into 4 outputs (one for each component)
  123442. */
  123443. export class ColorSplitterBlock extends NodeMaterialBlock {
  123444. /**
  123445. * Create a new ColorSplitterBlock
  123446. * @param name defines the block name
  123447. */
  123448. constructor(name: string);
  123449. /**
  123450. * Gets the current class name
  123451. * @returns the class name
  123452. */
  123453. getClassName(): string;
  123454. /**
  123455. * Gets the rgba component (input)
  123456. */
  123457. readonly rgba: NodeMaterialConnectionPoint;
  123458. /**
  123459. * Gets the rgb component (input)
  123460. */
  123461. readonly rgbIn: NodeMaterialConnectionPoint;
  123462. /**
  123463. * Gets the rgb component (output)
  123464. */
  123465. readonly rgbOut: NodeMaterialConnectionPoint;
  123466. /**
  123467. * Gets the r component (output)
  123468. */
  123469. readonly r: NodeMaterialConnectionPoint;
  123470. /**
  123471. * Gets the g component (output)
  123472. */
  123473. readonly g: NodeMaterialConnectionPoint;
  123474. /**
  123475. * Gets the b component (output)
  123476. */
  123477. readonly b: NodeMaterialConnectionPoint;
  123478. /**
  123479. * Gets the a component (output)
  123480. */
  123481. readonly a: NodeMaterialConnectionPoint;
  123482. protected _inputRename(name: string): string;
  123483. protected _outputRename(name: string): string;
  123484. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  123485. }
  123486. }
  123487. declare module BABYLON {
  123488. /**
  123489. * Block used to expand a Vector3/4 into 4 outputs (one for each component)
  123490. */
  123491. export class VectorSplitterBlock extends NodeMaterialBlock {
  123492. /**
  123493. * Create a new VectorSplitterBlock
  123494. * @param name defines the block name
  123495. */
  123496. constructor(name: string);
  123497. /**
  123498. * Gets the current class name
  123499. * @returns the class name
  123500. */
  123501. getClassName(): string;
  123502. /**
  123503. * Gets the xyzw component (input)
  123504. */
  123505. readonly xyzw: NodeMaterialConnectionPoint;
  123506. /**
  123507. * Gets the xyz component (input)
  123508. */
  123509. readonly xyzIn: NodeMaterialConnectionPoint;
  123510. /**
  123511. * Gets the xy component (input)
  123512. */
  123513. readonly xyIn: NodeMaterialConnectionPoint;
  123514. /**
  123515. * Gets the xyz component (output)
  123516. */
  123517. readonly xyzOut: NodeMaterialConnectionPoint;
  123518. /**
  123519. * Gets the xy component (output)
  123520. */
  123521. readonly xyOut: NodeMaterialConnectionPoint;
  123522. /**
  123523. * Gets the x component (output)
  123524. */
  123525. readonly x: NodeMaterialConnectionPoint;
  123526. /**
  123527. * Gets the y component (output)
  123528. */
  123529. readonly y: NodeMaterialConnectionPoint;
  123530. /**
  123531. * Gets the z component (output)
  123532. */
  123533. readonly z: NodeMaterialConnectionPoint;
  123534. /**
  123535. * Gets the w component (output)
  123536. */
  123537. readonly w: NodeMaterialConnectionPoint;
  123538. protected _inputRename(name: string): string;
  123539. protected _outputRename(name: string): string;
  123540. protected _buildBlock(state: NodeMaterialBuildState): this;
  123541. }
  123542. }
  123543. declare module BABYLON {
  123544. /**
  123545. * Block used to lerp between 2 values
  123546. */
  123547. export class LerpBlock extends NodeMaterialBlock {
  123548. /**
  123549. * Creates a new LerpBlock
  123550. * @param name defines the block name
  123551. */
  123552. constructor(name: string);
  123553. /**
  123554. * Gets the current class name
  123555. * @returns the class name
  123556. */
  123557. getClassName(): string;
  123558. /**
  123559. * Gets the left operand input component
  123560. */
  123561. readonly left: NodeMaterialConnectionPoint;
  123562. /**
  123563. * Gets the right operand input component
  123564. */
  123565. readonly right: NodeMaterialConnectionPoint;
  123566. /**
  123567. * Gets the gradient operand input component
  123568. */
  123569. readonly gradient: NodeMaterialConnectionPoint;
  123570. /**
  123571. * Gets the output component
  123572. */
  123573. readonly output: NodeMaterialConnectionPoint;
  123574. protected _buildBlock(state: NodeMaterialBuildState): this;
  123575. }
  123576. }
  123577. declare module BABYLON {
  123578. /**
  123579. * Block used to divide 2 vectors
  123580. */
  123581. export class DivideBlock extends NodeMaterialBlock {
  123582. /**
  123583. * Creates a new DivideBlock
  123584. * @param name defines the block name
  123585. */
  123586. constructor(name: string);
  123587. /**
  123588. * Gets the current class name
  123589. * @returns the class name
  123590. */
  123591. getClassName(): string;
  123592. /**
  123593. * Gets the left operand input component
  123594. */
  123595. readonly left: NodeMaterialConnectionPoint;
  123596. /**
  123597. * Gets the right operand input component
  123598. */
  123599. readonly right: NodeMaterialConnectionPoint;
  123600. /**
  123601. * Gets the output component
  123602. */
  123603. readonly output: NodeMaterialConnectionPoint;
  123604. protected _buildBlock(state: NodeMaterialBuildState): this;
  123605. }
  123606. }
  123607. declare module BABYLON {
  123608. /**
  123609. * Block used to subtract 2 vectors
  123610. */
  123611. export class SubtractBlock extends NodeMaterialBlock {
  123612. /**
  123613. * Creates a new SubtractBlock
  123614. * @param name defines the block name
  123615. */
  123616. constructor(name: string);
  123617. /**
  123618. * Gets the current class name
  123619. * @returns the class name
  123620. */
  123621. getClassName(): string;
  123622. /**
  123623. * Gets the left operand input component
  123624. */
  123625. readonly left: NodeMaterialConnectionPoint;
  123626. /**
  123627. * Gets the right operand input component
  123628. */
  123629. readonly right: NodeMaterialConnectionPoint;
  123630. /**
  123631. * Gets the output component
  123632. */
  123633. readonly output: NodeMaterialConnectionPoint;
  123634. protected _buildBlock(state: NodeMaterialBuildState): this;
  123635. }
  123636. }
  123637. declare module BABYLON {
  123638. /**
  123639. * Block used to step a value
  123640. */
  123641. export class StepBlock extends NodeMaterialBlock {
  123642. /**
  123643. * Creates a new StepBlock
  123644. * @param name defines the block name
  123645. */
  123646. constructor(name: string);
  123647. /**
  123648. * Gets the current class name
  123649. * @returns the class name
  123650. */
  123651. getClassName(): string;
  123652. /**
  123653. * Gets the value operand input component
  123654. */
  123655. readonly value: NodeMaterialConnectionPoint;
  123656. /**
  123657. * Gets the edge operand input component
  123658. */
  123659. readonly edge: NodeMaterialConnectionPoint;
  123660. /**
  123661. * Gets the output component
  123662. */
  123663. readonly output: NodeMaterialConnectionPoint;
  123664. protected _buildBlock(state: NodeMaterialBuildState): this;
  123665. }
  123666. }
  123667. declare module BABYLON {
  123668. /**
  123669. * Block used to get the opposite (1 - x) of a value
  123670. */
  123671. export class OneMinusBlock extends NodeMaterialBlock {
  123672. /**
  123673. * Creates a new OneMinusBlock
  123674. * @param name defines the block name
  123675. */
  123676. constructor(name: string);
  123677. /**
  123678. * Gets the current class name
  123679. * @returns the class name
  123680. */
  123681. getClassName(): string;
  123682. /**
  123683. * Gets the input component
  123684. */
  123685. readonly input: NodeMaterialConnectionPoint;
  123686. /**
  123687. * Gets the output component
  123688. */
  123689. readonly output: NodeMaterialConnectionPoint;
  123690. protected _buildBlock(state: NodeMaterialBuildState): this;
  123691. }
  123692. }
  123693. declare module BABYLON {
  123694. /**
  123695. * Block used to get the view direction
  123696. */
  123697. export class ViewDirectionBlock extends NodeMaterialBlock {
  123698. /**
  123699. * Creates a new ViewDirectionBlock
  123700. * @param name defines the block name
  123701. */
  123702. constructor(name: string);
  123703. /**
  123704. * Gets the current class name
  123705. * @returns the class name
  123706. */
  123707. getClassName(): string;
  123708. /**
  123709. * Gets the world position component
  123710. */
  123711. readonly worldPosition: NodeMaterialConnectionPoint;
  123712. /**
  123713. * Gets the camera position component
  123714. */
  123715. readonly cameraPosition: NodeMaterialConnectionPoint;
  123716. /**
  123717. * Gets the output component
  123718. */
  123719. readonly output: NodeMaterialConnectionPoint;
  123720. autoConfigure(material: NodeMaterial): void;
  123721. protected _buildBlock(state: NodeMaterialBuildState): this;
  123722. }
  123723. }
  123724. declare module BABYLON {
  123725. /**
  123726. * Block used to compute fresnel value
  123727. */
  123728. export class FresnelBlock extends NodeMaterialBlock {
  123729. /**
  123730. * Create a new FresnelBlock
  123731. * @param name defines the block name
  123732. */
  123733. constructor(name: string);
  123734. /**
  123735. * Gets the current class name
  123736. * @returns the class name
  123737. */
  123738. getClassName(): string;
  123739. /**
  123740. * Gets the world normal input component
  123741. */
  123742. readonly worldNormal: NodeMaterialConnectionPoint;
  123743. /**
  123744. * Gets the view direction input component
  123745. */
  123746. readonly viewDirection: NodeMaterialConnectionPoint;
  123747. /**
  123748. * Gets the bias input component
  123749. */
  123750. readonly bias: NodeMaterialConnectionPoint;
  123751. /**
  123752. * Gets the camera (or eye) position component
  123753. */
  123754. readonly power: NodeMaterialConnectionPoint;
  123755. /**
  123756. * Gets the fresnel output component
  123757. */
  123758. readonly fresnel: NodeMaterialConnectionPoint;
  123759. autoConfigure(material: NodeMaterial): void;
  123760. protected _buildBlock(state: NodeMaterialBuildState): this;
  123761. }
  123762. }
  123763. declare module BABYLON {
  123764. /**
  123765. * Block used to get the max of 2 values
  123766. */
  123767. export class MaxBlock extends NodeMaterialBlock {
  123768. /**
  123769. * Creates a new MaxBlock
  123770. * @param name defines the block name
  123771. */
  123772. constructor(name: string);
  123773. /**
  123774. * Gets the current class name
  123775. * @returns the class name
  123776. */
  123777. getClassName(): string;
  123778. /**
  123779. * Gets the left operand input component
  123780. */
  123781. readonly left: NodeMaterialConnectionPoint;
  123782. /**
  123783. * Gets the right operand input component
  123784. */
  123785. readonly right: NodeMaterialConnectionPoint;
  123786. /**
  123787. * Gets the output component
  123788. */
  123789. readonly output: NodeMaterialConnectionPoint;
  123790. protected _buildBlock(state: NodeMaterialBuildState): this;
  123791. }
  123792. }
  123793. declare module BABYLON {
  123794. /**
  123795. * Block used to get the min of 2 values
  123796. */
  123797. export class MinBlock extends NodeMaterialBlock {
  123798. /**
  123799. * Creates a new MinBlock
  123800. * @param name defines the block name
  123801. */
  123802. constructor(name: string);
  123803. /**
  123804. * Gets the current class name
  123805. * @returns the class name
  123806. */
  123807. getClassName(): string;
  123808. /**
  123809. * Gets the left operand input component
  123810. */
  123811. readonly left: NodeMaterialConnectionPoint;
  123812. /**
  123813. * Gets the right operand input component
  123814. */
  123815. readonly right: NodeMaterialConnectionPoint;
  123816. /**
  123817. * Gets the output component
  123818. */
  123819. readonly output: NodeMaterialConnectionPoint;
  123820. protected _buildBlock(state: NodeMaterialBuildState): this;
  123821. }
  123822. }
  123823. declare module BABYLON {
  123824. /**
  123825. * Block used to get the distance between 2 values
  123826. */
  123827. export class DistanceBlock extends NodeMaterialBlock {
  123828. /**
  123829. * Creates a new DistanceBlock
  123830. * @param name defines the block name
  123831. */
  123832. constructor(name: string);
  123833. /**
  123834. * Gets the current class name
  123835. * @returns the class name
  123836. */
  123837. getClassName(): string;
  123838. /**
  123839. * Gets the left operand input component
  123840. */
  123841. readonly left: NodeMaterialConnectionPoint;
  123842. /**
  123843. * Gets the right operand input component
  123844. */
  123845. readonly right: NodeMaterialConnectionPoint;
  123846. /**
  123847. * Gets the output component
  123848. */
  123849. readonly output: NodeMaterialConnectionPoint;
  123850. protected _buildBlock(state: NodeMaterialBuildState): this;
  123851. }
  123852. }
  123853. declare module BABYLON {
  123854. /**
  123855. * Block used to get the length of a vector
  123856. */
  123857. export class LengthBlock extends NodeMaterialBlock {
  123858. /**
  123859. * Creates a new LengthBlock
  123860. * @param name defines the block name
  123861. */
  123862. constructor(name: string);
  123863. /**
  123864. * Gets the current class name
  123865. * @returns the class name
  123866. */
  123867. getClassName(): string;
  123868. /**
  123869. * Gets the value input component
  123870. */
  123871. readonly value: NodeMaterialConnectionPoint;
  123872. /**
  123873. * Gets the output component
  123874. */
  123875. readonly output: NodeMaterialConnectionPoint;
  123876. protected _buildBlock(state: NodeMaterialBuildState): this;
  123877. }
  123878. }
  123879. declare module BABYLON {
  123880. /**
  123881. * Block used to get negative version of a value (i.e. x * -1)
  123882. */
  123883. export class NegateBlock extends NodeMaterialBlock {
  123884. /**
  123885. * Creates a new NegateBlock
  123886. * @param name defines the block name
  123887. */
  123888. constructor(name: string);
  123889. /**
  123890. * Gets the current class name
  123891. * @returns the class name
  123892. */
  123893. getClassName(): string;
  123894. /**
  123895. * Gets the value input component
  123896. */
  123897. readonly value: NodeMaterialConnectionPoint;
  123898. /**
  123899. * Gets the output component
  123900. */
  123901. readonly output: NodeMaterialConnectionPoint;
  123902. protected _buildBlock(state: NodeMaterialBuildState): this;
  123903. }
  123904. }
  123905. declare module BABYLON {
  123906. /**
  123907. * Block used to get the value of the first parameter raised to the power of the second
  123908. */
  123909. export class PowBlock extends NodeMaterialBlock {
  123910. /**
  123911. * Creates a new PowBlock
  123912. * @param name defines the block name
  123913. */
  123914. constructor(name: string);
  123915. /**
  123916. * Gets the current class name
  123917. * @returns the class name
  123918. */
  123919. getClassName(): string;
  123920. /**
  123921. * Gets the value operand input component
  123922. */
  123923. readonly value: NodeMaterialConnectionPoint;
  123924. /**
  123925. * Gets the power operand input component
  123926. */
  123927. readonly power: NodeMaterialConnectionPoint;
  123928. /**
  123929. * Gets the output component
  123930. */
  123931. readonly output: NodeMaterialConnectionPoint;
  123932. protected _buildBlock(state: NodeMaterialBuildState): this;
  123933. }
  123934. }
  123935. declare module BABYLON {
  123936. /**
  123937. * Block used to get a random number
  123938. */
  123939. export class RandomNumberBlock extends NodeMaterialBlock {
  123940. /**
  123941. * Creates a new RandomNumberBlock
  123942. * @param name defines the block name
  123943. */
  123944. constructor(name: string);
  123945. /**
  123946. * Gets the current class name
  123947. * @returns the class name
  123948. */
  123949. getClassName(): string;
  123950. /**
  123951. * Gets the seed input component
  123952. */
  123953. readonly seed: NodeMaterialConnectionPoint;
  123954. /**
  123955. * Gets the output component
  123956. */
  123957. readonly output: NodeMaterialConnectionPoint;
  123958. protected _buildBlock(state: NodeMaterialBuildState): this;
  123959. }
  123960. }
  123961. declare module BABYLON {
  123962. /**
  123963. * Block used to compute arc tangent of 2 values
  123964. */
  123965. export class ArcTan2Block extends NodeMaterialBlock {
  123966. /**
  123967. * Creates a new ArcTan2Block
  123968. * @param name defines the block name
  123969. */
  123970. constructor(name: string);
  123971. /**
  123972. * Gets the current class name
  123973. * @returns the class name
  123974. */
  123975. getClassName(): string;
  123976. /**
  123977. * Gets the x operand input component
  123978. */
  123979. readonly x: NodeMaterialConnectionPoint;
  123980. /**
  123981. * Gets the y operand input component
  123982. */
  123983. readonly y: NodeMaterialConnectionPoint;
  123984. /**
  123985. * Gets the output component
  123986. */
  123987. readonly output: NodeMaterialConnectionPoint;
  123988. protected _buildBlock(state: NodeMaterialBuildState): this;
  123989. }
  123990. }
  123991. declare module BABYLON {
  123992. /**
  123993. * Block used to smooth step a value
  123994. */
  123995. export class SmoothStepBlock extends NodeMaterialBlock {
  123996. /**
  123997. * Creates a new SmoothStepBlock
  123998. * @param name defines the block name
  123999. */
  124000. constructor(name: string);
  124001. /**
  124002. * Gets the current class name
  124003. * @returns the class name
  124004. */
  124005. getClassName(): string;
  124006. /**
  124007. * Gets the value operand input component
  124008. */
  124009. readonly value: NodeMaterialConnectionPoint;
  124010. /**
  124011. * Gets the first edge operand input component
  124012. */
  124013. readonly edge0: NodeMaterialConnectionPoint;
  124014. /**
  124015. * Gets the second edge operand input component
  124016. */
  124017. readonly edge1: NodeMaterialConnectionPoint;
  124018. /**
  124019. * Gets the output component
  124020. */
  124021. readonly output: NodeMaterialConnectionPoint;
  124022. protected _buildBlock(state: NodeMaterialBuildState): this;
  124023. }
  124024. }
  124025. declare module BABYLON {
  124026. /**
  124027. * Block used to get the reciprocal (1 / x) of a value
  124028. */
  124029. export class ReciprocalBlock extends NodeMaterialBlock {
  124030. /**
  124031. * Creates a new ReciprocalBlock
  124032. * @param name defines the block name
  124033. */
  124034. constructor(name: string);
  124035. /**
  124036. * Gets the current class name
  124037. * @returns the class name
  124038. */
  124039. getClassName(): string;
  124040. /**
  124041. * Gets the input component
  124042. */
  124043. readonly input: NodeMaterialConnectionPoint;
  124044. /**
  124045. * Gets the output component
  124046. */
  124047. readonly output: NodeMaterialConnectionPoint;
  124048. protected _buildBlock(state: NodeMaterialBuildState): this;
  124049. }
  124050. }
  124051. declare module BABYLON {
  124052. /**
  124053. * Block used to replace a color by another one
  124054. */
  124055. export class ReplaceColorBlock extends NodeMaterialBlock {
  124056. /**
  124057. * Creates a new ReplaceColorBlock
  124058. * @param name defines the block name
  124059. */
  124060. constructor(name: string);
  124061. /**
  124062. * Gets the current class name
  124063. * @returns the class name
  124064. */
  124065. getClassName(): string;
  124066. /**
  124067. * Gets the value input component
  124068. */
  124069. readonly value: NodeMaterialConnectionPoint;
  124070. /**
  124071. * Gets the reference input component
  124072. */
  124073. readonly reference: NodeMaterialConnectionPoint;
  124074. /**
  124075. * Gets the distance input component
  124076. */
  124077. readonly distance: NodeMaterialConnectionPoint;
  124078. /**
  124079. * Gets the replacement input component
  124080. */
  124081. readonly replacement: NodeMaterialConnectionPoint;
  124082. /**
  124083. * Gets the output component
  124084. */
  124085. readonly output: NodeMaterialConnectionPoint;
  124086. protected _buildBlock(state: NodeMaterialBuildState): this;
  124087. }
  124088. }
  124089. declare module BABYLON {
  124090. /**
  124091. * Block used to posterize a value
  124092. * @see https://en.wikipedia.org/wiki/Posterization
  124093. */
  124094. export class PosterizeBlock extends NodeMaterialBlock {
  124095. /**
  124096. * Creates a new PosterizeBlock
  124097. * @param name defines the block name
  124098. */
  124099. constructor(name: string);
  124100. /**
  124101. * Gets the current class name
  124102. * @returns the class name
  124103. */
  124104. getClassName(): string;
  124105. /**
  124106. * Gets the value input component
  124107. */
  124108. readonly value: NodeMaterialConnectionPoint;
  124109. /**
  124110. * Gets the steps input component
  124111. */
  124112. readonly steps: NodeMaterialConnectionPoint;
  124113. /**
  124114. * Gets the output component
  124115. */
  124116. readonly output: NodeMaterialConnectionPoint;
  124117. protected _buildBlock(state: NodeMaterialBuildState): this;
  124118. }
  124119. }
  124120. declare module BABYLON {
  124121. /**
  124122. * Operations supported by the Wave block
  124123. */
  124124. export enum WaveBlockKind {
  124125. /** SawTooth */
  124126. SawTooth = 0,
  124127. /** Square */
  124128. Square = 1,
  124129. /** Triangle */
  124130. Triangle = 2
  124131. }
  124132. /**
  124133. * Block used to apply wave operation to floats
  124134. */
  124135. export class WaveBlock extends NodeMaterialBlock {
  124136. /**
  124137. * Gets or sets the kibnd of wave to be applied by the block
  124138. */
  124139. kind: WaveBlockKind;
  124140. /**
  124141. * Creates a new WaveBlock
  124142. * @param name defines the block name
  124143. */
  124144. constructor(name: string);
  124145. /**
  124146. * Gets the current class name
  124147. * @returns the class name
  124148. */
  124149. getClassName(): string;
  124150. /**
  124151. * Gets the input component
  124152. */
  124153. readonly input: NodeMaterialConnectionPoint;
  124154. /**
  124155. * Gets the output component
  124156. */
  124157. readonly output: NodeMaterialConnectionPoint;
  124158. protected _buildBlock(state: NodeMaterialBuildState): this;
  124159. serialize(): any;
  124160. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124161. }
  124162. }
  124163. declare module BABYLON {
  124164. /**
  124165. * Class used to store a color step for the GradientBlock
  124166. */
  124167. export class GradientBlockColorStep {
  124168. /**
  124169. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124170. */
  124171. step: number;
  124172. /**
  124173. * Gets or sets the color associated with this step
  124174. */
  124175. color: Color3;
  124176. /**
  124177. * Creates a new GradientBlockColorStep
  124178. * @param step defines a value indicating which step this color is associated with (between 0 and 1)
  124179. * @param color defines the color associated with this step
  124180. */
  124181. constructor(
  124182. /**
  124183. * Gets or sets a value indicating which step this color is associated with (between 0 and 1)
  124184. */
  124185. step: number,
  124186. /**
  124187. * Gets or sets the color associated with this step
  124188. */
  124189. color: Color3);
  124190. }
  124191. /**
  124192. * Block used to return a color from a gradient based on an input value between 0 and 1
  124193. */
  124194. export class GradientBlock extends NodeMaterialBlock {
  124195. /**
  124196. * Gets or sets the list of color steps
  124197. */
  124198. colorSteps: GradientBlockColorStep[];
  124199. /**
  124200. * Creates a new GradientBlock
  124201. * @param name defines the block name
  124202. */
  124203. constructor(name: string);
  124204. /**
  124205. * Gets the current class name
  124206. * @returns the class name
  124207. */
  124208. getClassName(): string;
  124209. /**
  124210. * Gets the gradient input component
  124211. */
  124212. readonly gradient: NodeMaterialConnectionPoint;
  124213. /**
  124214. * Gets the output component
  124215. */
  124216. readonly output: NodeMaterialConnectionPoint;
  124217. private _writeColorConstant;
  124218. protected _buildBlock(state: NodeMaterialBuildState): this | undefined;
  124219. serialize(): any;
  124220. _deserialize(serializationObject: any, scene: Scene, rootUrl: string): void;
  124221. protected _dumpPropertiesCode(): string;
  124222. }
  124223. }
  124224. declare module BABYLON {
  124225. /**
  124226. * Block used to normalize lerp between 2 values
  124227. */
  124228. export class NLerpBlock extends NodeMaterialBlock {
  124229. /**
  124230. * Creates a new NLerpBlock
  124231. * @param name defines the block name
  124232. */
  124233. constructor(name: string);
  124234. /**
  124235. * Gets the current class name
  124236. * @returns the class name
  124237. */
  124238. getClassName(): string;
  124239. /**
  124240. * Gets the left operand input component
  124241. */
  124242. readonly left: NodeMaterialConnectionPoint;
  124243. /**
  124244. * Gets the right operand input component
  124245. */
  124246. readonly right: NodeMaterialConnectionPoint;
  124247. /**
  124248. * Gets the gradient operand input component
  124249. */
  124250. readonly gradient: NodeMaterialConnectionPoint;
  124251. /**
  124252. * Gets the output component
  124253. */
  124254. readonly output: NodeMaterialConnectionPoint;
  124255. protected _buildBlock(state: NodeMaterialBuildState): this;
  124256. }
  124257. }
  124258. declare module BABYLON {
  124259. /**
  124260. * Effect Render Options
  124261. */
  124262. export interface IEffectRendererOptions {
  124263. /**
  124264. * Defines the vertices positions.
  124265. */
  124266. positions?: number[];
  124267. /**
  124268. * Defines the indices.
  124269. */
  124270. indices?: number[];
  124271. }
  124272. /**
  124273. * Helper class to render one or more effects
  124274. */
  124275. export class EffectRenderer {
  124276. private engine;
  124277. private static _DefaultOptions;
  124278. private _vertexBuffers;
  124279. private _indexBuffer;
  124280. private _ringBufferIndex;
  124281. private _ringScreenBuffer;
  124282. private _fullscreenViewport;
  124283. private _getNextFrameBuffer;
  124284. /**
  124285. * Creates an effect renderer
  124286. * @param engine the engine to use for rendering
  124287. * @param options defines the options of the effect renderer
  124288. */
  124289. constructor(engine: ThinEngine, options?: IEffectRendererOptions);
  124290. /**
  124291. * Sets the current viewport in normalized coordinates 0-1
  124292. * @param viewport Defines the viewport to set (defaults to 0 0 1 1)
  124293. */
  124294. setViewport(viewport?: Viewport): void;
  124295. /**
  124296. * Binds the embedded attributes buffer to the effect.
  124297. * @param effect Defines the effect to bind the attributes for
  124298. */
  124299. bindBuffers(effect: Effect): void;
  124300. /**
  124301. * Sets the current effect wrapper to use during draw.
  124302. * The effect needs to be ready before calling this api.
  124303. * This also sets the default full screen position attribute.
  124304. * @param effectWrapper Defines the effect to draw with
  124305. */
  124306. applyEffectWrapper(effectWrapper: EffectWrapper): void;
  124307. /**
  124308. * Draws a full screen quad.
  124309. */
  124310. draw(): void;
  124311. /**
  124312. * renders one or more effects to a specified texture
  124313. * @param effectWrappers list of effects to renderer
  124314. * @param outputTexture texture to draw to, if null it will render to the screen
  124315. */
  124316. render(effectWrappers: Array<EffectWrapper> | EffectWrapper, outputTexture?: Nullable<Texture>): void;
  124317. /**
  124318. * Disposes of the effect renderer
  124319. */
  124320. dispose(): void;
  124321. }
  124322. /**
  124323. * Options to create an EffectWrapper
  124324. */
  124325. interface EffectWrapperCreationOptions {
  124326. /**
  124327. * Engine to use to create the effect
  124328. */
  124329. engine: ThinEngine;
  124330. /**
  124331. * Fragment shader for the effect
  124332. */
  124333. fragmentShader: string;
  124334. /**
  124335. * Vertex shader for the effect
  124336. */
  124337. vertexShader?: string;
  124338. /**
  124339. * Attributes to use in the shader
  124340. */
  124341. attributeNames?: Array<string>;
  124342. /**
  124343. * Uniforms to use in the shader
  124344. */
  124345. uniformNames?: Array<string>;
  124346. /**
  124347. * Texture sampler names to use in the shader
  124348. */
  124349. samplerNames?: Array<string>;
  124350. /**
  124351. * The friendly name of the effect displayed in Spector.
  124352. */
  124353. name?: string;
  124354. }
  124355. /**
  124356. * Wraps an effect to be used for rendering
  124357. */
  124358. export class EffectWrapper {
  124359. /**
  124360. * Event that is fired right before the effect is drawn (should be used to update uniforms)
  124361. */
  124362. onApplyObservable: Observable<{}>;
  124363. /**
  124364. * The underlying effect
  124365. */
  124366. effect: Effect;
  124367. /**
  124368. * Creates an effect to be renderer
  124369. * @param creationOptions options to create the effect
  124370. */
  124371. constructor(creationOptions: EffectWrapperCreationOptions);
  124372. /**
  124373. * Disposes of the effect wrapper
  124374. */
  124375. dispose(): void;
  124376. }
  124377. }
  124378. declare module BABYLON {
  124379. /**
  124380. * Helper class to push actions to a pool of workers.
  124381. */
  124382. export class WorkerPool implements IDisposable {
  124383. private _workerInfos;
  124384. private _pendingActions;
  124385. /**
  124386. * Constructor
  124387. * @param workers Array of workers to use for actions
  124388. */
  124389. constructor(workers: Array<Worker>);
  124390. /**
  124391. * Terminates all workers and clears any pending actions.
  124392. */
  124393. dispose(): void;
  124394. /**
  124395. * Pushes an action to the worker pool. If all the workers are active, the action will be
  124396. * pended until a worker has completed its action.
  124397. * @param action The action to perform. Call onComplete when the action is complete.
  124398. */
  124399. push(action: (worker: Worker, onComplete: () => void) => void): void;
  124400. private _execute;
  124401. }
  124402. }
  124403. declare module BABYLON {
  124404. /**
  124405. * Configuration for Draco compression
  124406. */
  124407. export interface IDracoCompressionConfiguration {
  124408. /**
  124409. * Configuration for the decoder.
  124410. */
  124411. decoder: {
  124412. /**
  124413. * The url to the WebAssembly module.
  124414. */
  124415. wasmUrl?: string;
  124416. /**
  124417. * The url to the WebAssembly binary.
  124418. */
  124419. wasmBinaryUrl?: string;
  124420. /**
  124421. * The url to the fallback JavaScript module.
  124422. */
  124423. fallbackUrl?: string;
  124424. };
  124425. }
  124426. /**
  124427. * Draco compression (https://google.github.io/draco/)
  124428. *
  124429. * This class wraps the Draco module.
  124430. *
  124431. * **Encoder**
  124432. *
  124433. * The encoder is not currently implemented.
  124434. *
  124435. * **Decoder**
  124436. *
  124437. * 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.
  124438. *
  124439. * To update the configuration, use the following code:
  124440. * ```javascript
  124441. * DracoCompression.Configuration = {
  124442. * decoder: {
  124443. * wasmUrl: "<url to the WebAssembly library>",
  124444. * wasmBinaryUrl: "<url to the WebAssembly binary>",
  124445. * fallbackUrl: "<url to the fallback JavaScript library>",
  124446. * }
  124447. * };
  124448. * ```
  124449. *
  124450. * 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.
  124451. * Decoding will automatically fallback to the JavaScript version if WebAssembly version is not configured or if WebAssembly is not supported by the browser.
  124452. * Use `DracoCompression.DecoderAvailable` to determine if the decoder configuration is available for the current context.
  124453. *
  124454. * To decode Draco compressed data, get the default DracoCompression object and call decodeMeshAsync:
  124455. * ```javascript
  124456. * var vertexData = await DracoCompression.Default.decodeMeshAsync(data);
  124457. * ```
  124458. *
  124459. * @see https://www.babylonjs-playground.com/#N3EK4B#0
  124460. */
  124461. export class DracoCompression implements IDisposable {
  124462. private _workerPoolPromise?;
  124463. private _decoderModulePromise?;
  124464. /**
  124465. * The configuration. Defaults to the following urls:
  124466. * - wasmUrl: "https://preview.babylonjs.com/draco_wasm_wrapper_gltf.js"
  124467. * - wasmBinaryUrl: "https://preview.babylonjs.com/draco_decoder_gltf.wasm"
  124468. * - fallbackUrl: "https://preview.babylonjs.com/draco_decoder_gltf.js"
  124469. */
  124470. static Configuration: IDracoCompressionConfiguration;
  124471. /**
  124472. * Returns true if the decoder configuration is available.
  124473. */
  124474. static readonly DecoderAvailable: boolean;
  124475. /**
  124476. * Default number of workers to create when creating the draco compression object.
  124477. */
  124478. static DefaultNumWorkers: number;
  124479. private static GetDefaultNumWorkers;
  124480. private static _Default;
  124481. /**
  124482. * Default instance for the draco compression object.
  124483. */
  124484. static readonly Default: DracoCompression;
  124485. /**
  124486. * Constructor
  124487. * @param numWorkers The number of workers for async operations. Specify `0` to disable web workers and run synchronously in the current context.
  124488. */
  124489. constructor(numWorkers?: number);
  124490. /**
  124491. * Stop all async operations and release resources.
  124492. */
  124493. dispose(): void;
  124494. /**
  124495. * Returns a promise that resolves when ready. Call this manually to ensure draco compression is ready before use.
  124496. * @returns a promise that resolves when ready
  124497. */
  124498. whenReadyAsync(): Promise<void>;
  124499. /**
  124500. * Decode Draco compressed mesh data to vertex data.
  124501. * @param data The ArrayBuffer or ArrayBufferView for the Draco compression data
  124502. * @param attributes A map of attributes from vertex buffer kinds to Draco unique ids
  124503. * @returns A promise that resolves with the decoded vertex data
  124504. */
  124505. decodeMeshAsync(data: ArrayBuffer | ArrayBufferView, attributes?: {
  124506. [kind: string]: number;
  124507. }): Promise<VertexData>;
  124508. }
  124509. }
  124510. declare module BABYLON {
  124511. /**
  124512. * Class for building Constructive Solid Geometry
  124513. */
  124514. export class CSG {
  124515. private polygons;
  124516. /**
  124517. * The world matrix
  124518. */
  124519. matrix: Matrix;
  124520. /**
  124521. * Stores the position
  124522. */
  124523. position: Vector3;
  124524. /**
  124525. * Stores the rotation
  124526. */
  124527. rotation: Vector3;
  124528. /**
  124529. * Stores the rotation quaternion
  124530. */
  124531. rotationQuaternion: Nullable<Quaternion>;
  124532. /**
  124533. * Stores the scaling vector
  124534. */
  124535. scaling: Vector3;
  124536. /**
  124537. * Convert the Mesh to CSG
  124538. * @param mesh The Mesh to convert to CSG
  124539. * @returns A new CSG from the Mesh
  124540. */
  124541. static FromMesh(mesh: Mesh): CSG;
  124542. /**
  124543. * Construct a CSG solid from a list of `CSG.Polygon` instances.
  124544. * @param polygons Polygons used to construct a CSG solid
  124545. */
  124546. private static FromPolygons;
  124547. /**
  124548. * Clones, or makes a deep copy, of the CSG
  124549. * @returns A new CSG
  124550. */
  124551. clone(): CSG;
  124552. /**
  124553. * Unions this CSG with another CSG
  124554. * @param csg The CSG to union against this CSG
  124555. * @returns The unioned CSG
  124556. */
  124557. union(csg: CSG): CSG;
  124558. /**
  124559. * Unions this CSG with another CSG in place
  124560. * @param csg The CSG to union against this CSG
  124561. */
  124562. unionInPlace(csg: CSG): void;
  124563. /**
  124564. * Subtracts this CSG with another CSG
  124565. * @param csg The CSG to subtract against this CSG
  124566. * @returns A new CSG
  124567. */
  124568. subtract(csg: CSG): CSG;
  124569. /**
  124570. * Subtracts this CSG with another CSG in place
  124571. * @param csg The CSG to subtact against this CSG
  124572. */
  124573. subtractInPlace(csg: CSG): void;
  124574. /**
  124575. * Intersect this CSG with another CSG
  124576. * @param csg The CSG to intersect against this CSG
  124577. * @returns A new CSG
  124578. */
  124579. intersect(csg: CSG): CSG;
  124580. /**
  124581. * Intersects this CSG with another CSG in place
  124582. * @param csg The CSG to intersect against this CSG
  124583. */
  124584. intersectInPlace(csg: CSG): void;
  124585. /**
  124586. * Return a new CSG solid with solid and empty space switched. This solid is
  124587. * not modified.
  124588. * @returns A new CSG solid with solid and empty space switched
  124589. */
  124590. inverse(): CSG;
  124591. /**
  124592. * Inverses the CSG in place
  124593. */
  124594. inverseInPlace(): void;
  124595. /**
  124596. * This is used to keep meshes transformations so they can be restored
  124597. * when we build back a Babylon Mesh
  124598. * NB : All CSG operations are performed in world coordinates
  124599. * @param csg The CSG to copy the transform attributes from
  124600. * @returns This CSG
  124601. */
  124602. copyTransformAttributes(csg: CSG): CSG;
  124603. /**
  124604. * Build Raw mesh from CSG
  124605. * Coordinates here are in world space
  124606. * @param name The name of the mesh geometry
  124607. * @param scene The Scene
  124608. * @param keepSubMeshes Specifies if the submeshes should be kept
  124609. * @returns A new Mesh
  124610. */
  124611. buildMeshGeometry(name: string, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  124612. /**
  124613. * Build Mesh from CSG taking material and transforms into account
  124614. * @param name The name of the Mesh
  124615. * @param material The material of the Mesh
  124616. * @param scene The Scene
  124617. * @param keepSubMeshes Specifies if submeshes should be kept
  124618. * @returns The new Mesh
  124619. */
  124620. toMesh(name: string, material?: Nullable<Material>, scene?: Scene, keepSubMeshes?: boolean): Mesh;
  124621. }
  124622. }
  124623. declare module BABYLON {
  124624. /**
  124625. * Class used to create a trail following a mesh
  124626. */
  124627. export class TrailMesh extends Mesh {
  124628. private _generator;
  124629. private _autoStart;
  124630. private _running;
  124631. private _diameter;
  124632. private _length;
  124633. private _sectionPolygonPointsCount;
  124634. private _sectionVectors;
  124635. private _sectionNormalVectors;
  124636. private _beforeRenderObserver;
  124637. /**
  124638. * @constructor
  124639. * @param name The value used by scene.getMeshByName() to do a lookup.
  124640. * @param generator The mesh to generate a trail.
  124641. * @param scene The scene to add this mesh to.
  124642. * @param diameter Diameter of trailing mesh. Default is 1.
  124643. * @param length Length of trailing mesh. Default is 60.
  124644. * @param autoStart Automatically start trailing mesh. Default true.
  124645. */
  124646. constructor(name: string, generator: AbstractMesh, scene: Scene, diameter?: number, length?: number, autoStart?: boolean);
  124647. /**
  124648. * "TrailMesh"
  124649. * @returns "TrailMesh"
  124650. */
  124651. getClassName(): string;
  124652. private _createMesh;
  124653. /**
  124654. * Start trailing mesh.
  124655. */
  124656. start(): void;
  124657. /**
  124658. * Stop trailing mesh.
  124659. */
  124660. stop(): void;
  124661. /**
  124662. * Update trailing mesh geometry.
  124663. */
  124664. update(): void;
  124665. /**
  124666. * Returns a new TrailMesh object.
  124667. * @param name is a string, the name given to the new mesh
  124668. * @param newGenerator use new generator object for cloned trail mesh
  124669. * @returns a new mesh
  124670. */
  124671. clone(name: string | undefined, newGenerator: AbstractMesh): TrailMesh;
  124672. /**
  124673. * Serializes this trail mesh
  124674. * @param serializationObject object to write serialization to
  124675. */
  124676. serialize(serializationObject: any): void;
  124677. /**
  124678. * Parses a serialized trail mesh
  124679. * @param parsedMesh the serialized mesh
  124680. * @param scene the scene to create the trail mesh in
  124681. * @returns the created trail mesh
  124682. */
  124683. static Parse(parsedMesh: any, scene: Scene): TrailMesh;
  124684. }
  124685. }
  124686. declare module BABYLON {
  124687. /**
  124688. * Class containing static functions to help procedurally build meshes
  124689. */
  124690. export class TiledBoxBuilder {
  124691. /**
  124692. * Creates a box mesh
  124693. * 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)
  124694. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124695. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124696. * * 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
  124697. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124698. * @param name defines the name of the mesh
  124699. * @param options defines the options used to create the mesh
  124700. * @param scene defines the hosting scene
  124701. * @returns the box mesh
  124702. */
  124703. static CreateTiledBox(name: string, options: {
  124704. pattern?: number;
  124705. width?: number;
  124706. height?: number;
  124707. depth?: number;
  124708. tileSize?: number;
  124709. tileWidth?: number;
  124710. tileHeight?: number;
  124711. alignHorizontal?: number;
  124712. alignVertical?: number;
  124713. faceUV?: Vector4[];
  124714. faceColors?: Color4[];
  124715. sideOrientation?: number;
  124716. updatable?: boolean;
  124717. }, scene?: Nullable<Scene>): Mesh;
  124718. }
  124719. }
  124720. declare module BABYLON {
  124721. /**
  124722. * Class containing static functions to help procedurally build meshes
  124723. */
  124724. export class TorusKnotBuilder {
  124725. /**
  124726. * Creates a torus knot mesh
  124727. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  124728. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  124729. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  124730. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  124731. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124732. * * 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
  124733. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  124734. * @param name defines the name of the mesh
  124735. * @param options defines the options used to create the mesh
  124736. * @param scene defines the hosting scene
  124737. * @returns the torus knot mesh
  124738. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  124739. */
  124740. static CreateTorusKnot(name: string, options: {
  124741. radius?: number;
  124742. tube?: number;
  124743. radialSegments?: number;
  124744. tubularSegments?: number;
  124745. p?: number;
  124746. q?: number;
  124747. updatable?: boolean;
  124748. sideOrientation?: number;
  124749. frontUVs?: Vector4;
  124750. backUVs?: Vector4;
  124751. }, scene: any): Mesh;
  124752. }
  124753. }
  124754. declare module BABYLON {
  124755. /**
  124756. * Polygon
  124757. * @see https://doc.babylonjs.com/how_to/parametric_shapes#non-regular-polygon
  124758. */
  124759. export class Polygon {
  124760. /**
  124761. * Creates a rectangle
  124762. * @param xmin bottom X coord
  124763. * @param ymin bottom Y coord
  124764. * @param xmax top X coord
  124765. * @param ymax top Y coord
  124766. * @returns points that make the resulting rectation
  124767. */
  124768. static Rectangle(xmin: number, ymin: number, xmax: number, ymax: number): Vector2[];
  124769. /**
  124770. * Creates a circle
  124771. * @param radius radius of circle
  124772. * @param cx scale in x
  124773. * @param cy scale in y
  124774. * @param numberOfSides number of sides that make up the circle
  124775. * @returns points that make the resulting circle
  124776. */
  124777. static Circle(radius: number, cx?: number, cy?: number, numberOfSides?: number): Vector2[];
  124778. /**
  124779. * Creates a polygon from input string
  124780. * @param input Input polygon data
  124781. * @returns the parsed points
  124782. */
  124783. static Parse(input: string): Vector2[];
  124784. /**
  124785. * Starts building a polygon from x and y coordinates
  124786. * @param x x coordinate
  124787. * @param y y coordinate
  124788. * @returns the started path2
  124789. */
  124790. static StartingAt(x: number, y: number): Path2;
  124791. }
  124792. /**
  124793. * Builds a polygon
  124794. * @see https://doc.babylonjs.com/how_to/polygonmeshbuilder
  124795. */
  124796. export class PolygonMeshBuilder {
  124797. private _points;
  124798. private _outlinepoints;
  124799. private _holes;
  124800. private _name;
  124801. private _scene;
  124802. private _epoints;
  124803. private _eholes;
  124804. private _addToepoint;
  124805. /**
  124806. * Babylon reference to the earcut plugin.
  124807. */
  124808. bjsEarcut: any;
  124809. /**
  124810. * Creates a PolygonMeshBuilder
  124811. * @param name name of the builder
  124812. * @param contours Path of the polygon
  124813. * @param scene scene to add to when creating the mesh
  124814. * @param earcutInjection can be used to inject your own earcut reference
  124815. */
  124816. constructor(name: string, contours: Path2 | Vector2[] | any, scene?: Scene, earcutInjection?: any);
  124817. /**
  124818. * Adds a whole within the polygon
  124819. * @param hole Array of points defining the hole
  124820. * @returns this
  124821. */
  124822. addHole(hole: Vector2[]): PolygonMeshBuilder;
  124823. /**
  124824. * Creates the polygon
  124825. * @param updatable If the mesh should be updatable
  124826. * @param depth The depth of the mesh created
  124827. * @returns the created mesh
  124828. */
  124829. build(updatable?: boolean, depth?: number): Mesh;
  124830. /**
  124831. * Creates the polygon
  124832. * @param depth The depth of the mesh created
  124833. * @returns the created VertexData
  124834. */
  124835. buildVertexData(depth?: number): VertexData;
  124836. /**
  124837. * Adds a side to the polygon
  124838. * @param positions points that make the polygon
  124839. * @param normals normals of the polygon
  124840. * @param uvs uvs of the polygon
  124841. * @param indices indices of the polygon
  124842. * @param bounds bounds of the polygon
  124843. * @param points points of the polygon
  124844. * @param depth depth of the polygon
  124845. * @param flip flip of the polygon
  124846. */
  124847. private addSide;
  124848. }
  124849. }
  124850. declare module BABYLON {
  124851. /**
  124852. * Class containing static functions to help procedurally build meshes
  124853. */
  124854. export class PolygonBuilder {
  124855. /**
  124856. * Creates a polygon mesh
  124857. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  124858. * * 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
  124859. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124860. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124861. * * 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)
  124862. * * Remember you can only change the shape positions, not their number when updating a polygon
  124863. * @param name defines the name of the mesh
  124864. * @param options defines the options used to create the mesh
  124865. * @param scene defines the hosting scene
  124866. * @param earcutInjection can be used to inject your own earcut reference
  124867. * @returns the polygon mesh
  124868. */
  124869. static CreatePolygon(name: string, options: {
  124870. shape: Vector3[];
  124871. holes?: Vector3[][];
  124872. depth?: number;
  124873. faceUV?: Vector4[];
  124874. faceColors?: Color4[];
  124875. updatable?: boolean;
  124876. sideOrientation?: number;
  124877. frontUVs?: Vector4;
  124878. backUVs?: Vector4;
  124879. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124880. /**
  124881. * Creates an extruded polygon mesh, with depth in the Y direction.
  124882. * * 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)
  124883. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  124884. * @param name defines the name of the mesh
  124885. * @param options defines the options used to create the mesh
  124886. * @param scene defines the hosting scene
  124887. * @param earcutInjection can be used to inject your own earcut reference
  124888. * @returns the polygon mesh
  124889. */
  124890. static ExtrudePolygon(name: string, options: {
  124891. shape: Vector3[];
  124892. holes?: Vector3[][];
  124893. depth?: number;
  124894. faceUV?: Vector4[];
  124895. faceColors?: Color4[];
  124896. updatable?: boolean;
  124897. sideOrientation?: number;
  124898. frontUVs?: Vector4;
  124899. backUVs?: Vector4;
  124900. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  124901. }
  124902. }
  124903. declare module BABYLON {
  124904. /**
  124905. * Class containing static functions to help procedurally build meshes
  124906. */
  124907. export class LatheBuilder {
  124908. /**
  124909. * Creates lathe mesh.
  124910. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  124911. * * 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
  124912. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  124913. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  124914. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  124915. * * 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
  124916. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  124917. * * 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
  124918. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  124919. * * 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
  124920. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  124921. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  124922. * @param name defines the name of the mesh
  124923. * @param options defines the options used to create the mesh
  124924. * @param scene defines the hosting scene
  124925. * @returns the lathe mesh
  124926. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  124927. */
  124928. static CreateLathe(name: string, options: {
  124929. shape: Vector3[];
  124930. radius?: number;
  124931. tessellation?: number;
  124932. clip?: number;
  124933. arc?: number;
  124934. closed?: boolean;
  124935. updatable?: boolean;
  124936. sideOrientation?: number;
  124937. frontUVs?: Vector4;
  124938. backUVs?: Vector4;
  124939. cap?: number;
  124940. invertUV?: boolean;
  124941. }, scene?: Nullable<Scene>): Mesh;
  124942. }
  124943. }
  124944. declare module BABYLON {
  124945. /**
  124946. * Class containing static functions to help procedurally build meshes
  124947. */
  124948. export class TiledPlaneBuilder {
  124949. /**
  124950. * Creates a tiled plane mesh
  124951. * * The parameter `pattern` will, depending on value, do nothing or
  124952. * * * flip (reflect about central vertical) alternate tiles across and up
  124953. * * * flip every tile on alternate rows
  124954. * * * rotate (180 degs) alternate tiles across and up
  124955. * * * rotate every tile on alternate rows
  124956. * * * flip and rotate alternate tiles across and up
  124957. * * * flip and rotate every tile on alternate rows
  124958. * * The parameter `tileSize` sets the size (float) of each tile side (default 1)
  124959. * * You can set some different tile dimensions by using the parameters `tileWidth` and `tileHeight` (both by default have the same value of `tileSize`)
  124960. * * 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
  124961. * * sideOrientation optional and takes the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  124962. * * 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)
  124963. * * 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)
  124964. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  124965. * @param name defines the name of the mesh
  124966. * @param options defines the options used to create the mesh
  124967. * @param scene defines the hosting scene
  124968. * @returns the box mesh
  124969. */
  124970. static CreateTiledPlane(name: string, options: {
  124971. pattern?: number;
  124972. tileSize?: number;
  124973. tileWidth?: number;
  124974. tileHeight?: number;
  124975. size?: number;
  124976. width?: number;
  124977. height?: number;
  124978. alignHorizontal?: number;
  124979. alignVertical?: number;
  124980. sideOrientation?: number;
  124981. frontUVs?: Vector4;
  124982. backUVs?: Vector4;
  124983. updatable?: boolean;
  124984. }, scene?: Nullable<Scene>): Mesh;
  124985. }
  124986. }
  124987. declare module BABYLON {
  124988. /**
  124989. * Class containing static functions to help procedurally build meshes
  124990. */
  124991. export class TubeBuilder {
  124992. /**
  124993. * Creates a tube mesh.
  124994. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  124995. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  124996. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  124997. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  124998. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  124999. * * 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)
  125000. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125001. * * 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
  125002. * * 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
  125003. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125004. * * 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
  125005. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125006. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125007. * @param name defines the name of the mesh
  125008. * @param options defines the options used to create the mesh
  125009. * @param scene defines the hosting scene
  125010. * @returns the tube mesh
  125011. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125012. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125013. */
  125014. static CreateTube(name: string, options: {
  125015. path: Vector3[];
  125016. radius?: number;
  125017. tessellation?: number;
  125018. radiusFunction?: {
  125019. (i: number, distance: number): number;
  125020. };
  125021. cap?: number;
  125022. arc?: number;
  125023. updatable?: boolean;
  125024. sideOrientation?: number;
  125025. frontUVs?: Vector4;
  125026. backUVs?: Vector4;
  125027. instance?: Mesh;
  125028. invertUV?: boolean;
  125029. }, scene?: Nullable<Scene>): Mesh;
  125030. }
  125031. }
  125032. declare module BABYLON {
  125033. /**
  125034. * Class containing static functions to help procedurally build meshes
  125035. */
  125036. export class IcoSphereBuilder {
  125037. /**
  125038. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125039. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125040. * * 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`)
  125041. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125042. * * 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
  125043. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125044. * * 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
  125045. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125046. * @param name defines the name of the mesh
  125047. * @param options defines the options used to create the mesh
  125048. * @param scene defines the hosting scene
  125049. * @returns the icosahedron mesh
  125050. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125051. */
  125052. static CreateIcoSphere(name: string, options: {
  125053. radius?: number;
  125054. radiusX?: number;
  125055. radiusY?: number;
  125056. radiusZ?: number;
  125057. flat?: boolean;
  125058. subdivisions?: number;
  125059. sideOrientation?: number;
  125060. frontUVs?: Vector4;
  125061. backUVs?: Vector4;
  125062. updatable?: boolean;
  125063. }, scene?: Nullable<Scene>): Mesh;
  125064. }
  125065. }
  125066. declare module BABYLON {
  125067. /**
  125068. * Class containing static functions to help procedurally build meshes
  125069. */
  125070. export class DecalBuilder {
  125071. /**
  125072. * Creates a decal mesh.
  125073. * 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
  125074. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125075. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125076. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125077. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125078. * @param name defines the name of the mesh
  125079. * @param sourceMesh defines the mesh where the decal must be applied
  125080. * @param options defines the options used to create the mesh
  125081. * @param scene defines the hosting scene
  125082. * @returns the decal mesh
  125083. * @see https://doc.babylonjs.com/how_to/decals
  125084. */
  125085. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125086. position?: Vector3;
  125087. normal?: Vector3;
  125088. size?: Vector3;
  125089. angle?: number;
  125090. }): Mesh;
  125091. }
  125092. }
  125093. declare module BABYLON {
  125094. /**
  125095. * Class containing static functions to help procedurally build meshes
  125096. */
  125097. export class MeshBuilder {
  125098. /**
  125099. * Creates a box mesh
  125100. * * The parameter `size` sets the size (float) of each box side (default 1)
  125101. * * You can set some different box dimensions by using the parameters `width`, `height` and `depth` (all by default have the same value of `size`)
  125102. * * 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)
  125103. * * Please read this tutorial : https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125104. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125105. * * 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
  125106. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125107. * @see https://doc.babylonjs.com/how_to/set_shapes#box
  125108. * @param name defines the name of the mesh
  125109. * @param options defines the options used to create the mesh
  125110. * @param scene defines the hosting scene
  125111. * @returns the box mesh
  125112. */
  125113. static CreateBox(name: string, options: {
  125114. size?: number;
  125115. width?: number;
  125116. height?: number;
  125117. depth?: number;
  125118. faceUV?: Vector4[];
  125119. faceColors?: Color4[];
  125120. sideOrientation?: number;
  125121. frontUVs?: Vector4;
  125122. backUVs?: Vector4;
  125123. updatable?: boolean;
  125124. }, scene?: Nullable<Scene>): Mesh;
  125125. /**
  125126. * Creates a tiled box mesh
  125127. * * faceTiles sets the pattern, tile size and number of tiles for a face
  125128. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125129. * @param name defines the name of the mesh
  125130. * @param options defines the options used to create the mesh
  125131. * @param scene defines the hosting scene
  125132. * @returns the tiled box mesh
  125133. */
  125134. static CreateTiledBox(name: string, options: {
  125135. pattern?: number;
  125136. size?: number;
  125137. width?: number;
  125138. height?: number;
  125139. depth: number;
  125140. tileSize?: number;
  125141. tileWidth?: number;
  125142. tileHeight?: number;
  125143. faceUV?: Vector4[];
  125144. faceColors?: Color4[];
  125145. alignHorizontal?: number;
  125146. alignVertical?: number;
  125147. sideOrientation?: number;
  125148. updatable?: boolean;
  125149. }, scene?: Nullable<Scene>): Mesh;
  125150. /**
  125151. * Creates a sphere mesh
  125152. * * The parameter `diameter` sets the diameter size (float) of the sphere (default 1)
  125153. * * 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`)
  125154. * * The parameter `segments` sets the sphere number of horizontal stripes (positive integer, default 32)
  125155. * * 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
  125156. * * 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)
  125157. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125158. * * 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
  125159. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125160. * @param name defines the name of the mesh
  125161. * @param options defines the options used to create the mesh
  125162. * @param scene defines the hosting scene
  125163. * @returns the sphere mesh
  125164. * @see https://doc.babylonjs.com/how_to/set_shapes#sphere
  125165. */
  125166. static CreateSphere(name: string, options: {
  125167. segments?: number;
  125168. diameter?: number;
  125169. diameterX?: number;
  125170. diameterY?: number;
  125171. diameterZ?: number;
  125172. arc?: number;
  125173. slice?: number;
  125174. sideOrientation?: number;
  125175. frontUVs?: Vector4;
  125176. backUVs?: Vector4;
  125177. updatable?: boolean;
  125178. }, scene?: Nullable<Scene>): Mesh;
  125179. /**
  125180. * Creates a plane polygonal mesh. By default, this is a disc
  125181. * * The parameter `radius` sets the radius size (float) of the polygon (default 0.5)
  125182. * * 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
  125183. * * 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
  125184. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125185. * * 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
  125186. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125187. * @param name defines the name of the mesh
  125188. * @param options defines the options used to create the mesh
  125189. * @param scene defines the hosting scene
  125190. * @returns the plane polygonal mesh
  125191. * @see https://doc.babylonjs.com/how_to/set_shapes#disc-or-regular-polygon
  125192. */
  125193. static CreateDisc(name: string, options: {
  125194. radius?: number;
  125195. tessellation?: number;
  125196. arc?: number;
  125197. updatable?: boolean;
  125198. sideOrientation?: number;
  125199. frontUVs?: Vector4;
  125200. backUVs?: Vector4;
  125201. }, scene?: Nullable<Scene>): Mesh;
  125202. /**
  125203. * Creates a sphere based upon an icosahedron with 20 triangular faces which can be subdivided
  125204. * * The parameter `radius` sets the radius size (float) of the icosphere (default 1)
  125205. * * 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`)
  125206. * * The parameter `subdivisions` sets the number of subdivisions (postive integer, default 4). The more subdivisions, the more faces on the icosphere whatever its size
  125207. * * 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
  125208. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125209. * * 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
  125210. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125211. * @param name defines the name of the mesh
  125212. * @param options defines the options used to create the mesh
  125213. * @param scene defines the hosting scene
  125214. * @returns the icosahedron mesh
  125215. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes#icosphere
  125216. */
  125217. static CreateIcoSphere(name: string, options: {
  125218. radius?: number;
  125219. radiusX?: number;
  125220. radiusY?: number;
  125221. radiusZ?: number;
  125222. flat?: boolean;
  125223. subdivisions?: number;
  125224. sideOrientation?: number;
  125225. frontUVs?: Vector4;
  125226. backUVs?: Vector4;
  125227. updatable?: boolean;
  125228. }, scene?: Nullable<Scene>): Mesh;
  125229. /**
  125230. * Creates a ribbon mesh. The ribbon is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125231. * * The parameter `pathArray` is a required array of paths, what are each an array of successive Vector3. The pathArray parameter depicts the ribbon geometry
  125232. * * The parameter `closeArray` (boolean, default false) creates a seam between the first and the last paths of the path array
  125233. * * The parameter `closePath` (boolean, default false) creates a seam between the first and the last points of each path of the path array
  125234. * * 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
  125235. * * 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
  125236. * * 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
  125237. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125238. * * 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
  125239. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125240. * * 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
  125241. * * The parameters `colors` is an optional flat array of `Color4` to set/update each ribbon vertex with its own custom color values
  125242. * * 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
  125243. * * Moreover, you can use the parameter `color` with `instance` (to update the ribbon), only if you previously used it at creation time
  125244. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125245. * @param name defines the name of the mesh
  125246. * @param options defines the options used to create the mesh
  125247. * @param scene defines the hosting scene
  125248. * @returns the ribbon mesh
  125249. * @see https://doc.babylonjs.com/how_to/ribbon_tutorial
  125250. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125251. */
  125252. static CreateRibbon(name: string, options: {
  125253. pathArray: Vector3[][];
  125254. closeArray?: boolean;
  125255. closePath?: boolean;
  125256. offset?: number;
  125257. updatable?: boolean;
  125258. sideOrientation?: number;
  125259. frontUVs?: Vector4;
  125260. backUVs?: Vector4;
  125261. instance?: Mesh;
  125262. invertUV?: boolean;
  125263. uvs?: Vector2[];
  125264. colors?: Color4[];
  125265. }, scene?: Nullable<Scene>): Mesh;
  125266. /**
  125267. * Creates a cylinder or a cone mesh
  125268. * * The parameter `height` sets the height size (float) of the cylinder/cone (float, default 2).
  125269. * * The parameter `diameter` sets the diameter of the top and bottom cap at once (float, default 1).
  125270. * * 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.
  125271. * * The parameter `tessellation` sets the number of cylinder sides (positive integer, default 24). Set it to 3 to get a prism for instance.
  125272. * * The parameter `subdivisions` sets the number of rings along the cylinder height (positive integer, default 1).
  125273. * * The parameter `hasRings` (boolean, default false) makes the subdivisions independent from each other, so they become different faces.
  125274. * * The parameter `enclose` (boolean, default false) adds two extra faces per subdivision to a sliced cylinder to close it around its height axis.
  125275. * * 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).
  125276. * * The parameter `arc` (float, default 1) is the ratio (max 1) to apply to the circumference to slice the cylinder.
  125277. * * 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).
  125278. * * 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
  125279. * * Now, if the cylinder has 5 independent subdivisions (hasRings = true), n equals : top face + 5 stripe surfaces + bottom face = 2 + 5 = 7
  125280. * * 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
  125281. * * 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.
  125282. * * If `enclose` is false, a ring surface is one element.
  125283. * * If `enclose` is true, a ring surface is 3 successive elements in the array : the tubular surface, then the two closing faces.
  125284. * * 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
  125285. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125286. * * 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
  125287. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125288. * @param name defines the name of the mesh
  125289. * @param options defines the options used to create the mesh
  125290. * @param scene defines the hosting scene
  125291. * @returns the cylinder mesh
  125292. * @see https://doc.babylonjs.com/how_to/set_shapes#cylinder-or-cone
  125293. */
  125294. static CreateCylinder(name: string, options: {
  125295. height?: number;
  125296. diameterTop?: number;
  125297. diameterBottom?: number;
  125298. diameter?: number;
  125299. tessellation?: number;
  125300. subdivisions?: number;
  125301. arc?: number;
  125302. faceColors?: Color4[];
  125303. faceUV?: Vector4[];
  125304. updatable?: boolean;
  125305. hasRings?: boolean;
  125306. enclose?: boolean;
  125307. cap?: number;
  125308. sideOrientation?: number;
  125309. frontUVs?: Vector4;
  125310. backUVs?: Vector4;
  125311. }, scene?: Nullable<Scene>): Mesh;
  125312. /**
  125313. * Creates a torus mesh
  125314. * * The parameter `diameter` sets the diameter size (float) of the torus (default 1)
  125315. * * The parameter `thickness` sets the diameter size of the tube of the torus (float, default 0.5)
  125316. * * The parameter `tessellation` sets the number of torus sides (postive integer, default 16)
  125317. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125318. * * 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
  125319. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125320. * @param name defines the name of the mesh
  125321. * @param options defines the options used to create the mesh
  125322. * @param scene defines the hosting scene
  125323. * @returns the torus mesh
  125324. * @see https://doc.babylonjs.com/how_to/set_shapes#torus
  125325. */
  125326. static CreateTorus(name: string, options: {
  125327. diameter?: number;
  125328. thickness?: number;
  125329. tessellation?: number;
  125330. updatable?: boolean;
  125331. sideOrientation?: number;
  125332. frontUVs?: Vector4;
  125333. backUVs?: Vector4;
  125334. }, scene?: Nullable<Scene>): Mesh;
  125335. /**
  125336. * Creates a torus knot mesh
  125337. * * The parameter `radius` sets the global radius size (float) of the torus knot (default 2)
  125338. * * The parameter `radialSegments` sets the number of sides on each tube segments (positive integer, default 32)
  125339. * * The parameter `tubularSegments` sets the number of tubes to decompose the knot into (positive integer, default 32)
  125340. * * The parameters `p` and `q` are the number of windings on each axis (positive integers, default 2 and 3)
  125341. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125342. * * 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
  125343. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125344. * @param name defines the name of the mesh
  125345. * @param options defines the options used to create the mesh
  125346. * @param scene defines the hosting scene
  125347. * @returns the torus knot mesh
  125348. * @see https://doc.babylonjs.com/how_to/set_shapes#torus-knot
  125349. */
  125350. static CreateTorusKnot(name: string, options: {
  125351. radius?: number;
  125352. tube?: number;
  125353. radialSegments?: number;
  125354. tubularSegments?: number;
  125355. p?: number;
  125356. q?: number;
  125357. updatable?: boolean;
  125358. sideOrientation?: number;
  125359. frontUVs?: Vector4;
  125360. backUVs?: Vector4;
  125361. }, scene?: Nullable<Scene>): Mesh;
  125362. /**
  125363. * Creates a line system mesh. A line system is a pool of many lines gathered in a single mesh
  125364. * * 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
  125365. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineSystem to this static function
  125366. * * The parameter `lines` is an array of lines, each line being an array of successive Vector3
  125367. * * The optional parameter `instance` is an instance of an existing LineSystem object to be updated with the passed `lines` parameter
  125368. * * The optional parameter `colors` is an array of line colors, each line colors being an array of successive Color4, one per line point
  125369. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need the alpha blending (faster)
  125370. * * 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
  125371. * * When updating an instance, remember that only line point positions can change, not the number of points, neither the number of lines
  125372. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125373. * @see https://doc.babylonjs.com/how_to/parametric_shapes#line-system
  125374. * @param name defines the name of the new line system
  125375. * @param options defines the options used to create the line system
  125376. * @param scene defines the hosting scene
  125377. * @returns a new line system mesh
  125378. */
  125379. static CreateLineSystem(name: string, options: {
  125380. lines: Vector3[][];
  125381. updatable?: boolean;
  125382. instance?: Nullable<LinesMesh>;
  125383. colors?: Nullable<Color4[][]>;
  125384. useVertexAlpha?: boolean;
  125385. }, scene: Nullable<Scene>): LinesMesh;
  125386. /**
  125387. * Creates a line mesh
  125388. * 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
  125389. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125390. * * The parameter `points` is an array successive Vector3
  125391. * * 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
  125392. * * The optional parameter `colors` is an array of successive Color4, one per line point
  125393. * * The optional parameter `useVertexAlpha` is to be set to `false` (default `true`) when you don't need alpha blending (faster)
  125394. * * When updating an instance, remember that only point positions can change, not the number of points
  125395. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125396. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lines
  125397. * @param name defines the name of the new line system
  125398. * @param options defines the options used to create the line system
  125399. * @param scene defines the hosting scene
  125400. * @returns a new line mesh
  125401. */
  125402. static CreateLines(name: string, options: {
  125403. points: Vector3[];
  125404. updatable?: boolean;
  125405. instance?: Nullable<LinesMesh>;
  125406. colors?: Color4[];
  125407. useVertexAlpha?: boolean;
  125408. }, scene?: Nullable<Scene>): LinesMesh;
  125409. /**
  125410. * Creates a dashed line mesh
  125411. * * 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
  125412. * * Like every other parametric shape, it is dynamically updatable by passing an existing instance of LineMesh to this static function
  125413. * * The parameter `points` is an array successive Vector3
  125414. * * The parameter `dashNb` is the intended total number of dashes (positive integer, default 200)
  125415. * * The parameter `dashSize` is the size of the dashes relatively the dash number (positive float, default 3)
  125416. * * The parameter `gapSize` is the size of the gap between two successive dashes relatively the dash number (positive float, default 1)
  125417. * * 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
  125418. * * When updating an instance, remember that only point positions can change, not the number of points
  125419. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125420. * @param name defines the name of the mesh
  125421. * @param options defines the options used to create the mesh
  125422. * @param scene defines the hosting scene
  125423. * @returns the dashed line mesh
  125424. * @see https://doc.babylonjs.com/how_to/parametric_shapes#dashed-lines
  125425. */
  125426. static CreateDashedLines(name: string, options: {
  125427. points: Vector3[];
  125428. dashSize?: number;
  125429. gapSize?: number;
  125430. dashNb?: number;
  125431. updatable?: boolean;
  125432. instance?: LinesMesh;
  125433. }, scene?: Nullable<Scene>): LinesMesh;
  125434. /**
  125435. * 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.
  125436. * * 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.
  125437. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  125438. * * 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.
  125439. * * The parameter `scale` (float, default 1) is the value to scale the shape.
  125440. * * 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
  125441. * * 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
  125442. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape.
  125443. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125444. * * 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
  125445. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture.
  125446. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125447. * @param name defines the name of the mesh
  125448. * @param options defines the options used to create the mesh
  125449. * @param scene defines the hosting scene
  125450. * @returns the extruded shape mesh
  125451. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125452. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  125453. */
  125454. static ExtrudeShape(name: string, options: {
  125455. shape: Vector3[];
  125456. path: Vector3[];
  125457. scale?: number;
  125458. rotation?: number;
  125459. cap?: number;
  125460. updatable?: boolean;
  125461. sideOrientation?: number;
  125462. frontUVs?: Vector4;
  125463. backUVs?: Vector4;
  125464. instance?: Mesh;
  125465. invertUV?: boolean;
  125466. }, scene?: Nullable<Scene>): Mesh;
  125467. /**
  125468. * Creates an custom extruded shape mesh.
  125469. * The custom extrusion is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters.
  125470. * * 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.
  125471. * * The parameter `path` is a required array of successive Vector3. This is the axis curve the shape is extruded along.
  125472. * * 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
  125473. * * It must returns a float value that will be the rotation in radians applied to the shape on each path point.
  125474. * * 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
  125475. * * It must returns a float value that will be the scale value applied to the shape on each path point
  125476. * * The parameter `ribbonClosePath` (boolean, default false) forces the extrusion underlying ribbon to close all the paths in its `pathArray`
  125477. * * The parameter `ribbonCloseArray` (boolean, default false) forces the extrusion underlying ribbon to close its `pathArray`
  125478. * * 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
  125479. * * 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
  125480. * * Remember you can only change the shape or path point positions, not their number when updating an extruded shape
  125481. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125482. * * 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
  125483. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125484. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125485. * @param name defines the name of the mesh
  125486. * @param options defines the options used to create the mesh
  125487. * @param scene defines the hosting scene
  125488. * @returns the custom extruded shape mesh
  125489. * @see https://doc.babylonjs.com/how_to/parametric_shapes#custom-extruded-shapes
  125490. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125491. * @see https://doc.babylonjs.com/how_to/parametric_shapes#extruded-shapes
  125492. */
  125493. static ExtrudeShapeCustom(name: string, options: {
  125494. shape: Vector3[];
  125495. path: Vector3[];
  125496. scaleFunction?: any;
  125497. rotationFunction?: any;
  125498. ribbonCloseArray?: boolean;
  125499. ribbonClosePath?: boolean;
  125500. cap?: number;
  125501. updatable?: boolean;
  125502. sideOrientation?: number;
  125503. frontUVs?: Vector4;
  125504. backUVs?: Vector4;
  125505. instance?: Mesh;
  125506. invertUV?: boolean;
  125507. }, scene?: Nullable<Scene>): Mesh;
  125508. /**
  125509. * Creates lathe mesh.
  125510. * The lathe is a shape with a symetry axis : a 2D model shape is rotated around this axis to design the lathe
  125511. * * 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
  125512. * * The parameter `radius` (positive float, default 1) is the radius value of the lathe
  125513. * * The parameter `tessellation` (positive integer, default 64) is the side number of the lathe
  125514. * * The parameter `clip` (positive integer, default 0) is the number of sides to not create without effecting the general shape of the sides
  125515. * * 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
  125516. * * The parameter `closed` (boolean, default true) opens/closes the lathe circumference. This should be set to false when used with the parameter "arc"
  125517. * * 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
  125518. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125519. * * 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
  125520. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125521. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125522. * @param name defines the name of the mesh
  125523. * @param options defines the options used to create the mesh
  125524. * @param scene defines the hosting scene
  125525. * @returns the lathe mesh
  125526. * @see https://doc.babylonjs.com/how_to/parametric_shapes#lathe
  125527. */
  125528. static CreateLathe(name: string, options: {
  125529. shape: Vector3[];
  125530. radius?: number;
  125531. tessellation?: number;
  125532. clip?: number;
  125533. arc?: number;
  125534. closed?: boolean;
  125535. updatable?: boolean;
  125536. sideOrientation?: number;
  125537. frontUVs?: Vector4;
  125538. backUVs?: Vector4;
  125539. cap?: number;
  125540. invertUV?: boolean;
  125541. }, scene?: Nullable<Scene>): Mesh;
  125542. /**
  125543. * Creates a tiled plane mesh
  125544. * * You can set a limited pattern arrangement with the tiles
  125545. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125546. * * 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
  125547. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125548. * @param name defines the name of the mesh
  125549. * @param options defines the options used to create the mesh
  125550. * @param scene defines the hosting scene
  125551. * @returns the plane mesh
  125552. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  125553. */
  125554. static CreateTiledPlane(name: string, options: {
  125555. pattern?: number;
  125556. tileSize?: number;
  125557. tileWidth?: number;
  125558. tileHeight?: number;
  125559. size?: number;
  125560. width?: number;
  125561. height?: number;
  125562. alignHorizontal?: number;
  125563. alignVertical?: number;
  125564. sideOrientation?: number;
  125565. frontUVs?: Vector4;
  125566. backUVs?: Vector4;
  125567. updatable?: boolean;
  125568. }, scene?: Nullable<Scene>): Mesh;
  125569. /**
  125570. * Creates a plane mesh
  125571. * * The parameter `size` sets the size (float) of both sides of the plane at once (default 1)
  125572. * * You can set some different plane dimensions by using the parameters `width` and `height` (both by default have the same value of `size`)
  125573. * * The parameter `sourcePlane` is a Plane instance. It builds a mesh plane from a Math plane
  125574. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125575. * * 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
  125576. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125577. * @param name defines the name of the mesh
  125578. * @param options defines the options used to create the mesh
  125579. * @param scene defines the hosting scene
  125580. * @returns the plane mesh
  125581. * @see https://doc.babylonjs.com/how_to/set_shapes#plane
  125582. */
  125583. static CreatePlane(name: string, options: {
  125584. size?: number;
  125585. width?: number;
  125586. height?: number;
  125587. sideOrientation?: number;
  125588. frontUVs?: Vector4;
  125589. backUVs?: Vector4;
  125590. updatable?: boolean;
  125591. sourcePlane?: Plane;
  125592. }, scene?: Nullable<Scene>): Mesh;
  125593. /**
  125594. * Creates a ground mesh
  125595. * * The parameters `width` and `height` (floats, default 1) set the width and height sizes of the ground
  125596. * * The parameter `subdivisions` (positive integer) sets the number of subdivisions per side
  125597. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125598. * @param name defines the name of the mesh
  125599. * @param options defines the options used to create the mesh
  125600. * @param scene defines the hosting scene
  125601. * @returns the ground mesh
  125602. * @see https://doc.babylonjs.com/how_to/set_shapes#ground
  125603. */
  125604. static CreateGround(name: string, options: {
  125605. width?: number;
  125606. height?: number;
  125607. subdivisions?: number;
  125608. subdivisionsX?: number;
  125609. subdivisionsY?: number;
  125610. updatable?: boolean;
  125611. }, scene?: Nullable<Scene>): Mesh;
  125612. /**
  125613. * Creates a tiled ground mesh
  125614. * * The parameters `xmin` and `xmax` (floats, default -1 and 1) set the ground minimum and maximum X coordinates
  125615. * * The parameters `zmin` and `zmax` (floats, default -1 and 1) set the ground minimum and maximum Z coordinates
  125616. * * 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
  125617. * * 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
  125618. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125619. * @param name defines the name of the mesh
  125620. * @param options defines the options used to create the mesh
  125621. * @param scene defines the hosting scene
  125622. * @returns the tiled ground mesh
  125623. * @see https://doc.babylonjs.com/how_to/set_shapes#tiled-ground
  125624. */
  125625. static CreateTiledGround(name: string, options: {
  125626. xmin: number;
  125627. zmin: number;
  125628. xmax: number;
  125629. zmax: number;
  125630. subdivisions?: {
  125631. w: number;
  125632. h: number;
  125633. };
  125634. precision?: {
  125635. w: number;
  125636. h: number;
  125637. };
  125638. updatable?: boolean;
  125639. }, scene?: Nullable<Scene>): Mesh;
  125640. /**
  125641. * Creates a ground mesh from a height map
  125642. * * The parameter `url` sets the URL of the height map image resource.
  125643. * * The parameters `width` and `height` (positive floats, default 10) set the ground width and height sizes.
  125644. * * The parameter `subdivisions` (positive integer, default 1) sets the number of subdivision per side.
  125645. * * The parameter `minHeight` (float, default 0) is the minimum altitude on the ground.
  125646. * * The parameter `maxHeight` (float, default 1) is the maximum altitude on the ground.
  125647. * * 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.
  125648. * * 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).
  125649. * * The parameter `alphaFilter` will filter any data where the alpha channel is below this value, defaults 0 (all data visible)
  125650. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created.
  125651. * @param name defines the name of the mesh
  125652. * @param url defines the url to the height map
  125653. * @param options defines the options used to create the mesh
  125654. * @param scene defines the hosting scene
  125655. * @returns the ground mesh
  125656. * @see https://doc.babylonjs.com/babylon101/height_map
  125657. * @see https://doc.babylonjs.com/how_to/set_shapes#ground-from-a-height-map
  125658. */
  125659. static CreateGroundFromHeightMap(name: string, url: string, options: {
  125660. width?: number;
  125661. height?: number;
  125662. subdivisions?: number;
  125663. minHeight?: number;
  125664. maxHeight?: number;
  125665. colorFilter?: Color3;
  125666. alphaFilter?: number;
  125667. updatable?: boolean;
  125668. onReady?: (mesh: GroundMesh) => void;
  125669. }, scene?: Nullable<Scene>): GroundMesh;
  125670. /**
  125671. * Creates a polygon mesh
  125672. * The polygon's shape will depend on the input parameters and is constructed parallel to a ground mesh
  125673. * * 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
  125674. * * You can set the mesh side orientation with the values : Mesh.FRONTSIDE (default), Mesh.BACKSIDE or Mesh.DOUBLESIDE
  125675. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125676. * * 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)
  125677. * * Remember you can only change the shape positions, not their number when updating a polygon
  125678. * @param name defines the name of the mesh
  125679. * @param options defines the options used to create the mesh
  125680. * @param scene defines the hosting scene
  125681. * @param earcutInjection can be used to inject your own earcut reference
  125682. * @returns the polygon mesh
  125683. */
  125684. static CreatePolygon(name: string, options: {
  125685. shape: Vector3[];
  125686. holes?: Vector3[][];
  125687. depth?: number;
  125688. faceUV?: Vector4[];
  125689. faceColors?: Color4[];
  125690. updatable?: boolean;
  125691. sideOrientation?: number;
  125692. frontUVs?: Vector4;
  125693. backUVs?: Vector4;
  125694. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125695. /**
  125696. * Creates an extruded polygon mesh, with depth in the Y direction.
  125697. * * 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)
  125698. * @see https://doc.babylonjs.com/how_to/createbox_per_face_textures_and_colors
  125699. * @param name defines the name of the mesh
  125700. * @param options defines the options used to create the mesh
  125701. * @param scene defines the hosting scene
  125702. * @param earcutInjection can be used to inject your own earcut reference
  125703. * @returns the polygon mesh
  125704. */
  125705. static ExtrudePolygon(name: string, options: {
  125706. shape: Vector3[];
  125707. holes?: Vector3[][];
  125708. depth?: number;
  125709. faceUV?: Vector4[];
  125710. faceColors?: Color4[];
  125711. updatable?: boolean;
  125712. sideOrientation?: number;
  125713. frontUVs?: Vector4;
  125714. backUVs?: Vector4;
  125715. }, scene?: Nullable<Scene>, earcutInjection?: any): Mesh;
  125716. /**
  125717. * Creates a tube mesh.
  125718. * The tube is a parametric shape. It has no predefined shape. Its final shape will depend on the input parameters
  125719. * * The parameter `path` is a required array of successive Vector3. It is the curve used as the axis of the tube
  125720. * * The parameter `radius` (positive float, default 1) sets the tube radius size
  125721. * * The parameter `tessellation` (positive float, default 64) is the number of sides on the tubular surface
  125722. * * The parameter `radiusFunction` (javascript function, default null) is a vanilla javascript function. If it is not null, it overwrittes the parameter `radius`
  125723. * * 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)
  125724. * * The parameter `arc` (positive float, maximum 1, default 1) is the ratio to apply to the tube circumference : 2 x PI x arc
  125725. * * 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
  125726. * * 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
  125727. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125728. * * 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
  125729. * * The optional parameter `invertUV` (boolean, default false) swaps in the geometry the U and V coordinates to apply a texture
  125730. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125731. * @param name defines the name of the mesh
  125732. * @param options defines the options used to create the mesh
  125733. * @param scene defines the hosting scene
  125734. * @returns the tube mesh
  125735. * @see https://doc.babylonjs.com/how_to/parametric_shapes
  125736. * @see https://doc.babylonjs.com/how_to/set_shapes#tube
  125737. */
  125738. static CreateTube(name: string, options: {
  125739. path: Vector3[];
  125740. radius?: number;
  125741. tessellation?: number;
  125742. radiusFunction?: {
  125743. (i: number, distance: number): number;
  125744. };
  125745. cap?: number;
  125746. arc?: number;
  125747. updatable?: boolean;
  125748. sideOrientation?: number;
  125749. frontUVs?: Vector4;
  125750. backUVs?: Vector4;
  125751. instance?: Mesh;
  125752. invertUV?: boolean;
  125753. }, scene?: Nullable<Scene>): Mesh;
  125754. /**
  125755. * Creates a polyhedron mesh
  125756. * * 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
  125757. * * The parameter `size` (positive float, default 1) sets the polygon size
  125758. * * You can overwrite the `size` on each dimension bu using the parameters `sizeX`, `sizeY` or `sizeZ` (positive floats, default to `size` value)
  125759. * * 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`
  125760. * * 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
  125761. * * 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)`)
  125762. * * 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
  125763. * * 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
  125764. * * You can also set the mesh side orientation with the values : BABYLON.Mesh.FRONTSIDE (default), BABYLON.Mesh.BACKSIDE or BABYLON.Mesh.DOUBLESIDE
  125765. * * 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
  125766. * * The mesh can be set to updatable with the boolean parameter `updatable` (default false) if its internal geometry is supposed to change once created
  125767. * @param name defines the name of the mesh
  125768. * @param options defines the options used to create the mesh
  125769. * @param scene defines the hosting scene
  125770. * @returns the polyhedron mesh
  125771. * @see https://doc.babylonjs.com/how_to/polyhedra_shapes
  125772. */
  125773. static CreatePolyhedron(name: string, options: {
  125774. type?: number;
  125775. size?: number;
  125776. sizeX?: number;
  125777. sizeY?: number;
  125778. sizeZ?: number;
  125779. custom?: any;
  125780. faceUV?: Vector4[];
  125781. faceColors?: Color4[];
  125782. flat?: boolean;
  125783. updatable?: boolean;
  125784. sideOrientation?: number;
  125785. frontUVs?: Vector4;
  125786. backUVs?: Vector4;
  125787. }, scene?: Nullable<Scene>): Mesh;
  125788. /**
  125789. * Creates a decal mesh.
  125790. * 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
  125791. * * The parameter `position` (Vector3, default `(0, 0, 0)`) sets the position of the decal in World coordinates
  125792. * * The parameter `normal` (Vector3, default `Vector3.Up`) sets the normal of the mesh where the decal is applied onto in World coordinates
  125793. * * The parameter `size` (Vector3, default `(1, 1, 1)`) sets the decal scaling
  125794. * * The parameter `angle` (float in radian, default 0) sets the angle to rotate the decal
  125795. * @param name defines the name of the mesh
  125796. * @param sourceMesh defines the mesh where the decal must be applied
  125797. * @param options defines the options used to create the mesh
  125798. * @param scene defines the hosting scene
  125799. * @returns the decal mesh
  125800. * @see https://doc.babylonjs.com/how_to/decals
  125801. */
  125802. static CreateDecal(name: string, sourceMesh: AbstractMesh, options: {
  125803. position?: Vector3;
  125804. normal?: Vector3;
  125805. size?: Vector3;
  125806. angle?: number;
  125807. }): Mesh;
  125808. }
  125809. }
  125810. declare module BABYLON {
  125811. /**
  125812. * A simplifier interface for future simplification implementations
  125813. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125814. */
  125815. export interface ISimplifier {
  125816. /**
  125817. * Simplification of a given mesh according to the given settings.
  125818. * Since this requires computation, it is assumed that the function runs async.
  125819. * @param settings The settings of the simplification, including quality and distance
  125820. * @param successCallback A callback that will be called after the mesh was simplified.
  125821. * @param errorCallback in case of an error, this callback will be called. optional.
  125822. */
  125823. simplify(settings: ISimplificationSettings, successCallback: (simplifiedMeshes: Mesh) => void, errorCallback?: () => void): void;
  125824. }
  125825. /**
  125826. * Expected simplification settings.
  125827. * Quality should be between 0 and 1 (1 being 100%, 0 being 0%)
  125828. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125829. */
  125830. export interface ISimplificationSettings {
  125831. /**
  125832. * Gets or sets the expected quality
  125833. */
  125834. quality: number;
  125835. /**
  125836. * Gets or sets the distance when this optimized version should be used
  125837. */
  125838. distance: number;
  125839. /**
  125840. * Gets an already optimized mesh
  125841. */
  125842. optimizeMesh?: boolean;
  125843. }
  125844. /**
  125845. * Class used to specify simplification options
  125846. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125847. */
  125848. export class SimplificationSettings implements ISimplificationSettings {
  125849. /** expected quality */
  125850. quality: number;
  125851. /** distance when this optimized version should be used */
  125852. distance: number;
  125853. /** already optimized mesh */
  125854. optimizeMesh?: boolean | undefined;
  125855. /**
  125856. * Creates a SimplificationSettings
  125857. * @param quality expected quality
  125858. * @param distance distance when this optimized version should be used
  125859. * @param optimizeMesh already optimized mesh
  125860. */
  125861. constructor(
  125862. /** expected quality */
  125863. quality: number,
  125864. /** distance when this optimized version should be used */
  125865. distance: number,
  125866. /** already optimized mesh */
  125867. optimizeMesh?: boolean | undefined);
  125868. }
  125869. /**
  125870. * Interface used to define a simplification task
  125871. */
  125872. export interface ISimplificationTask {
  125873. /**
  125874. * Array of settings
  125875. */
  125876. settings: Array<ISimplificationSettings>;
  125877. /**
  125878. * Simplification type
  125879. */
  125880. simplificationType: SimplificationType;
  125881. /**
  125882. * Mesh to simplify
  125883. */
  125884. mesh: Mesh;
  125885. /**
  125886. * Callback called on success
  125887. */
  125888. successCallback?: () => void;
  125889. /**
  125890. * Defines if parallel processing can be used
  125891. */
  125892. parallelProcessing: boolean;
  125893. }
  125894. /**
  125895. * Queue used to order the simplification tasks
  125896. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125897. */
  125898. export class SimplificationQueue {
  125899. private _simplificationArray;
  125900. /**
  125901. * Gets a boolean indicating that the process is still running
  125902. */
  125903. running: boolean;
  125904. /**
  125905. * Creates a new queue
  125906. */
  125907. constructor();
  125908. /**
  125909. * Adds a new simplification task
  125910. * @param task defines a task to add
  125911. */
  125912. addTask(task: ISimplificationTask): void;
  125913. /**
  125914. * Execute next task
  125915. */
  125916. executeNext(): void;
  125917. /**
  125918. * Execute a simplification task
  125919. * @param task defines the task to run
  125920. */
  125921. runSimplification(task: ISimplificationTask): void;
  125922. private getSimplifier;
  125923. }
  125924. /**
  125925. * The implemented types of simplification
  125926. * At the moment only Quadratic Error Decimation is implemented
  125927. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125928. */
  125929. export enum SimplificationType {
  125930. /** Quadratic error decimation */
  125931. QUADRATIC = 0
  125932. }
  125933. }
  125934. declare module BABYLON {
  125935. interface Scene {
  125936. /** @hidden (Backing field) */
  125937. _simplificationQueue: SimplificationQueue;
  125938. /**
  125939. * Gets or sets the simplification queue attached to the scene
  125940. * @see http://doc.babylonjs.com/how_to/in-browser_mesh_simplification
  125941. */
  125942. simplificationQueue: SimplificationQueue;
  125943. }
  125944. interface Mesh {
  125945. /**
  125946. * Simplify the mesh according to the given array of settings.
  125947. * Function will return immediately and will simplify async
  125948. * @param settings a collection of simplification settings
  125949. * @param parallelProcessing should all levels calculate parallel or one after the other
  125950. * @param simplificationType the type of simplification to run
  125951. * @param successCallback optional success callback to be called after the simplification finished processing all settings
  125952. * @returns the current mesh
  125953. */
  125954. simplify(settings: Array<ISimplificationSettings>, parallelProcessing?: boolean, simplificationType?: SimplificationType, successCallback?: (mesh?: Mesh, submeshIndex?: number) => void): Mesh;
  125955. }
  125956. /**
  125957. * Defines the simplification queue scene component responsible to help scheduling the various simplification task
  125958. * created in a scene
  125959. */
  125960. export class SimplicationQueueSceneComponent implements ISceneComponent {
  125961. /**
  125962. * The component name helpfull to identify the component in the list of scene components.
  125963. */
  125964. readonly name: string;
  125965. /**
  125966. * The scene the component belongs to.
  125967. */
  125968. scene: Scene;
  125969. /**
  125970. * Creates a new instance of the component for the given scene
  125971. * @param scene Defines the scene to register the component in
  125972. */
  125973. constructor(scene: Scene);
  125974. /**
  125975. * Registers the component in a given scene
  125976. */
  125977. register(): void;
  125978. /**
  125979. * Rebuilds the elements related to this component in case of
  125980. * context lost for instance.
  125981. */
  125982. rebuild(): void;
  125983. /**
  125984. * Disposes the component and the associated ressources
  125985. */
  125986. dispose(): void;
  125987. private _beforeCameraUpdate;
  125988. }
  125989. }
  125990. declare module BABYLON {
  125991. /**
  125992. * Navigation plugin interface to add navigation constrained by a navigation mesh
  125993. */
  125994. export interface INavigationEnginePlugin {
  125995. /**
  125996. * plugin name
  125997. */
  125998. name: string;
  125999. /**
  126000. * Creates a navigation mesh
  126001. * @param meshes array of all the geometry used to compute the navigatio mesh
  126002. * @param parameters bunch of parameters used to filter geometry
  126003. */
  126004. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126005. /**
  126006. * Create a navigation mesh debug mesh
  126007. * @param scene is where the mesh will be added
  126008. * @returns debug display mesh
  126009. */
  126010. createDebugNavMesh(scene: Scene): Mesh;
  126011. /**
  126012. * Get a navigation mesh constrained position, closest to the parameter position
  126013. * @param position world position
  126014. * @returns the closest point to position constrained by the navigation mesh
  126015. */
  126016. getClosestPoint(position: Vector3): Vector3;
  126017. /**
  126018. * Get a navigation mesh constrained position, within a particular radius
  126019. * @param position world position
  126020. * @param maxRadius the maximum distance to the constrained world position
  126021. * @returns the closest point to position constrained by the navigation mesh
  126022. */
  126023. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126024. /**
  126025. * Compute the final position from a segment made of destination-position
  126026. * @param position world position
  126027. * @param destination world position
  126028. * @returns the resulting point along the navmesh
  126029. */
  126030. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126031. /**
  126032. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126033. * @param start world position
  126034. * @param end world position
  126035. * @returns array containing world position composing the path
  126036. */
  126037. computePath(start: Vector3, end: Vector3): Vector3[];
  126038. /**
  126039. * If this plugin is supported
  126040. * @returns true if plugin is supported
  126041. */
  126042. isSupported(): boolean;
  126043. /**
  126044. * Create a new Crowd so you can add agents
  126045. * @param maxAgents the maximum agent count in the crowd
  126046. * @param maxAgentRadius the maximum radius an agent can have
  126047. * @param scene to attach the crowd to
  126048. * @returns the crowd you can add agents to
  126049. */
  126050. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126051. /**
  126052. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126053. * The queries will try to find a solution within those bounds
  126054. * default is (1,1,1)
  126055. * @param extent x,y,z value that define the extent around the queries point of reference
  126056. */
  126057. setDefaultQueryExtent(extent: Vector3): void;
  126058. /**
  126059. * Get the Bounding box extent specified by setDefaultQueryExtent
  126060. * @returns the box extent values
  126061. */
  126062. getDefaultQueryExtent(): Vector3;
  126063. /**
  126064. * Release all resources
  126065. */
  126066. dispose(): void;
  126067. }
  126068. /**
  126069. * Crowd Interface. A Crowd is a collection of moving agents constrained by a navigation mesh
  126070. */
  126071. export interface ICrowd {
  126072. /**
  126073. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126074. * You can attach anything to that node. The node position is updated in the scene update tick.
  126075. * @param pos world position that will be constrained by the navigation mesh
  126076. * @param parameters agent parameters
  126077. * @param transform hooked to the agent that will be update by the scene
  126078. * @returns agent index
  126079. */
  126080. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126081. /**
  126082. * Returns the agent position in world space
  126083. * @param index agent index returned by addAgent
  126084. * @returns world space position
  126085. */
  126086. getAgentPosition(index: number): Vector3;
  126087. /**
  126088. * Gets the agent velocity in world space
  126089. * @param index agent index returned by addAgent
  126090. * @returns world space velocity
  126091. */
  126092. getAgentVelocity(index: number): Vector3;
  126093. /**
  126094. * remove a particular agent previously created
  126095. * @param index agent index returned by addAgent
  126096. */
  126097. removeAgent(index: number): void;
  126098. /**
  126099. * get the list of all agents attached to this crowd
  126100. * @returns list of agent indices
  126101. */
  126102. getAgents(): number[];
  126103. /**
  126104. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126105. * @param deltaTime in seconds
  126106. */
  126107. update(deltaTime: number): void;
  126108. /**
  126109. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126110. * @param index agent index returned by addAgent
  126111. * @param destination targeted world position
  126112. */
  126113. agentGoto(index: number, destination: Vector3): void;
  126114. /**
  126115. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126116. * The queries will try to find a solution within those bounds
  126117. * default is (1,1,1)
  126118. * @param extent x,y,z value that define the extent around the queries point of reference
  126119. */
  126120. setDefaultQueryExtent(extent: Vector3): void;
  126121. /**
  126122. * Get the Bounding box extent specified by setDefaultQueryExtent
  126123. * @returns the box extent values
  126124. */
  126125. getDefaultQueryExtent(): Vector3;
  126126. /**
  126127. * Release all resources
  126128. */
  126129. dispose(): void;
  126130. }
  126131. /**
  126132. * Configures an agent
  126133. */
  126134. export interface IAgentParameters {
  126135. /**
  126136. * Agent radius. [Limit: >= 0]
  126137. */
  126138. radius: number;
  126139. /**
  126140. * Agent height. [Limit: > 0]
  126141. */
  126142. height: number;
  126143. /**
  126144. * Maximum allowed acceleration. [Limit: >= 0]
  126145. */
  126146. maxAcceleration: number;
  126147. /**
  126148. * Maximum allowed speed. [Limit: >= 0]
  126149. */
  126150. maxSpeed: number;
  126151. /**
  126152. * Defines how close a collision element must be before it is considered for steering behaviors. [Limits: > 0]
  126153. */
  126154. collisionQueryRange: number;
  126155. /**
  126156. * The path visibility optimization range. [Limit: > 0]
  126157. */
  126158. pathOptimizationRange: number;
  126159. /**
  126160. * How aggresive the agent manager should be at avoiding collisions with this agent. [Limit: >= 0]
  126161. */
  126162. separationWeight: number;
  126163. }
  126164. /**
  126165. * Configures the navigation mesh creation
  126166. */
  126167. export interface INavMeshParameters {
  126168. /**
  126169. * The xz-plane cell size to use for fields. [Limit: > 0] [Units: wu]
  126170. */
  126171. cs: number;
  126172. /**
  126173. * The y-axis cell size to use for fields. [Limit: > 0] [Units: wu]
  126174. */
  126175. ch: number;
  126176. /**
  126177. * The maximum slope that is considered walkable. [Limits: 0 <= value < 90] [Units: Degrees]
  126178. */
  126179. walkableSlopeAngle: number;
  126180. /**
  126181. * Minimum floor to 'ceiling' height that will still allow the floor area to
  126182. * be considered walkable. [Limit: >= 3] [Units: vx]
  126183. */
  126184. walkableHeight: number;
  126185. /**
  126186. * Maximum ledge height that is considered to still be traversable. [Limit: >=0] [Units: vx]
  126187. */
  126188. walkableClimb: number;
  126189. /**
  126190. * The distance to erode/shrink the walkable area of the heightfield away from
  126191. * obstructions. [Limit: >=0] [Units: vx]
  126192. */
  126193. walkableRadius: number;
  126194. /**
  126195. * The maximum allowed length for contour edges along the border of the mesh. [Limit: >=0] [Units: vx]
  126196. */
  126197. maxEdgeLen: number;
  126198. /**
  126199. * The maximum distance a simplfied contour's border edges should deviate
  126200. * the original raw contour. [Limit: >=0] [Units: vx]
  126201. */
  126202. maxSimplificationError: number;
  126203. /**
  126204. * The minimum number of cells allowed to form isolated island areas. [Limit: >=0] [Units: vx]
  126205. */
  126206. minRegionArea: number;
  126207. /**
  126208. * Any regions with a span count smaller than this value will, if possible,
  126209. * be merged with larger regions. [Limit: >=0] [Units: vx]
  126210. */
  126211. mergeRegionArea: number;
  126212. /**
  126213. * The maximum number of vertices allowed for polygons generated during the
  126214. * contour to polygon conversion process. [Limit: >= 3]
  126215. */
  126216. maxVertsPerPoly: number;
  126217. /**
  126218. * Sets the sampling distance to use when generating the detail mesh.
  126219. * (For height detail only.) [Limits: 0 or >= 0.9] [Units: wu]
  126220. */
  126221. detailSampleDist: number;
  126222. /**
  126223. * The maximum distance the detail mesh surface should deviate from heightfield
  126224. * data. (For height detail only.) [Limit: >=0] [Units: wu]
  126225. */
  126226. detailSampleMaxError: number;
  126227. }
  126228. }
  126229. declare module BABYLON {
  126230. /**
  126231. * RecastJS navigation plugin
  126232. */
  126233. export class RecastJSPlugin implements INavigationEnginePlugin {
  126234. /**
  126235. * Reference to the Recast library
  126236. */
  126237. bjsRECAST: any;
  126238. /**
  126239. * plugin name
  126240. */
  126241. name: string;
  126242. /**
  126243. * the first navmesh created. We might extend this to support multiple navmeshes
  126244. */
  126245. navMesh: any;
  126246. /**
  126247. * Initializes the recastJS plugin
  126248. * @param recastInjection can be used to inject your own recast reference
  126249. */
  126250. constructor(recastInjection?: any);
  126251. /**
  126252. * Creates a navigation mesh
  126253. * @param meshes array of all the geometry used to compute the navigatio mesh
  126254. * @param parameters bunch of parameters used to filter geometry
  126255. */
  126256. createMavMesh(meshes: Array<Mesh>, parameters: INavMeshParameters): void;
  126257. /**
  126258. * Create a navigation mesh debug mesh
  126259. * @param scene is where the mesh will be added
  126260. * @returns debug display mesh
  126261. */
  126262. createDebugNavMesh(scene: Scene): Mesh;
  126263. /**
  126264. * Get a navigation mesh constrained position, closest to the parameter position
  126265. * @param position world position
  126266. * @returns the closest point to position constrained by the navigation mesh
  126267. */
  126268. getClosestPoint(position: Vector3): Vector3;
  126269. /**
  126270. * Get a navigation mesh constrained position, within a particular radius
  126271. * @param position world position
  126272. * @param maxRadius the maximum distance to the constrained world position
  126273. * @returns the closest point to position constrained by the navigation mesh
  126274. */
  126275. getRandomPointAround(position: Vector3, maxRadius: number): Vector3;
  126276. /**
  126277. * Compute the final position from a segment made of destination-position
  126278. * @param position world position
  126279. * @param destination world position
  126280. * @returns the resulting point along the navmesh
  126281. */
  126282. moveAlong(position: Vector3, destination: Vector3): Vector3;
  126283. /**
  126284. * Compute a navigation path from start to end. Returns an empty array if no path can be computed
  126285. * @param start world position
  126286. * @param end world position
  126287. * @returns array containing world position composing the path
  126288. */
  126289. computePath(start: Vector3, end: Vector3): Vector3[];
  126290. /**
  126291. * Create a new Crowd so you can add agents
  126292. * @param maxAgents the maximum agent count in the crowd
  126293. * @param maxAgentRadius the maximum radius an agent can have
  126294. * @param scene to attach the crowd to
  126295. * @returns the crowd you can add agents to
  126296. */
  126297. createCrowd(maxAgents: number, maxAgentRadius: number, scene: Scene): ICrowd;
  126298. /**
  126299. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126300. * The queries will try to find a solution within those bounds
  126301. * default is (1,1,1)
  126302. * @param extent x,y,z value that define the extent around the queries point of reference
  126303. */
  126304. setDefaultQueryExtent(extent: Vector3): void;
  126305. /**
  126306. * Get the Bounding box extent specified by setDefaultQueryExtent
  126307. * @returns the box extent values
  126308. */
  126309. getDefaultQueryExtent(): Vector3;
  126310. /**
  126311. * Disposes
  126312. */
  126313. dispose(): void;
  126314. /**
  126315. * If this plugin is supported
  126316. * @returns true if plugin is supported
  126317. */
  126318. isSupported(): boolean;
  126319. }
  126320. /**
  126321. * Recast detour crowd implementation
  126322. */
  126323. export class RecastJSCrowd implements ICrowd {
  126324. /**
  126325. * Recast/detour plugin
  126326. */
  126327. bjsRECASTPlugin: RecastJSPlugin;
  126328. /**
  126329. * Link to the detour crowd
  126330. */
  126331. recastCrowd: any;
  126332. /**
  126333. * One transform per agent
  126334. */
  126335. transforms: TransformNode[];
  126336. /**
  126337. * All agents created
  126338. */
  126339. agents: number[];
  126340. /**
  126341. * Link to the scene is kept to unregister the crowd from the scene
  126342. */
  126343. private _scene;
  126344. /**
  126345. * Observer for crowd updates
  126346. */
  126347. private _onBeforeAnimationsObserver;
  126348. /**
  126349. * Constructor
  126350. * @param plugin recastJS plugin
  126351. * @param maxAgents the maximum agent count in the crowd
  126352. * @param maxAgentRadius the maximum radius an agent can have
  126353. * @param scene to attach the crowd to
  126354. * @returns the crowd you can add agents to
  126355. */
  126356. constructor(plugin: RecastJSPlugin, maxAgents: number, maxAgentRadius: number, scene: Scene);
  126357. /**
  126358. * Add a new agent to the crowd with the specified parameter a corresponding transformNode.
  126359. * You can attach anything to that node. The node position is updated in the scene update tick.
  126360. * @param pos world position that will be constrained by the navigation mesh
  126361. * @param parameters agent parameters
  126362. * @param transform hooked to the agent that will be update by the scene
  126363. * @returns agent index
  126364. */
  126365. addAgent(pos: Vector3, parameters: IAgentParameters, transform: TransformNode): number;
  126366. /**
  126367. * Returns the agent position in world space
  126368. * @param index agent index returned by addAgent
  126369. * @returns world space position
  126370. */
  126371. getAgentPosition(index: number): Vector3;
  126372. /**
  126373. * Returns the agent velocity in world space
  126374. * @param index agent index returned by addAgent
  126375. * @returns world space velocity
  126376. */
  126377. getAgentVelocity(index: number): Vector3;
  126378. /**
  126379. * Asks a particular agent to go to a destination. That destination is constrained by the navigation mesh
  126380. * @param index agent index returned by addAgent
  126381. * @param destination targeted world position
  126382. */
  126383. agentGoto(index: number, destination: Vector3): void;
  126384. /**
  126385. * remove a particular agent previously created
  126386. * @param index agent index returned by addAgent
  126387. */
  126388. removeAgent(index: number): void;
  126389. /**
  126390. * get the list of all agents attached to this crowd
  126391. * @returns list of agent indices
  126392. */
  126393. getAgents(): number[];
  126394. /**
  126395. * Tick update done by the Scene. Agent position/velocity/acceleration is updated by this function
  126396. * @param deltaTime in seconds
  126397. */
  126398. update(deltaTime: number): void;
  126399. /**
  126400. * Set the Bounding box extent for doing spatial queries (getClosestPoint, getRandomPointAround, ...)
  126401. * The queries will try to find a solution within those bounds
  126402. * default is (1,1,1)
  126403. * @param extent x,y,z value that define the extent around the queries point of reference
  126404. */
  126405. setDefaultQueryExtent(extent: Vector3): void;
  126406. /**
  126407. * Get the Bounding box extent specified by setDefaultQueryExtent
  126408. * @returns the box extent values
  126409. */
  126410. getDefaultQueryExtent(): Vector3;
  126411. /**
  126412. * Release all resources
  126413. */
  126414. dispose(): void;
  126415. }
  126416. }
  126417. declare module BABYLON {
  126418. /**
  126419. * Class used to enable access to IndexedDB
  126420. * @see http://doc.babylonjs.com/how_to/caching_resources_in_indexeddb
  126421. */
  126422. export class Database implements IOfflineProvider {
  126423. private _callbackManifestChecked;
  126424. private _currentSceneUrl;
  126425. private _db;
  126426. private _enableSceneOffline;
  126427. private _enableTexturesOffline;
  126428. private _manifestVersionFound;
  126429. private _mustUpdateRessources;
  126430. private _hasReachedQuota;
  126431. private _isSupported;
  126432. private _idbFactory;
  126433. /** Gets a boolean indicating if the user agent supports blob storage (this value will be updated after creating the first Database object) */
  126434. private static IsUASupportingBlobStorage;
  126435. /**
  126436. * Gets a boolean indicating if Database storate is enabled (off by default)
  126437. */
  126438. static IDBStorageEnabled: boolean;
  126439. /**
  126440. * Gets a boolean indicating if scene must be saved in the database
  126441. */
  126442. readonly enableSceneOffline: boolean;
  126443. /**
  126444. * Gets a boolean indicating if textures must be saved in the database
  126445. */
  126446. readonly enableTexturesOffline: boolean;
  126447. /**
  126448. * Creates a new Database
  126449. * @param urlToScene defines the url to load the scene
  126450. * @param callbackManifestChecked defines the callback to use when manifest is checked
  126451. * @param disableManifestCheck defines a boolean indicating that we want to skip the manifest validation (it will be considered validated and up to date)
  126452. */
  126453. constructor(urlToScene: string, callbackManifestChecked: (checked: boolean) => any, disableManifestCheck?: boolean);
  126454. private static _ParseURL;
  126455. private static _ReturnFullUrlLocation;
  126456. private _checkManifestFile;
  126457. /**
  126458. * Open the database and make it available
  126459. * @param successCallback defines the callback to call on success
  126460. * @param errorCallback defines the callback to call on error
  126461. */
  126462. open(successCallback: () => void, errorCallback: () => void): void;
  126463. /**
  126464. * Loads an image from the database
  126465. * @param url defines the url to load from
  126466. * @param image defines the target DOM image
  126467. */
  126468. loadImage(url: string, image: HTMLImageElement): void;
  126469. private _loadImageFromDBAsync;
  126470. private _saveImageIntoDBAsync;
  126471. private _checkVersionFromDB;
  126472. private _loadVersionFromDBAsync;
  126473. private _saveVersionIntoDBAsync;
  126474. /**
  126475. * Loads a file from database
  126476. * @param url defines the URL to load from
  126477. * @param sceneLoaded defines a callback to call on success
  126478. * @param progressCallBack defines a callback to call when progress changed
  126479. * @param errorCallback defines a callback to call on error
  126480. * @param useArrayBuffer defines a boolean to use array buffer instead of text string
  126481. */
  126482. loadFile(url: string, sceneLoaded: (data: any) => void, progressCallBack?: (data: any) => void, errorCallback?: () => void, useArrayBuffer?: boolean): void;
  126483. private _loadFileAsync;
  126484. private _saveFileAsync;
  126485. /**
  126486. * Validates if xhr data is correct
  126487. * @param xhr defines the request to validate
  126488. * @param dataType defines the expected data type
  126489. * @returns true if data is correct
  126490. */
  126491. private static _ValidateXHRData;
  126492. }
  126493. }
  126494. declare module BABYLON {
  126495. /** @hidden */
  126496. export var gpuUpdateParticlesPixelShader: {
  126497. name: string;
  126498. shader: string;
  126499. };
  126500. }
  126501. declare module BABYLON {
  126502. /** @hidden */
  126503. export var gpuUpdateParticlesVertexShader: {
  126504. name: string;
  126505. shader: string;
  126506. };
  126507. }
  126508. declare module BABYLON {
  126509. /** @hidden */
  126510. export var clipPlaneFragmentDeclaration2: {
  126511. name: string;
  126512. shader: string;
  126513. };
  126514. }
  126515. declare module BABYLON {
  126516. /** @hidden */
  126517. export var gpuRenderParticlesPixelShader: {
  126518. name: string;
  126519. shader: string;
  126520. };
  126521. }
  126522. declare module BABYLON {
  126523. /** @hidden */
  126524. export var clipPlaneVertexDeclaration2: {
  126525. name: string;
  126526. shader: string;
  126527. };
  126528. }
  126529. declare module BABYLON {
  126530. /** @hidden */
  126531. export var gpuRenderParticlesVertexShader: {
  126532. name: string;
  126533. shader: string;
  126534. };
  126535. }
  126536. declare module BABYLON {
  126537. /**
  126538. * This represents a GPU particle system in Babylon
  126539. * This is the fastest particle system in Babylon as it uses the GPU to update the individual particle data
  126540. * @see https://www.babylonjs-playground.com/#PU4WYI#4
  126541. */
  126542. export class GPUParticleSystem extends BaseParticleSystem implements IDisposable, IParticleSystem, IAnimatable {
  126543. /**
  126544. * The layer mask we are rendering the particles through.
  126545. */
  126546. layerMask: number;
  126547. private _capacity;
  126548. private _activeCount;
  126549. private _currentActiveCount;
  126550. private _accumulatedCount;
  126551. private _renderEffect;
  126552. private _updateEffect;
  126553. private _buffer0;
  126554. private _buffer1;
  126555. private _spriteBuffer;
  126556. private _updateVAO;
  126557. private _renderVAO;
  126558. private _targetIndex;
  126559. private _sourceBuffer;
  126560. private _targetBuffer;
  126561. private _engine;
  126562. private _currentRenderId;
  126563. private _started;
  126564. private _stopped;
  126565. private _timeDelta;
  126566. private _randomTexture;
  126567. private _randomTexture2;
  126568. private _attributesStrideSize;
  126569. private _updateEffectOptions;
  126570. private _randomTextureSize;
  126571. private _actualFrame;
  126572. private readonly _rawTextureWidth;
  126573. /**
  126574. * Gets a boolean indicating if the GPU particles can be rendered on current browser
  126575. */
  126576. static readonly IsSupported: boolean;
  126577. /**
  126578. * An event triggered when the system is disposed.
  126579. */
  126580. onDisposeObservable: Observable<GPUParticleSystem>;
  126581. /**
  126582. * Gets the maximum number of particles active at the same time.
  126583. * @returns The max number of active particles.
  126584. */
  126585. getCapacity(): number;
  126586. /**
  126587. * Forces the particle to write their depth information to the depth buffer. This can help preventing other draw calls
  126588. * to override the particles.
  126589. */
  126590. forceDepthWrite: boolean;
  126591. /**
  126592. * Gets or set the number of active particles
  126593. */
  126594. activeParticleCount: number;
  126595. private _preWarmDone;
  126596. /**
  126597. * Is this system ready to be used/rendered
  126598. * @return true if the system is ready
  126599. */
  126600. isReady(): boolean;
  126601. /**
  126602. * Gets if the system has been started. (Note: this will still be true after stop is called)
  126603. * @returns True if it has been started, otherwise false.
  126604. */
  126605. isStarted(): boolean;
  126606. /**
  126607. * Starts the particle system and begins to emit
  126608. * @param delay defines the delay in milliseconds before starting the system (this.startDelay by default)
  126609. */
  126610. start(delay?: number): void;
  126611. /**
  126612. * Stops the particle system.
  126613. */
  126614. stop(): void;
  126615. /**
  126616. * Remove all active particles
  126617. */
  126618. reset(): void;
  126619. /**
  126620. * Returns the string "GPUParticleSystem"
  126621. * @returns a string containing the class name
  126622. */
  126623. getClassName(): string;
  126624. private _colorGradientsTexture;
  126625. protected _removeGradientAndTexture(gradient: number, gradients: Nullable<IValueGradient[]>, texture: RawTexture): BaseParticleSystem;
  126626. /**
  126627. * Adds a new color gradient
  126628. * @param gradient defines the gradient to use (between 0 and 1)
  126629. * @param color1 defines the color to affect to the specified gradient
  126630. * @param color2 defines an additional color used to define a range ([color, color2]) with main color to pick the final color from
  126631. * @returns the current particle system
  126632. */
  126633. addColorGradient(gradient: number, color1: Color4, color2?: Color4): GPUParticleSystem;
  126634. /**
  126635. * Remove a specific color gradient
  126636. * @param gradient defines the gradient to remove
  126637. * @returns the current particle system
  126638. */
  126639. removeColorGradient(gradient: number): GPUParticleSystem;
  126640. private _angularSpeedGradientsTexture;
  126641. private _sizeGradientsTexture;
  126642. private _velocityGradientsTexture;
  126643. private _limitVelocityGradientsTexture;
  126644. private _dragGradientsTexture;
  126645. private _addFactorGradient;
  126646. /**
  126647. * Adds a new size gradient
  126648. * @param gradient defines the gradient to use (between 0 and 1)
  126649. * @param factor defines the size factor to affect to the specified gradient
  126650. * @returns the current particle system
  126651. */
  126652. addSizeGradient(gradient: number, factor: number): GPUParticleSystem;
  126653. /**
  126654. * Remove a specific size gradient
  126655. * @param gradient defines the gradient to remove
  126656. * @returns the current particle system
  126657. */
  126658. removeSizeGradient(gradient: number): GPUParticleSystem;
  126659. /**
  126660. * Adds a new angular speed gradient
  126661. * @param gradient defines the gradient to use (between 0 and 1)
  126662. * @param factor defines the angular speed to affect to the specified gradient
  126663. * @returns the current particle system
  126664. */
  126665. addAngularSpeedGradient(gradient: number, factor: number): GPUParticleSystem;
  126666. /**
  126667. * Remove a specific angular speed gradient
  126668. * @param gradient defines the gradient to remove
  126669. * @returns the current particle system
  126670. */
  126671. removeAngularSpeedGradient(gradient: number): GPUParticleSystem;
  126672. /**
  126673. * Adds a new velocity gradient
  126674. * @param gradient defines the gradient to use (between 0 and 1)
  126675. * @param factor defines the velocity to affect to the specified gradient
  126676. * @returns the current particle system
  126677. */
  126678. addVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126679. /**
  126680. * Remove a specific velocity gradient
  126681. * @param gradient defines the gradient to remove
  126682. * @returns the current particle system
  126683. */
  126684. removeVelocityGradient(gradient: number): GPUParticleSystem;
  126685. /**
  126686. * Adds a new limit velocity gradient
  126687. * @param gradient defines the gradient to use (between 0 and 1)
  126688. * @param factor defines the limit velocity value to affect to the specified gradient
  126689. * @returns the current particle system
  126690. */
  126691. addLimitVelocityGradient(gradient: number, factor: number): GPUParticleSystem;
  126692. /**
  126693. * Remove a specific limit velocity gradient
  126694. * @param gradient defines the gradient to remove
  126695. * @returns the current particle system
  126696. */
  126697. removeLimitVelocityGradient(gradient: number): GPUParticleSystem;
  126698. /**
  126699. * Adds a new drag gradient
  126700. * @param gradient defines the gradient to use (between 0 and 1)
  126701. * @param factor defines the drag value to affect to the specified gradient
  126702. * @returns the current particle system
  126703. */
  126704. addDragGradient(gradient: number, factor: number): GPUParticleSystem;
  126705. /**
  126706. * Remove a specific drag gradient
  126707. * @param gradient defines the gradient to remove
  126708. * @returns the current particle system
  126709. */
  126710. removeDragGradient(gradient: number): GPUParticleSystem;
  126711. /**
  126712. * Not supported by GPUParticleSystem
  126713. * @param gradient defines the gradient to use (between 0 and 1)
  126714. * @param factor defines the emit rate value to affect to the specified gradient
  126715. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126716. * @returns the current particle system
  126717. */
  126718. addEmitRateGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126719. /**
  126720. * Not supported by GPUParticleSystem
  126721. * @param gradient defines the gradient to remove
  126722. * @returns the current particle system
  126723. */
  126724. removeEmitRateGradient(gradient: number): IParticleSystem;
  126725. /**
  126726. * Not supported by GPUParticleSystem
  126727. * @param gradient defines the gradient to use (between 0 and 1)
  126728. * @param factor defines the start size value to affect to the specified gradient
  126729. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126730. * @returns the current particle system
  126731. */
  126732. addStartSizeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126733. /**
  126734. * Not supported by GPUParticleSystem
  126735. * @param gradient defines the gradient to remove
  126736. * @returns the current particle system
  126737. */
  126738. removeStartSizeGradient(gradient: number): IParticleSystem;
  126739. /**
  126740. * Not supported by GPUParticleSystem
  126741. * @param gradient defines the gradient to use (between 0 and 1)
  126742. * @param min defines the color remap minimal range
  126743. * @param max defines the color remap maximal range
  126744. * @returns the current particle system
  126745. */
  126746. addColorRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126747. /**
  126748. * Not supported by GPUParticleSystem
  126749. * @param gradient defines the gradient to remove
  126750. * @returns the current particle system
  126751. */
  126752. removeColorRemapGradient(): IParticleSystem;
  126753. /**
  126754. * Not supported by GPUParticleSystem
  126755. * @param gradient defines the gradient to use (between 0 and 1)
  126756. * @param min defines the alpha remap minimal range
  126757. * @param max defines the alpha remap maximal range
  126758. * @returns the current particle system
  126759. */
  126760. addAlphaRemapGradient(gradient: number, min: number, max: number): IParticleSystem;
  126761. /**
  126762. * Not supported by GPUParticleSystem
  126763. * @param gradient defines the gradient to remove
  126764. * @returns the current particle system
  126765. */
  126766. removeAlphaRemapGradient(): IParticleSystem;
  126767. /**
  126768. * Not supported by GPUParticleSystem
  126769. * @param gradient defines the gradient to use (between 0 and 1)
  126770. * @param color defines the color to affect to the specified gradient
  126771. * @returns the current particle system
  126772. */
  126773. addRampGradient(gradient: number, color: Color3): IParticleSystem;
  126774. /**
  126775. * Not supported by GPUParticleSystem
  126776. * @param gradient defines the gradient to remove
  126777. * @returns the current particle system
  126778. */
  126779. removeRampGradient(): IParticleSystem;
  126780. /**
  126781. * Not supported by GPUParticleSystem
  126782. * @returns the list of ramp gradients
  126783. */
  126784. getRampGradients(): Nullable<Array<Color3Gradient>>;
  126785. /**
  126786. * Not supported by GPUParticleSystem
  126787. * Gets or sets a boolean indicating that ramp gradients must be used
  126788. * @see http://doc.babylonjs.com/babylon101/particles#ramp-gradients
  126789. */
  126790. useRampGradients: boolean;
  126791. /**
  126792. * Not supported by GPUParticleSystem
  126793. * @param gradient defines the gradient to use (between 0 and 1)
  126794. * @param factor defines the life time factor to affect to the specified gradient
  126795. * @param factor2 defines an additional factor used to define a range ([factor, factor2]) with main value to pick the final value from
  126796. * @returns the current particle system
  126797. */
  126798. addLifeTimeGradient(gradient: number, factor: number, factor2?: number): IParticleSystem;
  126799. /**
  126800. * Not supported by GPUParticleSystem
  126801. * @param gradient defines the gradient to remove
  126802. * @returns the current particle system
  126803. */
  126804. removeLifeTimeGradient(gradient: number): IParticleSystem;
  126805. /**
  126806. * Instantiates a GPU particle system.
  126807. * 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.
  126808. * @param name The name of the particle system
  126809. * @param options The options used to create the system
  126810. * @param scene The scene the particle system belongs to
  126811. * @param isAnimationSheetEnabled Must be true if using a spritesheet to animate the particles texture
  126812. */
  126813. constructor(name: string, options: Partial<{
  126814. capacity: number;
  126815. randomTextureSize: number;
  126816. }>, scene: Scene, isAnimationSheetEnabled?: boolean);
  126817. protected _reset(): void;
  126818. private _createUpdateVAO;
  126819. private _createRenderVAO;
  126820. private _initialize;
  126821. /** @hidden */
  126822. _recreateUpdateEffect(): void;
  126823. /** @hidden */
  126824. _recreateRenderEffect(): void;
  126825. /**
  126826. * Animates the particle system for the current frame by emitting new particles and or animating the living ones.
  126827. * @param preWarm defines if we are in the pre-warmimg phase
  126828. */
  126829. animate(preWarm?: boolean): void;
  126830. private _createFactorGradientTexture;
  126831. private _createSizeGradientTexture;
  126832. private _createAngularSpeedGradientTexture;
  126833. private _createVelocityGradientTexture;
  126834. private _createLimitVelocityGradientTexture;
  126835. private _createDragGradientTexture;
  126836. private _createColorGradientTexture;
  126837. /**
  126838. * Renders the particle system in its current state
  126839. * @param preWarm defines if the system should only update the particles but not render them
  126840. * @returns the current number of particles
  126841. */
  126842. render(preWarm?: boolean): number;
  126843. /**
  126844. * Rebuilds the particle system
  126845. */
  126846. rebuild(): void;
  126847. private _releaseBuffers;
  126848. private _releaseVAOs;
  126849. /**
  126850. * Disposes the particle system and free the associated resources
  126851. * @param disposeTexture defines if the particule texture must be disposed as well (true by default)
  126852. */
  126853. dispose(disposeTexture?: boolean): void;
  126854. /**
  126855. * Clones the particle system.
  126856. * @param name The name of the cloned object
  126857. * @param newEmitter The new emitter to use
  126858. * @returns the cloned particle system
  126859. */
  126860. clone(name: string, newEmitter: any): GPUParticleSystem;
  126861. /**
  126862. * Serializes the particle system to a JSON object.
  126863. * @returns the JSON object
  126864. */
  126865. serialize(): any;
  126866. /**
  126867. * Parses a JSON object to create a GPU particle system.
  126868. * @param parsedParticleSystem The JSON object to parse
  126869. * @param scene The scene to create the particle system in
  126870. * @param rootUrl The root url to use to load external dependencies like texture
  126871. * @param doNotStart Ignore the preventAutoStart attribute and does not start
  126872. * @returns the parsed GPU particle system
  126873. */
  126874. static Parse(parsedParticleSystem: any, scene: Scene, rootUrl: string, doNotStart?: boolean): GPUParticleSystem;
  126875. }
  126876. }
  126877. declare module BABYLON {
  126878. /**
  126879. * Represents a set of particle systems working together to create a specific effect
  126880. */
  126881. export class ParticleSystemSet implements IDisposable {
  126882. /**
  126883. * Gets or sets base Assets URL
  126884. */
  126885. static BaseAssetsUrl: string;
  126886. private _emitterCreationOptions;
  126887. private _emitterNode;
  126888. /**
  126889. * Gets the particle system list
  126890. */
  126891. systems: IParticleSystem[];
  126892. /**
  126893. * Gets the emitter node used with this set
  126894. */
  126895. readonly emitterNode: Nullable<TransformNode>;
  126896. /**
  126897. * Creates a new emitter mesh as a sphere
  126898. * @param options defines the options used to create the sphere
  126899. * @param renderingGroupId defines the renderingGroupId to use for the sphere
  126900. * @param scene defines the hosting scene
  126901. */
  126902. setEmitterAsSphere(options: {
  126903. diameter: number;
  126904. segments: number;
  126905. color: Color3;
  126906. }, renderingGroupId: number, scene: Scene): void;
  126907. /**
  126908. * Starts all particle systems of the set
  126909. * @param emitter defines an optional mesh to use as emitter for the particle systems
  126910. */
  126911. start(emitter?: AbstractMesh): void;
  126912. /**
  126913. * Release all associated resources
  126914. */
  126915. dispose(): void;
  126916. /**
  126917. * Serialize the set into a JSON compatible object
  126918. * @returns a JSON compatible representation of the set
  126919. */
  126920. serialize(): any;
  126921. /**
  126922. * Parse a new ParticleSystemSet from a serialized source
  126923. * @param data defines a JSON compatible representation of the set
  126924. * @param scene defines the hosting scene
  126925. * @param gpu defines if we want GPU particles or CPU particles
  126926. * @returns a new ParticleSystemSet
  126927. */
  126928. static Parse(data: any, scene: Scene, gpu?: boolean): ParticleSystemSet;
  126929. }
  126930. }
  126931. declare module BABYLON {
  126932. /**
  126933. * This class is made for on one-liner static method to help creating particle system set.
  126934. */
  126935. export class ParticleHelper {
  126936. /**
  126937. * Gets or sets base Assets URL
  126938. */
  126939. static BaseAssetsUrl: string;
  126940. /**
  126941. * Create a default particle system that you can tweak
  126942. * @param emitter defines the emitter to use
  126943. * @param capacity defines the system capacity (default is 500 particles)
  126944. * @param scene defines the hosting scene
  126945. * @param useGPU defines if a GPUParticleSystem must be created (default is false)
  126946. * @returns the new Particle system
  126947. */
  126948. static CreateDefault(emitter: Nullable<AbstractMesh | Vector3>, capacity?: number, scene?: Scene, useGPU?: boolean): IParticleSystem;
  126949. /**
  126950. * This is the main static method (one-liner) of this helper to create different particle systems
  126951. * @param type This string represents the type to the particle system to create
  126952. * @param scene The scene where the particle system should live
  126953. * @param gpu If the system will use gpu
  126954. * @returns the ParticleSystemSet created
  126955. */
  126956. static CreateAsync(type: string, scene: Nullable<Scene>, gpu?: boolean): Promise<ParticleSystemSet>;
  126957. /**
  126958. * Static function used to export a particle system to a ParticleSystemSet variable.
  126959. * Please note that the emitter shape is not exported
  126960. * @param systems defines the particle systems to export
  126961. * @returns the created particle system set
  126962. */
  126963. static ExportSet(systems: IParticleSystem[]): ParticleSystemSet;
  126964. }
  126965. }
  126966. declare module BABYLON {
  126967. interface Engine {
  126968. /**
  126969. * Create an effect to use with particle systems.
  126970. * Please note that some parameters like animation sheets or not being billboard are not supported in this configuration
  126971. * @param fragmentName defines the base name of the effect (The name of file without .fragment.fx)
  126972. * @param uniformsNames defines a list of attribute names
  126973. * @param samplers defines an array of string used to represent textures
  126974. * @param defines defines the string containing the defines to use to compile the shaders
  126975. * @param fallbacks defines the list of potential fallbacks to use if shader conmpilation fails
  126976. * @param onCompiled defines a function to call when the effect creation is successful
  126977. * @param onError defines a function to call when the effect creation has failed
  126978. * @returns the new Effect
  126979. */
  126980. createEffectForParticles(fragmentName: string, uniformsNames: string[], samplers: string[], defines: string, fallbacks?: EffectFallbacks, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): Effect;
  126981. }
  126982. interface Mesh {
  126983. /**
  126984. * Returns an array populated with IParticleSystem objects whose the mesh is the emitter
  126985. * @returns an array of IParticleSystem
  126986. */
  126987. getEmittedParticleSystems(): IParticleSystem[];
  126988. /**
  126989. * Returns an array populated with IParticleSystem objects whose the mesh or its children are the emitter
  126990. * @returns an array of IParticleSystem
  126991. */
  126992. getHierarchyEmittedParticleSystems(): IParticleSystem[];
  126993. }
  126994. /**
  126995. * @hidden
  126996. */
  126997. export var _IDoNeedToBeInTheBuild: number;
  126998. }
  126999. declare module BABYLON {
  127000. /** Defines the 4 color options */
  127001. export enum PointColor {
  127002. /** color value */
  127003. Color = 2,
  127004. /** uv value */
  127005. UV = 1,
  127006. /** random value */
  127007. Random = 0,
  127008. /** stated value */
  127009. Stated = 3
  127010. }
  127011. /**
  127012. * The PointCloudSystem (PCS) is a single updatable mesh. The points corresponding to the vertices of this big mesh.
  127013. * As it is just a mesh, the PointCloudSystem has all the same properties as any other BJS mesh : not more, not less. It can be scaled, rotated, translated, enlighted, textured, moved, etc.
  127014. * The PointCloudSytem is also a particle system, with each point being a particle. It provides some methods to manage the particles.
  127015. * However it is behavior agnostic. This means it has no emitter, no particle physics, no particle recycler. You have to implement your own behavior.
  127016. *
  127017. * Full documentation here : TO BE ENTERED
  127018. */
  127019. export class PointsCloudSystem implements IDisposable {
  127020. /**
  127021. * The PCS array of cloud point objects. Just access each particle as with any classic array.
  127022. * Example : var p = SPS.particles[i];
  127023. */
  127024. particles: CloudPoint[];
  127025. /**
  127026. * The PCS total number of particles. Read only. Use PCS.counter instead if you need to set your own value.
  127027. */
  127028. nbParticles: number;
  127029. /**
  127030. * This a counter for your own usage. It's not set by any SPS functions.
  127031. */
  127032. counter: number;
  127033. /**
  127034. * The PCS name. This name is also given to the underlying mesh.
  127035. */
  127036. name: string;
  127037. /**
  127038. * The PCS mesh. It's a standard BJS Mesh, so all the methods from the Mesh class are avalaible.
  127039. */
  127040. mesh: Mesh;
  127041. /**
  127042. * This empty object is intended to store some PCS specific or temporary values in order to lower the Garbage Collector activity.
  127043. * Please read :
  127044. */
  127045. vars: any;
  127046. /**
  127047. * @hidden
  127048. */
  127049. _size: number;
  127050. private _scene;
  127051. private _promises;
  127052. private _positions;
  127053. private _indices;
  127054. private _normals;
  127055. private _colors;
  127056. private _uvs;
  127057. private _indices32;
  127058. private _positions32;
  127059. private _colors32;
  127060. private _uvs32;
  127061. private _updatable;
  127062. private _isVisibilityBoxLocked;
  127063. private _alwaysVisible;
  127064. private _groups;
  127065. private _groupCounter;
  127066. private _computeParticleColor;
  127067. private _computeParticleTexture;
  127068. private _computeParticleRotation;
  127069. private _computeBoundingBox;
  127070. private _isReady;
  127071. /**
  127072. * Creates a PCS (Points Cloud System) object
  127073. * @param name (String) is the PCS name, this will be the underlying mesh name
  127074. * @param pointSize (number) is the size for each point
  127075. * @param scene (Scene) is the scene in which the PCS is added
  127076. * @param options defines the options of the PCS e.g.
  127077. * * updatable (optional boolean, default true) : if the PCS must be updatable or immutable
  127078. */
  127079. constructor(name: string, pointSize: number, scene: Scene, options?: {
  127080. updatable?: boolean;
  127081. });
  127082. /**
  127083. * Builds the PCS underlying mesh. Returns a standard Mesh.
  127084. * If no points were added to the PCS, the returned mesh is just a single point.
  127085. * @returns a promise for the created mesh
  127086. */
  127087. buildMeshAsync(): Promise<Mesh>;
  127088. /**
  127089. * @hidden
  127090. */
  127091. private _buildMesh;
  127092. private _addParticle;
  127093. private _randomUnitVector;
  127094. private _getColorIndicesForCoord;
  127095. private _setPointsColorOrUV;
  127096. private _colorFromTexture;
  127097. private _calculateDensity;
  127098. /**
  127099. * Adds points to the PCS in random positions within a unit sphere
  127100. * @param nb (positive integer) the number of particles to be created from this model
  127101. * @param pointFunction is an optional javascript function to be called for each particle on PCS creation
  127102. * @returns the number of groups in the system
  127103. */
  127104. addPoints(nb: number, pointFunction?: any): number;
  127105. /**
  127106. * Adds points to the PCS from the surface of the model shape
  127107. * @param mesh is any Mesh object that will be used as a surface model for the points
  127108. * @param nb (positive integer) the number of particles to be created from this model
  127109. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127110. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127111. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127112. * @returns the number of groups in the system
  127113. */
  127114. addSurfacePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127115. /**
  127116. * Adds points to the PCS inside the model shape
  127117. * @param mesh is any Mesh object that will be used as a surface model for the points
  127118. * @param nb (positive integer) the number of particles to be created from this model
  127119. * @param colorWith determines whether a point is colored using color (default), uv, random, stated or none (invisible)
  127120. * @param color (color4) to be used when colorWith is stated or color (number) when used to specify texture position
  127121. * @param range (number from 0 to 1) to determine the variation in shape and tone for a stated color
  127122. * @returns the number of groups in the system
  127123. */
  127124. addVolumePoints(mesh: Mesh, nb: number, colorWith?: number, color?: Color4 | number, range?: number): number;
  127125. /**
  127126. * Sets all the particles : this method actually really updates the mesh according to the particle positions, rotations, colors, textures, etc.
  127127. * This method calls `updateParticle()` for each particle of the SPS.
  127128. * For an animated SPS, it is usually called within the render loop.
  127129. * @param start The particle index in the particle array where to start to compute the particle property values _(default 0)_
  127130. * @param end The particle index in the particle array where to stop to compute the particle property values _(default nbParticle - 1)_
  127131. * @param update If the mesh must be finally updated on this call after all the particle computations _(default true)_
  127132. * @returns the PCS.
  127133. */
  127134. setParticles(start?: number, end?: number, update?: boolean): PointsCloudSystem;
  127135. /**
  127136. * Disposes the PCS.
  127137. */
  127138. dispose(): void;
  127139. /**
  127140. * Visibilty helper : Recomputes the visible size according to the mesh bounding box
  127141. * doc :
  127142. * @returns the PCS.
  127143. */
  127144. refreshVisibleSize(): PointsCloudSystem;
  127145. /**
  127146. * Visibility helper : Sets the size of a visibility box, this sets the underlying mesh bounding box.
  127147. * @param size the size (float) of the visibility box
  127148. * note : this doesn't lock the PCS mesh bounding box.
  127149. * doc :
  127150. */
  127151. setVisibilityBox(size: number): void;
  127152. /**
  127153. * Gets whether the PCS is always visible or not
  127154. * doc :
  127155. */
  127156. /**
  127157. * Sets the PCS as always visible or not
  127158. * doc :
  127159. */
  127160. isAlwaysVisible: boolean;
  127161. /**
  127162. * Tells to `setParticles()` to compute the particle rotations or not
  127163. * Default value : false. The PCS is faster when it's set to false
  127164. * Note : particle rotations are only applied to parent particles
  127165. * Note : the particle rotations aren't stored values, so setting `computeParticleRotation` to false will prevents the particle to rotate
  127166. */
  127167. computeParticleRotation: boolean;
  127168. /**
  127169. * Tells to `setParticles()` to compute the particle colors or not.
  127170. * Default value : true. The PCS is faster when it's set to false.
  127171. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127172. */
  127173. /**
  127174. * Gets if `setParticles()` computes the particle colors or not.
  127175. * Default value : false. The PCS is faster when it's set to false.
  127176. * Note : the particle colors are stored values, so setting `computeParticleColor` to false will keep yet the last colors set.
  127177. */
  127178. computeParticleColor: boolean;
  127179. /**
  127180. * Gets if `setParticles()` computes the particle textures or not.
  127181. * Default value : false. The PCS is faster when it's set to false.
  127182. * Note : the particle textures are stored values, so setting `computeParticleTexture` to false will keep yet the last colors set.
  127183. */
  127184. computeParticleTexture: boolean;
  127185. /**
  127186. * Tells to `setParticles()` to compute or not the mesh bounding box when computing the particle positions.
  127187. */
  127188. /**
  127189. * Gets if `setParticles()` computes or not the mesh bounding box when computing the particle positions.
  127190. */
  127191. computeBoundingBox: boolean;
  127192. /**
  127193. * This function does nothing. It may be overwritten to set all the particle first values.
  127194. * The PCS doesn't call this function, you may have to call it by your own.
  127195. * doc :
  127196. */
  127197. initParticles(): void;
  127198. /**
  127199. * This function does nothing. It may be overwritten to recycle a particle
  127200. * The PCS doesn't call this function, you can to call it
  127201. * doc :
  127202. * @param particle The particle to recycle
  127203. * @returns the recycled particle
  127204. */
  127205. recycleParticle(particle: CloudPoint): CloudPoint;
  127206. /**
  127207. * Updates a particle : this function should be overwritten by the user.
  127208. * It is called on each particle by `setParticles()`. This is the place to code each particle behavior.
  127209. * doc :
  127210. * @example : just set a particle position or velocity and recycle conditions
  127211. * @param particle The particle to update
  127212. * @returns the updated particle
  127213. */
  127214. updateParticle(particle: CloudPoint): CloudPoint;
  127215. /**
  127216. * This will be called before any other treatment by `setParticles()` and will be passed three parameters.
  127217. * This does nothing and may be overwritten by the user.
  127218. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127219. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127220. * @param update the boolean update value actually passed to setParticles()
  127221. */
  127222. beforeUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127223. /**
  127224. * This will be called by `setParticles()` after all the other treatments and just before the actual mesh update.
  127225. * This will be passed three parameters.
  127226. * This does nothing and may be overwritten by the user.
  127227. * @param start the particle index in the particle array where to start to iterate, same than the value passed to setParticle()
  127228. * @param stop the particle index in the particle array where to stop to iterate, same than the value passed to setParticle()
  127229. * @param update the boolean update value actually passed to setParticles()
  127230. */
  127231. afterUpdateParticles(start?: number, stop?: number, update?: boolean): void;
  127232. }
  127233. }
  127234. declare module BABYLON {
  127235. /**
  127236. * Represents one particle of a points cloud system.
  127237. */
  127238. export class CloudPoint {
  127239. /**
  127240. * particle global index
  127241. */
  127242. idx: number;
  127243. /**
  127244. * The color of the particle
  127245. */
  127246. color: Nullable<Color4>;
  127247. /**
  127248. * The world space position of the particle.
  127249. */
  127250. position: Vector3;
  127251. /**
  127252. * The world space rotation of the particle. (Not use if rotationQuaternion is set)
  127253. */
  127254. rotation: Vector3;
  127255. /**
  127256. * The world space rotation quaternion of the particle.
  127257. */
  127258. rotationQuaternion: Nullable<Quaternion>;
  127259. /**
  127260. * The uv of the particle.
  127261. */
  127262. uv: Nullable<Vector2>;
  127263. /**
  127264. * The current speed of the particle.
  127265. */
  127266. velocity: Vector3;
  127267. /**
  127268. * The pivot point in the particle local space.
  127269. */
  127270. pivot: Vector3;
  127271. /**
  127272. * Must the particle be translated from its pivot point in its local space ?
  127273. * In this case, the pivot point is set at the origin of the particle local space and the particle is translated.
  127274. * Default : false
  127275. */
  127276. translateFromPivot: boolean;
  127277. /**
  127278. * Index of this particle in the global "positions" array (Internal use)
  127279. * @hidden
  127280. */
  127281. _pos: number;
  127282. /**
  127283. * @hidden Index of this particle in the global "indices" array (Internal use)
  127284. */
  127285. _ind: number;
  127286. /**
  127287. * Group this particle belongs to
  127288. */
  127289. _group: PointsGroup;
  127290. /**
  127291. * Group id of this particle
  127292. */
  127293. groupId: number;
  127294. /**
  127295. * Index of the particle in its group id (Internal use)
  127296. */
  127297. idxInGroup: number;
  127298. /**
  127299. * @hidden Particle BoundingInfo object (Internal use)
  127300. */
  127301. _boundingInfo: BoundingInfo;
  127302. /**
  127303. * @hidden Reference to the PCS that the particle belongs to (Internal use)
  127304. */
  127305. _pcs: PointsCloudSystem;
  127306. /**
  127307. * @hidden Still set as invisible in order to skip useless computations (Internal use)
  127308. */
  127309. _stillInvisible: boolean;
  127310. /**
  127311. * @hidden Last computed particle rotation matrix
  127312. */
  127313. _rotationMatrix: number[];
  127314. /**
  127315. * Parent particle Id, if any.
  127316. * Default null.
  127317. */
  127318. parentId: Nullable<number>;
  127319. /**
  127320. * @hidden Internal global position in the PCS.
  127321. */
  127322. _globalPosition: Vector3;
  127323. /**
  127324. * Creates a Point Cloud object.
  127325. * Don't create particles manually, use instead the PCS internal tools like _addParticle()
  127326. * @param particleIndex (integer) is the particle index in the PCS pool. It's also the particle identifier.
  127327. * @param group (PointsGroup) is the group the particle belongs to
  127328. * @param groupId (integer) is the group identifier in the PCS.
  127329. * @param idxInGroup (integer) is the index of the particle in the current point group (ex: the 10th point of addPoints(30))
  127330. * @param pcs defines the PCS it is associated to
  127331. */
  127332. constructor(particleIndex: number, group: PointsGroup, groupId: number, idxInGroup: number, pcs: PointsCloudSystem);
  127333. /**
  127334. * get point size
  127335. */
  127336. /**
  127337. * Set point size
  127338. */
  127339. size: Vector3;
  127340. /**
  127341. * Legacy support, changed quaternion to rotationQuaternion
  127342. */
  127343. /**
  127344. * Legacy support, changed quaternion to rotationQuaternion
  127345. */
  127346. quaternion: Nullable<Quaternion>;
  127347. /**
  127348. * Returns a boolean. True if the particle intersects a mesh, else false
  127349. * The intersection is computed on the particle position and Axis Aligned Bounding Box (AABB) or Sphere
  127350. * @param target is the object (point or mesh) what the intersection is computed against
  127351. * @param isSphere is boolean flag when false (default) bounding box of mesh is used, when true the bouding sphere is used
  127352. * @returns true if it intersects
  127353. */
  127354. intersectsMesh(target: Mesh, isSphere: boolean): boolean;
  127355. /**
  127356. * get the rotation matrix of the particle
  127357. * @hidden
  127358. */
  127359. getRotationMatrix(m: Matrix): void;
  127360. }
  127361. /**
  127362. * Represents a group of points in a points cloud system
  127363. * * PCS internal tool, don't use it manually.
  127364. */
  127365. export class PointsGroup {
  127366. /**
  127367. * The group id
  127368. * @hidden
  127369. */
  127370. groupID: number;
  127371. /**
  127372. * image data for group (internal use)
  127373. * @hidden
  127374. */
  127375. _groupImageData: Nullable<ArrayBufferView>;
  127376. /**
  127377. * Image Width (internal use)
  127378. * @hidden
  127379. */
  127380. _groupImgWidth: number;
  127381. /**
  127382. * Image Height (internal use)
  127383. * @hidden
  127384. */
  127385. _groupImgHeight: number;
  127386. /**
  127387. * Custom position function (internal use)
  127388. * @hidden
  127389. */
  127390. _positionFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>;
  127391. /**
  127392. * density per facet for surface points
  127393. * @hidden
  127394. */
  127395. _groupDensity: number[];
  127396. /**
  127397. * Only when points are colored by texture carries pointer to texture list array
  127398. * @hidden
  127399. */
  127400. _textureNb: number;
  127401. /**
  127402. * Creates a points group object. This is an internal reference to produce particles for the PCS.
  127403. * PCS internal tool, don't use it manually.
  127404. * @hidden
  127405. */
  127406. constructor(id: number, posFunction: Nullable<(particle: CloudPoint, i?: number, s?: number) => void>);
  127407. }
  127408. }
  127409. declare module BABYLON {
  127410. interface Scene {
  127411. /** @hidden (Backing field) */
  127412. _physicsEngine: Nullable<IPhysicsEngine>;
  127413. /**
  127414. * Gets the current physics engine
  127415. * @returns a IPhysicsEngine or null if none attached
  127416. */
  127417. getPhysicsEngine(): Nullable<IPhysicsEngine>;
  127418. /**
  127419. * Enables physics to the current scene
  127420. * @param gravity defines the scene's gravity for the physics engine
  127421. * @param plugin defines the physics engine to be used. defaults to OimoJS.
  127422. * @return a boolean indicating if the physics engine was initialized
  127423. */
  127424. enablePhysics(gravity: Nullable<Vector3>, plugin?: IPhysicsEnginePlugin): boolean;
  127425. /**
  127426. * Disables and disposes the physics engine associated with the scene
  127427. */
  127428. disablePhysicsEngine(): void;
  127429. /**
  127430. * Gets a boolean indicating if there is an active physics engine
  127431. * @returns a boolean indicating if there is an active physics engine
  127432. */
  127433. isPhysicsEnabled(): boolean;
  127434. /**
  127435. * Deletes a physics compound impostor
  127436. * @param compound defines the compound to delete
  127437. */
  127438. deleteCompoundImpostor(compound: any): void;
  127439. /**
  127440. * An event triggered when physic simulation is about to be run
  127441. */
  127442. onBeforePhysicsObservable: Observable<Scene>;
  127443. /**
  127444. * An event triggered when physic simulation has been done
  127445. */
  127446. onAfterPhysicsObservable: Observable<Scene>;
  127447. }
  127448. interface AbstractMesh {
  127449. /** @hidden */
  127450. _physicsImpostor: Nullable<PhysicsImpostor>;
  127451. /**
  127452. * Gets or sets impostor used for physic simulation
  127453. * @see http://doc.babylonjs.com/features/physics_engine
  127454. */
  127455. physicsImpostor: Nullable<PhysicsImpostor>;
  127456. /**
  127457. * Gets the current physics impostor
  127458. * @see http://doc.babylonjs.com/features/physics_engine
  127459. * @returns a physics impostor or null
  127460. */
  127461. getPhysicsImpostor(): Nullable<PhysicsImpostor>;
  127462. /** Apply a physic impulse to the mesh
  127463. * @param force defines the force to apply
  127464. * @param contactPoint defines where to apply the force
  127465. * @returns the current mesh
  127466. * @see http://doc.babylonjs.com/how_to/using_the_physics_engine
  127467. */
  127468. applyImpulse(force: Vector3, contactPoint: Vector3): AbstractMesh;
  127469. /**
  127470. * Creates a physic joint between two meshes
  127471. * @param otherMesh defines the other mesh to use
  127472. * @param pivot1 defines the pivot to use on this mesh
  127473. * @param pivot2 defines the pivot to use on the other mesh
  127474. * @param options defines additional options (can be plugin dependent)
  127475. * @returns the current mesh
  127476. * @see https://www.babylonjs-playground.com/#0BS5U0#0
  127477. */
  127478. setPhysicsLinkWith(otherMesh: Mesh, pivot1: Vector3, pivot2: Vector3, options?: any): AbstractMesh;
  127479. /** @hidden */
  127480. _disposePhysicsObserver: Nullable<Observer<Node>>;
  127481. }
  127482. /**
  127483. * Defines the physics engine scene component responsible to manage a physics engine
  127484. */
  127485. export class PhysicsEngineSceneComponent implements ISceneComponent {
  127486. /**
  127487. * The component name helpful to identify the component in the list of scene components.
  127488. */
  127489. readonly name: string;
  127490. /**
  127491. * The scene the component belongs to.
  127492. */
  127493. scene: Scene;
  127494. /**
  127495. * Creates a new instance of the component for the given scene
  127496. * @param scene Defines the scene to register the component in
  127497. */
  127498. constructor(scene: Scene);
  127499. /**
  127500. * Registers the component in a given scene
  127501. */
  127502. register(): void;
  127503. /**
  127504. * Rebuilds the elements related to this component in case of
  127505. * context lost for instance.
  127506. */
  127507. rebuild(): void;
  127508. /**
  127509. * Disposes the component and the associated ressources
  127510. */
  127511. dispose(): void;
  127512. }
  127513. }
  127514. declare module BABYLON {
  127515. /**
  127516. * A helper for physics simulations
  127517. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127518. */
  127519. export class PhysicsHelper {
  127520. private _scene;
  127521. private _physicsEngine;
  127522. /**
  127523. * Initializes the Physics helper
  127524. * @param scene Babylon.js scene
  127525. */
  127526. constructor(scene: Scene);
  127527. /**
  127528. * Applies a radial explosion impulse
  127529. * @param origin the origin of the explosion
  127530. * @param radiusOrEventOptions the radius or the options of radial explosion
  127531. * @param strength the explosion strength
  127532. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127533. * @returns A physics radial explosion event, or null
  127534. */
  127535. applyRadialExplosionImpulse(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127536. /**
  127537. * Applies a radial explosion force
  127538. * @param origin the origin of the explosion
  127539. * @param radiusOrEventOptions the radius or the options of radial explosion
  127540. * @param strength the explosion strength
  127541. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127542. * @returns A physics radial explosion event, or null
  127543. */
  127544. applyRadialExplosionForce(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsRadialExplosionEvent>;
  127545. /**
  127546. * Creates a gravitational field
  127547. * @param origin the origin of the explosion
  127548. * @param radiusOrEventOptions the radius or the options of radial explosion
  127549. * @param strength the explosion strength
  127550. * @param falloff possible options: Constant & Linear. Defaults to Constant
  127551. * @returns A physics gravitational field event, or null
  127552. */
  127553. gravitationalField(origin: Vector3, radiusOrEventOptions: number | PhysicsRadialExplosionEventOptions, strength?: number, falloff?: PhysicsRadialImpulseFalloff): Nullable<PhysicsGravitationalFieldEvent>;
  127554. /**
  127555. * Creates a physics updraft event
  127556. * @param origin the origin of the updraft
  127557. * @param radiusOrEventOptions the radius or the options of the updraft
  127558. * @param strength the strength of the updraft
  127559. * @param height the height of the updraft
  127560. * @param updraftMode possible options: Center & Perpendicular. Defaults to Center
  127561. * @returns A physics updraft event, or null
  127562. */
  127563. updraft(origin: Vector3, radiusOrEventOptions: number | PhysicsUpdraftEventOptions, strength?: number, height?: number, updraftMode?: PhysicsUpdraftMode): Nullable<PhysicsUpdraftEvent>;
  127564. /**
  127565. * Creates a physics vortex event
  127566. * @param origin the of the vortex
  127567. * @param radiusOrEventOptions the radius or the options of the vortex
  127568. * @param strength the strength of the vortex
  127569. * @param height the height of the vortex
  127570. * @returns a Physics vortex event, or null
  127571. * A physics vortex event or null
  127572. */
  127573. vortex(origin: Vector3, radiusOrEventOptions: number | PhysicsVortexEventOptions, strength?: number, height?: number): Nullable<PhysicsVortexEvent>;
  127574. }
  127575. /**
  127576. * Represents a physics radial explosion event
  127577. */
  127578. class PhysicsRadialExplosionEvent {
  127579. private _scene;
  127580. private _options;
  127581. private _sphere;
  127582. private _dataFetched;
  127583. /**
  127584. * Initializes a radial explosioin event
  127585. * @param _scene BabylonJS scene
  127586. * @param _options The options for the vortex event
  127587. */
  127588. constructor(_scene: Scene, _options: PhysicsRadialExplosionEventOptions);
  127589. /**
  127590. * Returns the data related to the radial explosion event (sphere).
  127591. * @returns The radial explosion event data
  127592. */
  127593. getData(): PhysicsRadialExplosionEventData;
  127594. /**
  127595. * Returns the force and contact point of the impostor or false, if the impostor is not affected by the force/impulse.
  127596. * @param impostor A physics imposter
  127597. * @param origin the origin of the explosion
  127598. * @returns {Nullable<PhysicsHitData>} A physics force and contact point, or null
  127599. */
  127600. getImpostorHitData(impostor: PhysicsImpostor, origin: Vector3): Nullable<PhysicsHitData>;
  127601. /**
  127602. * Triggers affecterd impostors callbacks
  127603. * @param affectedImpostorsWithData defines the list of affected impostors (including associated data)
  127604. */
  127605. triggerAffectedImpostorsCallback(affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>): void;
  127606. /**
  127607. * Disposes the sphere.
  127608. * @param force Specifies if the sphere should be disposed by force
  127609. */
  127610. dispose(force?: boolean): void;
  127611. /*** Helpers ***/
  127612. private _prepareSphere;
  127613. private _intersectsWithSphere;
  127614. }
  127615. /**
  127616. * Represents a gravitational field event
  127617. */
  127618. class PhysicsGravitationalFieldEvent {
  127619. private _physicsHelper;
  127620. private _scene;
  127621. private _origin;
  127622. private _options;
  127623. private _tickCallback;
  127624. private _sphere;
  127625. private _dataFetched;
  127626. /**
  127627. * Initializes the physics gravitational field event
  127628. * @param _physicsHelper A physics helper
  127629. * @param _scene BabylonJS scene
  127630. * @param _origin The origin position of the gravitational field event
  127631. * @param _options The options for the vortex event
  127632. */
  127633. constructor(_physicsHelper: PhysicsHelper, _scene: Scene, _origin: Vector3, _options: PhysicsRadialExplosionEventOptions);
  127634. /**
  127635. * Returns the data related to the gravitational field event (sphere).
  127636. * @returns A gravitational field event
  127637. */
  127638. getData(): PhysicsGravitationalFieldEventData;
  127639. /**
  127640. * Enables the gravitational field.
  127641. */
  127642. enable(): void;
  127643. /**
  127644. * Disables the gravitational field.
  127645. */
  127646. disable(): void;
  127647. /**
  127648. * Disposes the sphere.
  127649. * @param force The force to dispose from the gravitational field event
  127650. */
  127651. dispose(force?: boolean): void;
  127652. private _tick;
  127653. }
  127654. /**
  127655. * Represents a physics updraft event
  127656. */
  127657. class PhysicsUpdraftEvent {
  127658. private _scene;
  127659. private _origin;
  127660. private _options;
  127661. private _physicsEngine;
  127662. private _originTop;
  127663. private _originDirection;
  127664. private _tickCallback;
  127665. private _cylinder;
  127666. private _cylinderPosition;
  127667. private _dataFetched;
  127668. /**
  127669. * Initializes the physics updraft event
  127670. * @param _scene BabylonJS scene
  127671. * @param _origin The origin position of the updraft
  127672. * @param _options The options for the updraft event
  127673. */
  127674. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsUpdraftEventOptions);
  127675. /**
  127676. * Returns the data related to the updraft event (cylinder).
  127677. * @returns A physics updraft event
  127678. */
  127679. getData(): PhysicsUpdraftEventData;
  127680. /**
  127681. * Enables the updraft.
  127682. */
  127683. enable(): void;
  127684. /**
  127685. * Disables the updraft.
  127686. */
  127687. disable(): void;
  127688. /**
  127689. * Disposes the cylinder.
  127690. * @param force Specifies if the updraft should be disposed by force
  127691. */
  127692. dispose(force?: boolean): void;
  127693. private getImpostorHitData;
  127694. private _tick;
  127695. /*** Helpers ***/
  127696. private _prepareCylinder;
  127697. private _intersectsWithCylinder;
  127698. }
  127699. /**
  127700. * Represents a physics vortex event
  127701. */
  127702. class PhysicsVortexEvent {
  127703. private _scene;
  127704. private _origin;
  127705. private _options;
  127706. private _physicsEngine;
  127707. private _originTop;
  127708. private _tickCallback;
  127709. private _cylinder;
  127710. private _cylinderPosition;
  127711. private _dataFetched;
  127712. /**
  127713. * Initializes the physics vortex event
  127714. * @param _scene The BabylonJS scene
  127715. * @param _origin The origin position of the vortex
  127716. * @param _options The options for the vortex event
  127717. */
  127718. constructor(_scene: Scene, _origin: Vector3, _options: PhysicsVortexEventOptions);
  127719. /**
  127720. * Returns the data related to the vortex event (cylinder).
  127721. * @returns The physics vortex event data
  127722. */
  127723. getData(): PhysicsVortexEventData;
  127724. /**
  127725. * Enables the vortex.
  127726. */
  127727. enable(): void;
  127728. /**
  127729. * Disables the cortex.
  127730. */
  127731. disable(): void;
  127732. /**
  127733. * Disposes the sphere.
  127734. * @param force
  127735. */
  127736. dispose(force?: boolean): void;
  127737. private getImpostorHitData;
  127738. private _tick;
  127739. /*** Helpers ***/
  127740. private _prepareCylinder;
  127741. private _intersectsWithCylinder;
  127742. }
  127743. /**
  127744. * Options fot the radial explosion event
  127745. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127746. */
  127747. export class PhysicsRadialExplosionEventOptions {
  127748. /**
  127749. * The radius of the sphere for the radial explosion.
  127750. */
  127751. radius: number;
  127752. /**
  127753. * The strenth of the explosion.
  127754. */
  127755. strength: number;
  127756. /**
  127757. * The strenght of the force in correspondence to the distance of the affected object
  127758. */
  127759. falloff: PhysicsRadialImpulseFalloff;
  127760. /**
  127761. * Sphere options for the radial explosion.
  127762. */
  127763. sphere: {
  127764. segments: number;
  127765. diameter: number;
  127766. };
  127767. /**
  127768. * Sphere options for the radial explosion.
  127769. */
  127770. affectedImpostorsCallback: (affectedImpostorsWithData: Array<PhysicsAffectedImpostorWithData>) => void;
  127771. }
  127772. /**
  127773. * Options fot the updraft event
  127774. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127775. */
  127776. export class PhysicsUpdraftEventOptions {
  127777. /**
  127778. * The radius of the cylinder for the vortex
  127779. */
  127780. radius: number;
  127781. /**
  127782. * The strenth of the updraft.
  127783. */
  127784. strength: number;
  127785. /**
  127786. * The height of the cylinder for the updraft.
  127787. */
  127788. height: number;
  127789. /**
  127790. * The mode for the the updraft.
  127791. */
  127792. updraftMode: PhysicsUpdraftMode;
  127793. }
  127794. /**
  127795. * Options fot the vortex event
  127796. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127797. */
  127798. export class PhysicsVortexEventOptions {
  127799. /**
  127800. * The radius of the cylinder for the vortex
  127801. */
  127802. radius: number;
  127803. /**
  127804. * The strenth of the vortex.
  127805. */
  127806. strength: number;
  127807. /**
  127808. * The height of the cylinder for the vortex.
  127809. */
  127810. height: number;
  127811. /**
  127812. * At which distance, relative to the radius the centripetal forces should kick in? Range: 0-1
  127813. */
  127814. centripetalForceThreshold: number;
  127815. /**
  127816. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when below the treshold.
  127817. */
  127818. centripetalForceMultiplier: number;
  127819. /**
  127820. * This multiplier determines with how much force the objects will be pushed sideways/around the vortex, when above the treshold.
  127821. */
  127822. centrifugalForceMultiplier: number;
  127823. /**
  127824. * This multiplier determines with how much force the objects will be pushed upwards, when in the vortex.
  127825. */
  127826. updraftForceMultiplier: number;
  127827. }
  127828. /**
  127829. * The strenght of the force in correspondence to the distance of the affected object
  127830. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127831. */
  127832. export enum PhysicsRadialImpulseFalloff {
  127833. /** Defines that impulse is constant in strength across it's whole radius */
  127834. Constant = 0,
  127835. /** Defines that impulse gets weaker if it's further from the origin */
  127836. Linear = 1
  127837. }
  127838. /**
  127839. * The strength of the force in correspondence to the distance of the affected object
  127840. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127841. */
  127842. export enum PhysicsUpdraftMode {
  127843. /** Defines that the upstream forces will pull towards the top center of the cylinder */
  127844. Center = 0,
  127845. /** Defines that once a impostor is inside the cylinder, it will shoot out perpendicular from the ground of the cylinder */
  127846. Perpendicular = 1
  127847. }
  127848. /**
  127849. * Interface for a physics hit data
  127850. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127851. */
  127852. export interface PhysicsHitData {
  127853. /**
  127854. * The force applied at the contact point
  127855. */
  127856. force: Vector3;
  127857. /**
  127858. * The contact point
  127859. */
  127860. contactPoint: Vector3;
  127861. /**
  127862. * The distance from the origin to the contact point
  127863. */
  127864. distanceFromOrigin: number;
  127865. }
  127866. /**
  127867. * Interface for radial explosion event data
  127868. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127869. */
  127870. export interface PhysicsRadialExplosionEventData {
  127871. /**
  127872. * A sphere used for the radial explosion event
  127873. */
  127874. sphere: Mesh;
  127875. }
  127876. /**
  127877. * Interface for gravitational field event data
  127878. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127879. */
  127880. export interface PhysicsGravitationalFieldEventData {
  127881. /**
  127882. * A sphere mesh used for the gravitational field event
  127883. */
  127884. sphere: Mesh;
  127885. }
  127886. /**
  127887. * Interface for updraft event data
  127888. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127889. */
  127890. export interface PhysicsUpdraftEventData {
  127891. /**
  127892. * A cylinder used for the updraft event
  127893. */
  127894. cylinder: Mesh;
  127895. }
  127896. /**
  127897. * Interface for vortex event data
  127898. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127899. */
  127900. export interface PhysicsVortexEventData {
  127901. /**
  127902. * A cylinder used for the vortex event
  127903. */
  127904. cylinder: Mesh;
  127905. }
  127906. /**
  127907. * Interface for an affected physics impostor
  127908. * @see https://doc.babylonjs.com/how_to/using_the_physics_engine#further-functionality-of-the-impostor-class
  127909. */
  127910. export interface PhysicsAffectedImpostorWithData {
  127911. /**
  127912. * The impostor affected by the effect
  127913. */
  127914. impostor: PhysicsImpostor;
  127915. /**
  127916. * The data about the hit/horce from the explosion
  127917. */
  127918. hitData: PhysicsHitData;
  127919. }
  127920. }
  127921. declare module BABYLON {
  127922. /** @hidden */
  127923. export var blackAndWhitePixelShader: {
  127924. name: string;
  127925. shader: string;
  127926. };
  127927. }
  127928. declare module BABYLON {
  127929. /**
  127930. * Post process used to render in black and white
  127931. */
  127932. export class BlackAndWhitePostProcess extends PostProcess {
  127933. /**
  127934. * Linear about to convert he result to black and white (default: 1)
  127935. */
  127936. degree: number;
  127937. /**
  127938. * Creates a black and white post process
  127939. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#black-and-white
  127940. * @param name The name of the effect.
  127941. * @param options The required width/height ratio to downsize to before computing the render pass.
  127942. * @param camera The camera to apply the render pass to.
  127943. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  127944. * @param engine The engine which the post process will be applied. (default: current engine)
  127945. * @param reusable If the post process can be reused on the same frame. (default: false)
  127946. */
  127947. constructor(name: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  127948. }
  127949. }
  127950. declare module BABYLON {
  127951. /**
  127952. * This represents a set of one or more post processes in Babylon.
  127953. * A post process can be used to apply a shader to a texture after it is rendered.
  127954. * @example https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  127955. */
  127956. export class PostProcessRenderEffect {
  127957. private _postProcesses;
  127958. private _getPostProcesses;
  127959. private _singleInstance;
  127960. private _cameras;
  127961. private _indicesForCamera;
  127962. /**
  127963. * Name of the effect
  127964. * @hidden
  127965. */
  127966. _name: string;
  127967. /**
  127968. * Instantiates a post process render effect.
  127969. * A post process can be used to apply a shader to a texture after it is rendered.
  127970. * @param engine The engine the effect is tied to
  127971. * @param name The name of the effect
  127972. * @param getPostProcesses A function that returns a set of post processes which the effect will run in order to be run.
  127973. * @param singleInstance False if this post process can be run on multiple cameras. (default: true)
  127974. */
  127975. constructor(engine: Engine, name: string, getPostProcesses: () => Nullable<PostProcess | Array<PostProcess>>, singleInstance?: boolean);
  127976. /**
  127977. * Checks if all the post processes in the effect are supported.
  127978. */
  127979. readonly isSupported: boolean;
  127980. /**
  127981. * Updates the current state of the effect
  127982. * @hidden
  127983. */
  127984. _update(): void;
  127985. /**
  127986. * Attaches the effect on cameras
  127987. * @param cameras The camera to attach to.
  127988. * @hidden
  127989. */
  127990. _attachCameras(cameras: Camera): void;
  127991. /**
  127992. * Attaches the effect on cameras
  127993. * @param cameras The camera to attach to.
  127994. * @hidden
  127995. */
  127996. _attachCameras(cameras: Camera[]): void;
  127997. /**
  127998. * Detaches the effect on cameras
  127999. * @param cameras The camera to detatch from.
  128000. * @hidden
  128001. */
  128002. _detachCameras(cameras: Camera): void;
  128003. /**
  128004. * Detatches the effect on cameras
  128005. * @param cameras The camera to detatch from.
  128006. * @hidden
  128007. */
  128008. _detachCameras(cameras: Camera[]): void;
  128009. /**
  128010. * Enables the effect on given cameras
  128011. * @param cameras The camera to enable.
  128012. * @hidden
  128013. */
  128014. _enable(cameras: Camera): void;
  128015. /**
  128016. * Enables the effect on given cameras
  128017. * @param cameras The camera to enable.
  128018. * @hidden
  128019. */
  128020. _enable(cameras: Nullable<Camera[]>): void;
  128021. /**
  128022. * Disables the effect on the given cameras
  128023. * @param cameras The camera to disable.
  128024. * @hidden
  128025. */
  128026. _disable(cameras: Camera): void;
  128027. /**
  128028. * Disables the effect on the given cameras
  128029. * @param cameras The camera to disable.
  128030. * @hidden
  128031. */
  128032. _disable(cameras: Nullable<Camera[]>): void;
  128033. /**
  128034. * Gets a list of the post processes contained in the effect.
  128035. * @param camera The camera to get the post processes on.
  128036. * @returns The list of the post processes in the effect.
  128037. */
  128038. getPostProcesses(camera?: Camera): Nullable<Array<PostProcess>>;
  128039. }
  128040. }
  128041. declare module BABYLON {
  128042. /** @hidden */
  128043. export var extractHighlightsPixelShader: {
  128044. name: string;
  128045. shader: string;
  128046. };
  128047. }
  128048. declare module BABYLON {
  128049. /**
  128050. * 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.
  128051. */
  128052. export class ExtractHighlightsPostProcess extends PostProcess {
  128053. /**
  128054. * The luminance threshold, pixels below this value will be set to black.
  128055. */
  128056. threshold: number;
  128057. /** @hidden */
  128058. _exposure: number;
  128059. /**
  128060. * Post process which has the input texture to be used when performing highlight extraction
  128061. * @hidden
  128062. */
  128063. _inputPostProcess: Nullable<PostProcess>;
  128064. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128065. }
  128066. }
  128067. declare module BABYLON {
  128068. /** @hidden */
  128069. export var bloomMergePixelShader: {
  128070. name: string;
  128071. shader: string;
  128072. };
  128073. }
  128074. declare module BABYLON {
  128075. /**
  128076. * The BloomMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128077. */
  128078. export class BloomMergePostProcess extends PostProcess {
  128079. /** Weight of the bloom to be added to the original input. */
  128080. weight: number;
  128081. /**
  128082. * Creates a new instance of @see BloomMergePostProcess
  128083. * @param name The name of the effect.
  128084. * @param originalFromInput Post process which's input will be used for the merge.
  128085. * @param blurred Blurred highlights post process which's output will be used.
  128086. * @param weight Weight of the bloom to be added to the original input.
  128087. * @param options The required width/height ratio to downsize to before computing the render pass.
  128088. * @param camera The camera to apply the render pass to.
  128089. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128090. * @param engine The engine which the post process will be applied. (default: current engine)
  128091. * @param reusable If the post process can be reused on the same frame. (default: false)
  128092. * @param textureType Type of textures used when performing the post process. (default: 0)
  128093. * @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)
  128094. */
  128095. constructor(name: string, originalFromInput: PostProcess, blurred: PostProcess,
  128096. /** Weight of the bloom to be added to the original input. */
  128097. weight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128098. }
  128099. }
  128100. declare module BABYLON {
  128101. /**
  128102. * The bloom effect spreads bright areas of an image to simulate artifacts seen in cameras
  128103. */
  128104. export class BloomEffect extends PostProcessRenderEffect {
  128105. private bloomScale;
  128106. /**
  128107. * @hidden Internal
  128108. */
  128109. _effects: Array<PostProcess>;
  128110. /**
  128111. * @hidden Internal
  128112. */
  128113. _downscale: ExtractHighlightsPostProcess;
  128114. private _blurX;
  128115. private _blurY;
  128116. private _merge;
  128117. /**
  128118. * The luminance threshold to find bright areas of the image to bloom.
  128119. */
  128120. threshold: number;
  128121. /**
  128122. * The strength of the bloom.
  128123. */
  128124. weight: number;
  128125. /**
  128126. * Specifies the size of the bloom blur kernel, relative to the final output size
  128127. */
  128128. kernel: number;
  128129. /**
  128130. * Creates a new instance of @see BloomEffect
  128131. * @param scene The scene the effect belongs to.
  128132. * @param bloomScale The ratio of the blur texture to the input texture that should be used to compute the bloom.
  128133. * @param bloomKernel The size of the kernel to be used when applying the blur.
  128134. * @param bloomWeight The the strength of bloom.
  128135. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128136. * @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)
  128137. */
  128138. constructor(scene: Scene, bloomScale: number, bloomWeight: number, bloomKernel: number, pipelineTextureType?: number, blockCompilation?: boolean);
  128139. /**
  128140. * Disposes each of the internal effects for a given camera.
  128141. * @param camera The camera to dispose the effect on.
  128142. */
  128143. disposeEffects(camera: Camera): void;
  128144. /**
  128145. * @hidden Internal
  128146. */
  128147. _updateEffects(): void;
  128148. /**
  128149. * Internal
  128150. * @returns if all the contained post processes are ready.
  128151. * @hidden
  128152. */
  128153. _isReady(): boolean;
  128154. }
  128155. }
  128156. declare module BABYLON {
  128157. /** @hidden */
  128158. export var chromaticAberrationPixelShader: {
  128159. name: string;
  128160. shader: string;
  128161. };
  128162. }
  128163. declare module BABYLON {
  128164. /**
  128165. * The ChromaticAberrationPostProcess separates the rgb channels in an image to produce chromatic distortion around the edges of the screen
  128166. */
  128167. export class ChromaticAberrationPostProcess extends PostProcess {
  128168. /**
  128169. * The amount of seperation of rgb channels (default: 30)
  128170. */
  128171. aberrationAmount: number;
  128172. /**
  128173. * The amount the effect will increase for pixels closer to the edge of the screen. (default: 0)
  128174. */
  128175. radialIntensity: number;
  128176. /**
  128177. * 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))
  128178. */
  128179. direction: Vector2;
  128180. /**
  128181. * 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))
  128182. */
  128183. centerPosition: Vector2;
  128184. /**
  128185. * Creates a new instance ChromaticAberrationPostProcess
  128186. * @param name The name of the effect.
  128187. * @param screenWidth The width of the screen to apply the effect on.
  128188. * @param screenHeight The height of the screen to apply the effect on.
  128189. * @param options The required width/height ratio to downsize to before computing the render pass.
  128190. * @param camera The camera to apply the render pass to.
  128191. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128192. * @param engine The engine which the post process will be applied. (default: current engine)
  128193. * @param reusable If the post process can be reused on the same frame. (default: false)
  128194. * @param textureType Type of textures used when performing the post process. (default: 0)
  128195. * @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)
  128196. */
  128197. constructor(name: string, screenWidth: number, screenHeight: number, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128198. }
  128199. }
  128200. declare module BABYLON {
  128201. /** @hidden */
  128202. export var circleOfConfusionPixelShader: {
  128203. name: string;
  128204. shader: string;
  128205. };
  128206. }
  128207. declare module BABYLON {
  128208. /**
  128209. * The CircleOfConfusionPostProcess computes the circle of confusion value for each pixel given required lens parameters. See https://en.wikipedia.org/wiki/Circle_of_confusion
  128210. */
  128211. export class CircleOfConfusionPostProcess extends PostProcess {
  128212. /**
  128213. * 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.
  128214. */
  128215. lensSize: number;
  128216. /**
  128217. * F-Stop of the effect's camera. The diamater of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128218. */
  128219. fStop: number;
  128220. /**
  128221. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128222. */
  128223. focusDistance: number;
  128224. /**
  128225. * Focal length of the effect's camera in scene units/1000 (eg. millimeter). (default: 50)
  128226. */
  128227. focalLength: number;
  128228. private _depthTexture;
  128229. /**
  128230. * Creates a new instance CircleOfConfusionPostProcess
  128231. * @param name The name of the effect.
  128232. * @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.
  128233. * @param options The required width/height ratio to downsize to before computing the render pass.
  128234. * @param camera The camera to apply the render pass to.
  128235. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128236. * @param engine The engine which the post process will be applied. (default: current engine)
  128237. * @param reusable If the post process can be reused on the same frame. (default: false)
  128238. * @param textureType Type of textures used when performing the post process. (default: 0)
  128239. * @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)
  128240. */
  128241. constructor(name: string, depthTexture: Nullable<RenderTargetTexture>, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128242. /**
  128243. * 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.
  128244. */
  128245. depthTexture: RenderTargetTexture;
  128246. }
  128247. }
  128248. declare module BABYLON {
  128249. /** @hidden */
  128250. export var colorCorrectionPixelShader: {
  128251. name: string;
  128252. shader: string;
  128253. };
  128254. }
  128255. declare module BABYLON {
  128256. /**
  128257. *
  128258. * This post-process allows the modification of rendered colors by using
  128259. * a 'look-up table' (LUT). This effect is also called Color Grading.
  128260. *
  128261. * The object needs to be provided an url to a texture containing the color
  128262. * look-up table: the texture must be 256 pixels wide and 16 pixels high.
  128263. * Use an image editing software to tweak the LUT to match your needs.
  128264. *
  128265. * For an example of a color LUT, see here:
  128266. * @see http://udn.epicgames.com/Three/rsrc/Three/ColorGrading/RGBTable16x1.png
  128267. * For explanations on color grading, see here:
  128268. * @see http://udn.epicgames.com/Three/ColorGrading.html
  128269. *
  128270. */
  128271. export class ColorCorrectionPostProcess extends PostProcess {
  128272. private _colorTableTexture;
  128273. constructor(name: string, colorTableUrl: string, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128274. }
  128275. }
  128276. declare module BABYLON {
  128277. /** @hidden */
  128278. export var convolutionPixelShader: {
  128279. name: string;
  128280. shader: string;
  128281. };
  128282. }
  128283. declare module BABYLON {
  128284. /**
  128285. * The ConvolutionPostProcess applies a 3x3 kernel to every pixel of the
  128286. * input texture to perform effects such as edge detection or sharpening
  128287. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128288. */
  128289. export class ConvolutionPostProcess extends PostProcess {
  128290. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128291. kernel: number[];
  128292. /**
  128293. * Creates a new instance ConvolutionPostProcess
  128294. * @param name The name of the effect.
  128295. * @param kernel Array of 9 values corresponding to the 3x3 kernel to be applied
  128296. * @param options The required width/height ratio to downsize to before computing the render pass.
  128297. * @param camera The camera to apply the render pass to.
  128298. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128299. * @param engine The engine which the post process will be applied. (default: current engine)
  128300. * @param reusable If the post process can be reused on the same frame. (default: false)
  128301. * @param textureType Type of textures used when performing the post process. (default: 0)
  128302. */
  128303. constructor(name: string,
  128304. /** Array of 9 values corresponding to the 3x3 kernel to be applied */
  128305. kernel: number[], options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128306. /**
  128307. * Edge detection 0 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128308. */
  128309. static EdgeDetect0Kernel: number[];
  128310. /**
  128311. * Edge detection 1 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128312. */
  128313. static EdgeDetect1Kernel: number[];
  128314. /**
  128315. * Edge detection 2 see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128316. */
  128317. static EdgeDetect2Kernel: number[];
  128318. /**
  128319. * Kernel to sharpen an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128320. */
  128321. static SharpenKernel: number[];
  128322. /**
  128323. * Kernel to emboss an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128324. */
  128325. static EmbossKernel: number[];
  128326. /**
  128327. * Kernel to blur an image see https://en.wikipedia.org/wiki/Kernel_(image_processing)
  128328. */
  128329. static GaussianKernel: number[];
  128330. }
  128331. }
  128332. declare module BABYLON {
  128333. /**
  128334. * The DepthOfFieldBlurPostProcess applied a blur in a give direction.
  128335. * This blur differs from the standard BlurPostProcess as it attempts to avoid blurring pixels
  128336. * based on samples that have a large difference in distance than the center pixel.
  128337. * See section 2.6.2 http://fileadmin.cs.lth.se/cs/education/edan35/lectures/12dof.pdf
  128338. */
  128339. export class DepthOfFieldBlurPostProcess extends BlurPostProcess {
  128340. direction: Vector2;
  128341. /**
  128342. * Creates a new instance CircleOfConfusionPostProcess
  128343. * @param name The name of the effect.
  128344. * @param scene The scene the effect belongs to.
  128345. * @param direction The direction the blur should be applied.
  128346. * @param kernel The size of the kernel used to blur.
  128347. * @param options The required width/height ratio to downsize to before computing the render pass.
  128348. * @param camera The camera to apply the render pass to.
  128349. * @param circleOfConfusion The circle of confusion + depth map to be used to avoid blurring accross edges
  128350. * @param imageToBlur The image to apply the blur to (default: Current rendered frame)
  128351. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128352. * @param engine The engine which the post process will be applied. (default: current engine)
  128353. * @param reusable If the post process can be reused on the same frame. (default: false)
  128354. * @param textureType Type of textures used when performing the post process. (default: 0)
  128355. * @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)
  128356. */
  128357. 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);
  128358. }
  128359. }
  128360. declare module BABYLON {
  128361. /** @hidden */
  128362. export var depthOfFieldMergePixelShader: {
  128363. name: string;
  128364. shader: string;
  128365. };
  128366. }
  128367. declare module BABYLON {
  128368. /**
  128369. * Options to be set when merging outputs from the default pipeline.
  128370. */
  128371. export class DepthOfFieldMergePostProcessOptions {
  128372. /**
  128373. * The original image to merge on top of
  128374. */
  128375. originalFromInput: PostProcess;
  128376. /**
  128377. * Parameters to perform the merge of the depth of field effect
  128378. */
  128379. depthOfField?: {
  128380. circleOfConfusion: PostProcess;
  128381. blurSteps: Array<PostProcess>;
  128382. };
  128383. /**
  128384. * Parameters to perform the merge of bloom effect
  128385. */
  128386. bloom?: {
  128387. blurred: PostProcess;
  128388. weight: number;
  128389. };
  128390. }
  128391. /**
  128392. * The DepthOfFieldMergePostProcess merges blurred images with the original based on the values of the circle of confusion.
  128393. */
  128394. export class DepthOfFieldMergePostProcess extends PostProcess {
  128395. private blurSteps;
  128396. /**
  128397. * Creates a new instance of DepthOfFieldMergePostProcess
  128398. * @param name The name of the effect.
  128399. * @param originalFromInput Post process which's input will be used for the merge.
  128400. * @param circleOfConfusion Circle of confusion post process which's output will be used to blur each pixel.
  128401. * @param blurSteps Blur post processes from low to high which will be mixed with the original image.
  128402. * @param options The required width/height ratio to downsize to before computing the render pass.
  128403. * @param camera The camera to apply the render pass to.
  128404. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128405. * @param engine The engine which the post process will be applied. (default: current engine)
  128406. * @param reusable If the post process can be reused on the same frame. (default: false)
  128407. * @param textureType Type of textures used when performing the post process. (default: 0)
  128408. * @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)
  128409. */
  128410. 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);
  128411. /**
  128412. * Updates the effect with the current post process compile time values and recompiles the shader.
  128413. * @param defines Define statements that should be added at the beginning of the shader. (default: null)
  128414. * @param uniforms Set of uniform variables that will be passed to the shader. (default: null)
  128415. * @param samplers Set of Texture2D variables that will be passed to the shader. (default: null)
  128416. * @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
  128417. * @param onCompiled Called when the shader has been compiled.
  128418. * @param onError Called if there is an error when compiling a shader.
  128419. */
  128420. updateEffect(defines?: Nullable<string>, uniforms?: Nullable<string[]>, samplers?: Nullable<string[]>, indexParameters?: any, onCompiled?: (effect: Effect) => void, onError?: (effect: Effect, errors: string) => void): void;
  128421. }
  128422. }
  128423. declare module BABYLON {
  128424. /**
  128425. * Specifies the level of max blur that should be applied when using the depth of field effect
  128426. */
  128427. export enum DepthOfFieldEffectBlurLevel {
  128428. /**
  128429. * Subtle blur
  128430. */
  128431. Low = 0,
  128432. /**
  128433. * Medium blur
  128434. */
  128435. Medium = 1,
  128436. /**
  128437. * Large blur
  128438. */
  128439. High = 2
  128440. }
  128441. /**
  128442. * The depth of field effect applies a blur to objects that are closer or further from where the camera is focusing.
  128443. */
  128444. export class DepthOfFieldEffect extends PostProcessRenderEffect {
  128445. private _circleOfConfusion;
  128446. /**
  128447. * @hidden Internal, blurs from high to low
  128448. */
  128449. _depthOfFieldBlurX: Array<DepthOfFieldBlurPostProcess>;
  128450. private _depthOfFieldBlurY;
  128451. private _dofMerge;
  128452. /**
  128453. * @hidden Internal post processes in depth of field effect
  128454. */
  128455. _effects: Array<PostProcess>;
  128456. /**
  128457. * The focal the length of the camera used in the effect in scene units/1000 (eg. millimeter)
  128458. */
  128459. focalLength: number;
  128460. /**
  128461. * F-Stop of the effect's camera. The diameter of the resulting aperture can be computed by lensSize/fStop. (default: 1.4)
  128462. */
  128463. fStop: number;
  128464. /**
  128465. * Distance away from the camera to focus on in scene units/1000 (eg. millimeter). (default: 2000)
  128466. */
  128467. focusDistance: number;
  128468. /**
  128469. * 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.
  128470. */
  128471. lensSize: number;
  128472. /**
  128473. * Creates a new instance DepthOfFieldEffect
  128474. * @param scene The scene the effect belongs to.
  128475. * @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.
  128476. * @param pipelineTextureType The type of texture to be used when performing the post processing.
  128477. * @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)
  128478. */
  128479. constructor(scene: Scene, depthTexture: Nullable<RenderTargetTexture>, blurLevel?: DepthOfFieldEffectBlurLevel, pipelineTextureType?: number, blockCompilation?: boolean);
  128480. /**
  128481. * Get the current class name of the current effet
  128482. * @returns "DepthOfFieldEffect"
  128483. */
  128484. getClassName(): string;
  128485. /**
  128486. * 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.
  128487. */
  128488. depthTexture: RenderTargetTexture;
  128489. /**
  128490. * Disposes each of the internal effects for a given camera.
  128491. * @param camera The camera to dispose the effect on.
  128492. */
  128493. disposeEffects(camera: Camera): void;
  128494. /**
  128495. * @hidden Internal
  128496. */
  128497. _updateEffects(): void;
  128498. /**
  128499. * Internal
  128500. * @returns if all the contained post processes are ready.
  128501. * @hidden
  128502. */
  128503. _isReady(): boolean;
  128504. }
  128505. }
  128506. declare module BABYLON {
  128507. /** @hidden */
  128508. export var displayPassPixelShader: {
  128509. name: string;
  128510. shader: string;
  128511. };
  128512. }
  128513. declare module BABYLON {
  128514. /**
  128515. * DisplayPassPostProcess which produces an output the same as it's input
  128516. */
  128517. export class DisplayPassPostProcess extends PostProcess {
  128518. /**
  128519. * Creates the DisplayPassPostProcess
  128520. * @param name The name of the effect.
  128521. * @param options The required width/height ratio to downsize to before computing the render pass.
  128522. * @param camera The camera to apply the render pass to.
  128523. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128524. * @param engine The engine which the post process will be applied. (default: current engine)
  128525. * @param reusable If the post process can be reused on the same frame. (default: false)
  128526. */
  128527. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128528. }
  128529. }
  128530. declare module BABYLON {
  128531. /** @hidden */
  128532. export var filterPixelShader: {
  128533. name: string;
  128534. shader: string;
  128535. };
  128536. }
  128537. declare module BABYLON {
  128538. /**
  128539. * Applies a kernel filter to the image
  128540. */
  128541. export class FilterPostProcess extends PostProcess {
  128542. /** The matrix to be applied to the image */
  128543. kernelMatrix: Matrix;
  128544. /**
  128545. *
  128546. * @param name The name of the effect.
  128547. * @param kernelMatrix The matrix to be applied to the image
  128548. * @param options The required width/height ratio to downsize to before computing the render pass.
  128549. * @param camera The camera to apply the render pass to.
  128550. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128551. * @param engine The engine which the post process will be applied. (default: current engine)
  128552. * @param reusable If the post process can be reused on the same frame. (default: false)
  128553. */
  128554. constructor(name: string,
  128555. /** The matrix to be applied to the image */
  128556. kernelMatrix: Matrix, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128557. }
  128558. }
  128559. declare module BABYLON {
  128560. /** @hidden */
  128561. export var fxaaPixelShader: {
  128562. name: string;
  128563. shader: string;
  128564. };
  128565. }
  128566. declare module BABYLON {
  128567. /** @hidden */
  128568. export var fxaaVertexShader: {
  128569. name: string;
  128570. shader: string;
  128571. };
  128572. }
  128573. declare module BABYLON {
  128574. /**
  128575. * Fxaa post process
  128576. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#fxaa
  128577. */
  128578. export class FxaaPostProcess extends PostProcess {
  128579. /** @hidden */
  128580. texelWidth: number;
  128581. /** @hidden */
  128582. texelHeight: number;
  128583. constructor(name: string, options: number | PostProcessOptions, camera?: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128584. private _getDefines;
  128585. }
  128586. }
  128587. declare module BABYLON {
  128588. /** @hidden */
  128589. export var grainPixelShader: {
  128590. name: string;
  128591. shader: string;
  128592. };
  128593. }
  128594. declare module BABYLON {
  128595. /**
  128596. * The GrainPostProcess adds noise to the image at mid luminance levels
  128597. */
  128598. export class GrainPostProcess extends PostProcess {
  128599. /**
  128600. * The intensity of the grain added (default: 30)
  128601. */
  128602. intensity: number;
  128603. /**
  128604. * If the grain should be randomized on every frame
  128605. */
  128606. animated: boolean;
  128607. /**
  128608. * Creates a new instance of @see GrainPostProcess
  128609. * @param name The name of the effect.
  128610. * @param options The required width/height ratio to downsize to before computing the render pass.
  128611. * @param camera The camera to apply the render pass to.
  128612. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128613. * @param engine The engine which the post process will be applied. (default: current engine)
  128614. * @param reusable If the post process can be reused on the same frame. (default: false)
  128615. * @param textureType Type of textures used when performing the post process. (default: 0)
  128616. * @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)
  128617. */
  128618. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128619. }
  128620. }
  128621. declare module BABYLON {
  128622. /** @hidden */
  128623. export var highlightsPixelShader: {
  128624. name: string;
  128625. shader: string;
  128626. };
  128627. }
  128628. declare module BABYLON {
  128629. /**
  128630. * Extracts highlights from the image
  128631. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  128632. */
  128633. export class HighlightsPostProcess extends PostProcess {
  128634. /**
  128635. * Extracts highlights from the image
  128636. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses
  128637. * @param name The name of the effect.
  128638. * @param options The required width/height ratio to downsize to before computing the render pass.
  128639. * @param camera The camera to apply the render pass to.
  128640. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128641. * @param engine The engine which the post process will be applied. (default: current engine)
  128642. * @param reusable If the post process can be reused on the same frame. (default: false)
  128643. * @param textureType Type of texture for the post process (default: Engine.TEXTURETYPE_UNSIGNED_INT)
  128644. */
  128645. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number);
  128646. }
  128647. }
  128648. declare module BABYLON {
  128649. /** @hidden */
  128650. export var mrtFragmentDeclaration: {
  128651. name: string;
  128652. shader: string;
  128653. };
  128654. }
  128655. declare module BABYLON {
  128656. /** @hidden */
  128657. export var geometryPixelShader: {
  128658. name: string;
  128659. shader: string;
  128660. };
  128661. }
  128662. declare module BABYLON {
  128663. /** @hidden */
  128664. export var geometryVertexShader: {
  128665. name: string;
  128666. shader: string;
  128667. };
  128668. }
  128669. declare module BABYLON {
  128670. /** @hidden */
  128671. interface ISavedTransformationMatrix {
  128672. world: Matrix;
  128673. viewProjection: Matrix;
  128674. }
  128675. /**
  128676. * This renderer is helpfull to fill one of the render target with a geometry buffer.
  128677. */
  128678. export class GeometryBufferRenderer {
  128679. /**
  128680. * Constant used to retrieve the position texture index in the G-Buffer textures array
  128681. * using getIndex(GeometryBufferRenderer.POSITION_TEXTURE_INDEX)
  128682. */
  128683. static readonly POSITION_TEXTURE_TYPE: number;
  128684. /**
  128685. * Constant used to retrieve the velocity texture index in the G-Buffer textures array
  128686. * using getIndex(GeometryBufferRenderer.VELOCITY_TEXTURE_INDEX)
  128687. */
  128688. static readonly VELOCITY_TEXTURE_TYPE: number;
  128689. /**
  128690. * Dictionary used to store the previous transformation matrices of each rendered mesh
  128691. * in order to compute objects velocities when enableVelocity is set to "true"
  128692. * @hidden
  128693. */
  128694. _previousTransformationMatrices: {
  128695. [index: number]: ISavedTransformationMatrix;
  128696. };
  128697. /**
  128698. * Dictionary used to store the previous bones transformation matrices of each rendered mesh
  128699. * in order to compute objects velocities when enableVelocity is set to "true"
  128700. * @hidden
  128701. */
  128702. _previousBonesTransformationMatrices: {
  128703. [index: number]: Float32Array;
  128704. };
  128705. /**
  128706. * Array used to store the ignored skinned meshes while computing velocity map (typically used by the motion blur post-process).
  128707. * Avoids computing bones velocities and computes only mesh's velocity itself (position, rotation, scaling).
  128708. */
  128709. excludedSkinnedMeshesFromVelocity: AbstractMesh[];
  128710. private _scene;
  128711. private _multiRenderTarget;
  128712. private _ratio;
  128713. private _enablePosition;
  128714. private _enableVelocity;
  128715. private _positionIndex;
  128716. private _velocityIndex;
  128717. protected _effect: Effect;
  128718. protected _cachedDefines: string;
  128719. /**
  128720. * Set the render list (meshes to be rendered) used in the G buffer.
  128721. */
  128722. renderList: Mesh[];
  128723. /**
  128724. * Gets wether or not G buffer are supported by the running hardware.
  128725. * This requires draw buffer supports
  128726. */
  128727. readonly isSupported: boolean;
  128728. /**
  128729. * Returns the index of the given texture type in the G-Buffer textures array
  128730. * @param textureType The texture type constant. For example GeometryBufferRenderer.POSITION_TEXTURE_INDEX
  128731. * @returns the index of the given texture type in the G-Buffer textures array
  128732. */
  128733. getTextureIndex(textureType: number): number;
  128734. /**
  128735. * Gets a boolean indicating if objects positions are enabled for the G buffer.
  128736. */
  128737. /**
  128738. * Sets whether or not objects positions are enabled for the G buffer.
  128739. */
  128740. enablePosition: boolean;
  128741. /**
  128742. * Gets a boolean indicating if objects velocities are enabled for the G buffer.
  128743. */
  128744. /**
  128745. * Sets wether or not objects velocities are enabled for the G buffer.
  128746. */
  128747. enableVelocity: boolean;
  128748. /**
  128749. * Gets the scene associated with the buffer.
  128750. */
  128751. readonly scene: Scene;
  128752. /**
  128753. * Gets the ratio used by the buffer during its creation.
  128754. * How big is the buffer related to the main canvas.
  128755. */
  128756. readonly ratio: number;
  128757. /** @hidden */
  128758. static _SceneComponentInitialization: (scene: Scene) => void;
  128759. /**
  128760. * Creates a new G Buffer for the scene
  128761. * @param scene The scene the buffer belongs to
  128762. * @param ratio How big is the buffer related to the main canvas.
  128763. */
  128764. constructor(scene: Scene, ratio?: number);
  128765. /**
  128766. * Checks wether everything is ready to render a submesh to the G buffer.
  128767. * @param subMesh the submesh to check readiness for
  128768. * @param useInstances is the mesh drawn using instance or not
  128769. * @returns true if ready otherwise false
  128770. */
  128771. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  128772. /**
  128773. * Gets the current underlying G Buffer.
  128774. * @returns the buffer
  128775. */
  128776. getGBuffer(): MultiRenderTarget;
  128777. /**
  128778. * Gets the number of samples used to render the buffer (anti aliasing).
  128779. */
  128780. /**
  128781. * Sets the number of samples used to render the buffer (anti aliasing).
  128782. */
  128783. samples: number;
  128784. /**
  128785. * Disposes the renderer and frees up associated resources.
  128786. */
  128787. dispose(): void;
  128788. protected _createRenderTargets(): void;
  128789. private _copyBonesTransformationMatrices;
  128790. }
  128791. }
  128792. declare module BABYLON {
  128793. interface Scene {
  128794. /** @hidden (Backing field) */
  128795. _geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128796. /**
  128797. * Gets or Sets the current geometry buffer associated to the scene.
  128798. */
  128799. geometryBufferRenderer: Nullable<GeometryBufferRenderer>;
  128800. /**
  128801. * Enables a GeometryBufferRender and associates it with the scene
  128802. * @param ratio defines the scaling ratio to apply to the renderer (1 by default which means same resolution)
  128803. * @returns the GeometryBufferRenderer
  128804. */
  128805. enableGeometryBufferRenderer(ratio?: number): Nullable<GeometryBufferRenderer>;
  128806. /**
  128807. * Disables the GeometryBufferRender associated with the scene
  128808. */
  128809. disableGeometryBufferRenderer(): void;
  128810. }
  128811. /**
  128812. * Defines the Geometry Buffer scene component responsible to manage a G-Buffer useful
  128813. * in several rendering techniques.
  128814. */
  128815. export class GeometryBufferRendererSceneComponent implements ISceneComponent {
  128816. /**
  128817. * The component name helpful to identify the component in the list of scene components.
  128818. */
  128819. readonly name: string;
  128820. /**
  128821. * The scene the component belongs to.
  128822. */
  128823. scene: Scene;
  128824. /**
  128825. * Creates a new instance of the component for the given scene
  128826. * @param scene Defines the scene to register the component in
  128827. */
  128828. constructor(scene: Scene);
  128829. /**
  128830. * Registers the component in a given scene
  128831. */
  128832. register(): void;
  128833. /**
  128834. * Rebuilds the elements related to this component in case of
  128835. * context lost for instance.
  128836. */
  128837. rebuild(): void;
  128838. /**
  128839. * Disposes the component and the associated ressources
  128840. */
  128841. dispose(): void;
  128842. private _gatherRenderTargets;
  128843. }
  128844. }
  128845. declare module BABYLON {
  128846. /** @hidden */
  128847. export var motionBlurPixelShader: {
  128848. name: string;
  128849. shader: string;
  128850. };
  128851. }
  128852. declare module BABYLON {
  128853. /**
  128854. * The Motion Blur Post Process which blurs an image based on the objects velocity in scene.
  128855. * Velocity can be affected by each object's rotation, position and scale depending on the transformation speed.
  128856. * As an example, all you have to do is to create the post-process:
  128857. * var mb = new BABYLON.MotionBlurPostProcess(
  128858. * 'mb', // The name of the effect.
  128859. * scene, // The scene containing the objects to blur according to their velocity.
  128860. * 1.0, // The required width/height ratio to downsize to before computing the render pass.
  128861. * camera // The camera to apply the render pass to.
  128862. * );
  128863. * Then, all objects moving, rotating and/or scaling will be blurred depending on the transformation speed.
  128864. */
  128865. export class MotionBlurPostProcess extends PostProcess {
  128866. /**
  128867. * Defines how much the image is blurred by the movement. Default value is equal to 1
  128868. */
  128869. motionStrength: number;
  128870. /**
  128871. * Gets the number of iterations are used for motion blur quality. Default value is equal to 32
  128872. */
  128873. /**
  128874. * Sets the number of iterations to be used for motion blur quality
  128875. */
  128876. motionBlurSamples: number;
  128877. private _motionBlurSamples;
  128878. private _geometryBufferRenderer;
  128879. /**
  128880. * Creates a new instance MotionBlurPostProcess
  128881. * @param name The name of the effect.
  128882. * @param scene The scene containing the objects to blur according to their velocity.
  128883. * @param options The required width/height ratio to downsize to before computing the render pass.
  128884. * @param camera The camera to apply the render pass to.
  128885. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128886. * @param engine The engine which the post process will be applied. (default: current engine)
  128887. * @param reusable If the post process can be reused on the same frame. (default: false)
  128888. * @param textureType Type of textures used when performing the post process. (default: 0)
  128889. * @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)
  128890. */
  128891. constructor(name: string, scene: Scene, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128892. /**
  128893. * Excludes the given skinned mesh from computing bones velocities.
  128894. * 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.
  128895. * @param skinnedMesh The mesh containing the skeleton to ignore when computing the velocity map.
  128896. */
  128897. excludeSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128898. /**
  128899. * Removes the given skinned mesh from the excluded meshes to integrate bones velocities while rendering the velocity map.
  128900. * @param skinnedMesh The mesh containing the skeleton that has been ignored previously.
  128901. * @see excludeSkinnedMesh to exclude a skinned mesh from bones velocity computation.
  128902. */
  128903. removeExcludedSkinnedMesh(skinnedMesh: AbstractMesh): void;
  128904. /**
  128905. * Disposes the post process.
  128906. * @param camera The camera to dispose the post process on.
  128907. */
  128908. dispose(camera?: Camera): void;
  128909. }
  128910. }
  128911. declare module BABYLON {
  128912. /** @hidden */
  128913. export var refractionPixelShader: {
  128914. name: string;
  128915. shader: string;
  128916. };
  128917. }
  128918. declare module BABYLON {
  128919. /**
  128920. * Post process which applies a refractin texture
  128921. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128922. */
  128923. export class RefractionPostProcess extends PostProcess {
  128924. /** the base color of the refraction (used to taint the rendering) */
  128925. color: Color3;
  128926. /** simulated refraction depth */
  128927. depth: number;
  128928. /** the coefficient of the base color (0 to remove base color tainting) */
  128929. colorLevel: number;
  128930. private _refTexture;
  128931. private _ownRefractionTexture;
  128932. /**
  128933. * Gets or sets the refraction texture
  128934. * Please note that you are responsible for disposing the texture if you set it manually
  128935. */
  128936. refractionTexture: Texture;
  128937. /**
  128938. * Initializes the RefractionPostProcess
  128939. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocesses#refraction
  128940. * @param name The name of the effect.
  128941. * @param refractionTextureUrl Url of the refraction texture to use
  128942. * @param color the base color of the refraction (used to taint the rendering)
  128943. * @param depth simulated refraction depth
  128944. * @param colorLevel the coefficient of the base color (0 to remove base color tainting)
  128945. * @param camera The camera to apply the render pass to.
  128946. * @param options The required width/height ratio to downsize to before computing the render pass.
  128947. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128948. * @param engine The engine which the post process will be applied. (default: current engine)
  128949. * @param reusable If the post process can be reused on the same frame. (default: false)
  128950. */
  128951. constructor(name: string, refractionTextureUrl: string,
  128952. /** the base color of the refraction (used to taint the rendering) */
  128953. color: Color3,
  128954. /** simulated refraction depth */
  128955. depth: number,
  128956. /** the coefficient of the base color (0 to remove base color tainting) */
  128957. colorLevel: number, options: number | PostProcessOptions, camera: Camera, samplingMode?: number, engine?: Engine, reusable?: boolean);
  128958. /**
  128959. * Disposes of the post process
  128960. * @param camera Camera to dispose post process on
  128961. */
  128962. dispose(camera: Camera): void;
  128963. }
  128964. }
  128965. declare module BABYLON {
  128966. /** @hidden */
  128967. export var sharpenPixelShader: {
  128968. name: string;
  128969. shader: string;
  128970. };
  128971. }
  128972. declare module BABYLON {
  128973. /**
  128974. * The SharpenPostProcess applies a sharpen kernel to every pixel
  128975. * See http://en.wikipedia.org/wiki/Kernel_(image_processing)
  128976. */
  128977. export class SharpenPostProcess extends PostProcess {
  128978. /**
  128979. * How much of the original color should be applied. Setting this to 0 will display edge detection. (default: 1)
  128980. */
  128981. colorAmount: number;
  128982. /**
  128983. * How much sharpness should be applied (default: 0.3)
  128984. */
  128985. edgeAmount: number;
  128986. /**
  128987. * Creates a new instance ConvolutionPostProcess
  128988. * @param name The name of the effect.
  128989. * @param options The required width/height ratio to downsize to before computing the render pass.
  128990. * @param camera The camera to apply the render pass to.
  128991. * @param samplingMode The sampling mode to be used when computing the pass. (default: 0)
  128992. * @param engine The engine which the post process will be applied. (default: current engine)
  128993. * @param reusable If the post process can be reused on the same frame. (default: false)
  128994. * @param textureType Type of textures used when performing the post process. (default: 0)
  128995. * @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)
  128996. */
  128997. constructor(name: string, options: number | PostProcessOptions, camera: Nullable<Camera>, samplingMode?: number, engine?: Engine, reusable?: boolean, textureType?: number, blockCompilation?: boolean);
  128998. }
  128999. }
  129000. declare module BABYLON {
  129001. /**
  129002. * PostProcessRenderPipeline
  129003. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129004. */
  129005. export class PostProcessRenderPipeline {
  129006. private engine;
  129007. private _renderEffects;
  129008. private _renderEffectsForIsolatedPass;
  129009. /**
  129010. * List of inspectable custom properties (used by the Inspector)
  129011. * @see https://doc.babylonjs.com/how_to/debug_layer#extensibility
  129012. */
  129013. inspectableCustomProperties: IInspectable[];
  129014. /**
  129015. * @hidden
  129016. */
  129017. protected _cameras: Camera[];
  129018. /** @hidden */
  129019. _name: string;
  129020. /**
  129021. * Gets pipeline name
  129022. */
  129023. readonly name: string;
  129024. /** Gets the list of attached cameras */
  129025. readonly cameras: Camera[];
  129026. /**
  129027. * Initializes a PostProcessRenderPipeline
  129028. * @param engine engine to add the pipeline to
  129029. * @param name name of the pipeline
  129030. */
  129031. constructor(engine: Engine, name: string);
  129032. /**
  129033. * Gets the class name
  129034. * @returns "PostProcessRenderPipeline"
  129035. */
  129036. getClassName(): string;
  129037. /**
  129038. * If all the render effects in the pipeline are supported
  129039. */
  129040. readonly isSupported: boolean;
  129041. /**
  129042. * Adds an effect to the pipeline
  129043. * @param renderEffect the effect to add
  129044. */
  129045. addEffect(renderEffect: PostProcessRenderEffect): void;
  129046. /** @hidden */
  129047. _rebuild(): void;
  129048. /** @hidden */
  129049. _enableEffect(renderEffectName: string, cameras: Camera): void;
  129050. /** @hidden */
  129051. _enableEffect(renderEffectName: string, cameras: Camera[]): void;
  129052. /** @hidden */
  129053. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129054. /** @hidden */
  129055. _disableEffect(renderEffectName: string, cameras: Nullable<Camera[]>): void;
  129056. /** @hidden */
  129057. _attachCameras(cameras: Camera, unique: boolean): void;
  129058. /** @hidden */
  129059. _attachCameras(cameras: Camera[], unique: boolean): void;
  129060. /** @hidden */
  129061. _detachCameras(cameras: Camera): void;
  129062. /** @hidden */
  129063. _detachCameras(cameras: Nullable<Camera[]>): void;
  129064. /** @hidden */
  129065. _update(): void;
  129066. /** @hidden */
  129067. _reset(): void;
  129068. protected _enableMSAAOnFirstPostProcess(sampleCount: number): boolean;
  129069. /**
  129070. * Disposes of the pipeline
  129071. */
  129072. dispose(): void;
  129073. }
  129074. }
  129075. declare module BABYLON {
  129076. /**
  129077. * PostProcessRenderPipelineManager class
  129078. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129079. */
  129080. export class PostProcessRenderPipelineManager {
  129081. private _renderPipelines;
  129082. /**
  129083. * Initializes a PostProcessRenderPipelineManager
  129084. * @see https://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129085. */
  129086. constructor();
  129087. /**
  129088. * Gets the list of supported render pipelines
  129089. */
  129090. readonly supportedPipelines: PostProcessRenderPipeline[];
  129091. /**
  129092. * Adds a pipeline to the manager
  129093. * @param renderPipeline The pipeline to add
  129094. */
  129095. addPipeline(renderPipeline: PostProcessRenderPipeline): void;
  129096. /**
  129097. * Attaches a camera to the pipeline
  129098. * @param renderPipelineName The name of the pipeline to attach to
  129099. * @param cameras the camera to attach
  129100. * @param unique if the camera can be attached multiple times to the pipeline
  129101. */
  129102. attachCamerasToRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera, unique?: boolean): void;
  129103. /**
  129104. * Detaches a camera from the pipeline
  129105. * @param renderPipelineName The name of the pipeline to detach from
  129106. * @param cameras the camera to detach
  129107. */
  129108. detachCamerasFromRenderPipeline(renderPipelineName: string, cameras: any | Camera[] | Camera): void;
  129109. /**
  129110. * Enables an effect by name on a pipeline
  129111. * @param renderPipelineName the name of the pipeline to enable the effect in
  129112. * @param renderEffectName the name of the effect to enable
  129113. * @param cameras the cameras that the effect should be enabled on
  129114. */
  129115. enableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129116. /**
  129117. * Disables an effect by name on a pipeline
  129118. * @param renderPipelineName the name of the pipeline to disable the effect in
  129119. * @param renderEffectName the name of the effect to disable
  129120. * @param cameras the cameras that the effect should be disabled on
  129121. */
  129122. disableEffectInPipeline(renderPipelineName: string, renderEffectName: string, cameras: any | Camera[] | Camera): void;
  129123. /**
  129124. * Updates the state of all contained render pipelines and disposes of any non supported pipelines
  129125. */
  129126. update(): void;
  129127. /** @hidden */
  129128. _rebuild(): void;
  129129. /**
  129130. * Disposes of the manager and pipelines
  129131. */
  129132. dispose(): void;
  129133. }
  129134. }
  129135. declare module BABYLON {
  129136. interface Scene {
  129137. /** @hidden (Backing field) */
  129138. _postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129139. /**
  129140. * Gets the postprocess render pipeline manager
  129141. * @see http://doc.babylonjs.com/how_to/how_to_use_postprocessrenderpipeline
  129142. * @see http://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129143. */
  129144. readonly postProcessRenderPipelineManager: PostProcessRenderPipelineManager;
  129145. }
  129146. /**
  129147. * Defines the Render Pipeline scene component responsible to rendering pipelines
  129148. */
  129149. export class PostProcessRenderPipelineManagerSceneComponent implements ISceneComponent {
  129150. /**
  129151. * The component name helpfull to identify the component in the list of scene components.
  129152. */
  129153. readonly name: string;
  129154. /**
  129155. * The scene the component belongs to.
  129156. */
  129157. scene: Scene;
  129158. /**
  129159. * Creates a new instance of the component for the given scene
  129160. * @param scene Defines the scene to register the component in
  129161. */
  129162. constructor(scene: Scene);
  129163. /**
  129164. * Registers the component in a given scene
  129165. */
  129166. register(): void;
  129167. /**
  129168. * Rebuilds the elements related to this component in case of
  129169. * context lost for instance.
  129170. */
  129171. rebuild(): void;
  129172. /**
  129173. * Disposes the component and the associated ressources
  129174. */
  129175. dispose(): void;
  129176. private _gatherRenderTargets;
  129177. }
  129178. }
  129179. declare module BABYLON {
  129180. /**
  129181. * The default rendering pipeline can be added to a scene to apply common post processing effects such as anti-aliasing or depth of field.
  129182. * See https://doc.babylonjs.com/how_to/using_default_rendering_pipeline
  129183. */
  129184. export class DefaultRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129185. private _scene;
  129186. private _camerasToBeAttached;
  129187. /**
  129188. * ID of the sharpen post process,
  129189. */
  129190. private readonly SharpenPostProcessId;
  129191. /**
  129192. * @ignore
  129193. * ID of the image processing post process;
  129194. */
  129195. readonly ImageProcessingPostProcessId: string;
  129196. /**
  129197. * @ignore
  129198. * ID of the Fast Approximate Anti-Aliasing post process;
  129199. */
  129200. readonly FxaaPostProcessId: string;
  129201. /**
  129202. * ID of the chromatic aberration post process,
  129203. */
  129204. private readonly ChromaticAberrationPostProcessId;
  129205. /**
  129206. * ID of the grain post process
  129207. */
  129208. private readonly GrainPostProcessId;
  129209. /**
  129210. * Sharpen post process which will apply a sharpen convolution to enhance edges
  129211. */
  129212. sharpen: SharpenPostProcess;
  129213. private _sharpenEffect;
  129214. private bloom;
  129215. /**
  129216. * Depth of field effect, applies a blur based on how far away objects are from the focus distance.
  129217. */
  129218. depthOfField: DepthOfFieldEffect;
  129219. /**
  129220. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129221. */
  129222. fxaa: FxaaPostProcess;
  129223. /**
  129224. * Image post processing pass used to perform operations such as tone mapping or color grading.
  129225. */
  129226. imageProcessing: ImageProcessingPostProcess;
  129227. /**
  129228. * Chromatic aberration post process which will shift rgb colors in the image
  129229. */
  129230. chromaticAberration: ChromaticAberrationPostProcess;
  129231. private _chromaticAberrationEffect;
  129232. /**
  129233. * Grain post process which add noise to the image
  129234. */
  129235. grain: GrainPostProcess;
  129236. private _grainEffect;
  129237. /**
  129238. * Glow post process which adds a glow to emissive areas of the image
  129239. */
  129240. private _glowLayer;
  129241. /**
  129242. * Animations which can be used to tweak settings over a period of time
  129243. */
  129244. animations: Animation[];
  129245. private _imageProcessingConfigurationObserver;
  129246. private _sharpenEnabled;
  129247. private _bloomEnabled;
  129248. private _depthOfFieldEnabled;
  129249. private _depthOfFieldBlurLevel;
  129250. private _fxaaEnabled;
  129251. private _imageProcessingEnabled;
  129252. private _defaultPipelineTextureType;
  129253. private _bloomScale;
  129254. private _chromaticAberrationEnabled;
  129255. private _grainEnabled;
  129256. private _buildAllowed;
  129257. /**
  129258. * Gets active scene
  129259. */
  129260. readonly scene: Scene;
  129261. /**
  129262. * Enable or disable the sharpen process from the pipeline
  129263. */
  129264. sharpenEnabled: boolean;
  129265. private _resizeObserver;
  129266. private _hardwareScaleLevel;
  129267. private _bloomKernel;
  129268. /**
  129269. * Specifies the size of the bloom blur kernel, relative to the final output size
  129270. */
  129271. bloomKernel: number;
  129272. /**
  129273. * Specifies the weight of the bloom in the final rendering
  129274. */
  129275. private _bloomWeight;
  129276. /**
  129277. * Specifies the luma threshold for the area that will be blurred by the bloom
  129278. */
  129279. private _bloomThreshold;
  129280. private _hdr;
  129281. /**
  129282. * The strength of the bloom.
  129283. */
  129284. bloomWeight: number;
  129285. /**
  129286. * The strength of the bloom.
  129287. */
  129288. bloomThreshold: number;
  129289. /**
  129290. * The scale of the bloom, lower value will provide better performance.
  129291. */
  129292. bloomScale: number;
  129293. /**
  129294. * Enable or disable the bloom from the pipeline
  129295. */
  129296. bloomEnabled: boolean;
  129297. private _rebuildBloom;
  129298. /**
  129299. * If the depth of field is enabled.
  129300. */
  129301. depthOfFieldEnabled: boolean;
  129302. /**
  129303. * Blur level of the depth of field effect. (Higher blur will effect performance)
  129304. */
  129305. depthOfFieldBlurLevel: DepthOfFieldEffectBlurLevel;
  129306. /**
  129307. * If the anti aliasing is enabled.
  129308. */
  129309. fxaaEnabled: boolean;
  129310. private _samples;
  129311. /**
  129312. * MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  129313. */
  129314. samples: number;
  129315. /**
  129316. * If image processing is enabled.
  129317. */
  129318. imageProcessingEnabled: boolean;
  129319. /**
  129320. * If glow layer is enabled. (Adds a glow effect to emmissive materials)
  129321. */
  129322. glowLayerEnabled: boolean;
  129323. /**
  129324. * Gets the glow layer (or null if not defined)
  129325. */
  129326. readonly glowLayer: Nullable<GlowLayer>;
  129327. /**
  129328. * Enable or disable the chromaticAberration process from the pipeline
  129329. */
  129330. chromaticAberrationEnabled: boolean;
  129331. /**
  129332. * Enable or disable the grain process from the pipeline
  129333. */
  129334. grainEnabled: boolean;
  129335. /**
  129336. * @constructor
  129337. * @param name - The rendering pipeline name (default: "")
  129338. * @param hdr - If high dynamic range textures should be used (default: true)
  129339. * @param scene - The scene linked to this pipeline (default: the last created scene)
  129340. * @param cameras - The array of cameras that the rendering pipeline will be attached to (default: scene.cameras)
  129341. * @param automaticBuild - if false, you will have to manually call prepare() to update the pipeline (default: true)
  129342. */
  129343. constructor(name?: string, hdr?: boolean, scene?: Scene, cameras?: Camera[], automaticBuild?: boolean);
  129344. /**
  129345. * Get the class name
  129346. * @returns "DefaultRenderingPipeline"
  129347. */
  129348. getClassName(): string;
  129349. /**
  129350. * Force the compilation of the entire pipeline.
  129351. */
  129352. prepare(): void;
  129353. private _hasCleared;
  129354. private _prevPostProcess;
  129355. private _prevPrevPostProcess;
  129356. private _setAutoClearAndTextureSharing;
  129357. private _depthOfFieldSceneObserver;
  129358. private _buildPipeline;
  129359. private _disposePostProcesses;
  129360. /**
  129361. * Adds a camera to the pipeline
  129362. * @param camera the camera to be added
  129363. */
  129364. addCamera(camera: Camera): void;
  129365. /**
  129366. * Removes a camera from the pipeline
  129367. * @param camera the camera to remove
  129368. */
  129369. removeCamera(camera: Camera): void;
  129370. /**
  129371. * Dispose of the pipeline and stop all post processes
  129372. */
  129373. dispose(): void;
  129374. /**
  129375. * Serialize the rendering pipeline (Used when exporting)
  129376. * @returns the serialized object
  129377. */
  129378. serialize(): any;
  129379. /**
  129380. * Parse the serialized pipeline
  129381. * @param source Source pipeline.
  129382. * @param scene The scene to load the pipeline to.
  129383. * @param rootUrl The URL of the serialized pipeline.
  129384. * @returns An instantiated pipeline from the serialized object.
  129385. */
  129386. static Parse(source: any, scene: Scene, rootUrl: string): DefaultRenderingPipeline;
  129387. }
  129388. }
  129389. declare module BABYLON {
  129390. /** @hidden */
  129391. export var lensHighlightsPixelShader: {
  129392. name: string;
  129393. shader: string;
  129394. };
  129395. }
  129396. declare module BABYLON {
  129397. /** @hidden */
  129398. export var depthOfFieldPixelShader: {
  129399. name: string;
  129400. shader: string;
  129401. };
  129402. }
  129403. declare module BABYLON {
  129404. /**
  129405. * BABYLON.JS Chromatic Aberration GLSL Shader
  129406. * Author: Olivier Guyot
  129407. * Separates very slightly R, G and B colors on the edges of the screen
  129408. * Inspired by Francois Tarlier & Martins Upitis
  129409. */
  129410. export class LensRenderingPipeline extends PostProcessRenderPipeline {
  129411. /**
  129412. * @ignore
  129413. * The chromatic aberration PostProcess id in the pipeline
  129414. */
  129415. LensChromaticAberrationEffect: string;
  129416. /**
  129417. * @ignore
  129418. * The highlights enhancing PostProcess id in the pipeline
  129419. */
  129420. HighlightsEnhancingEffect: string;
  129421. /**
  129422. * @ignore
  129423. * The depth-of-field PostProcess id in the pipeline
  129424. */
  129425. LensDepthOfFieldEffect: string;
  129426. private _scene;
  129427. private _depthTexture;
  129428. private _grainTexture;
  129429. private _chromaticAberrationPostProcess;
  129430. private _highlightsPostProcess;
  129431. private _depthOfFieldPostProcess;
  129432. private _edgeBlur;
  129433. private _grainAmount;
  129434. private _chromaticAberration;
  129435. private _distortion;
  129436. private _highlightsGain;
  129437. private _highlightsThreshold;
  129438. private _dofDistance;
  129439. private _dofAperture;
  129440. private _dofDarken;
  129441. private _dofPentagon;
  129442. private _blurNoise;
  129443. /**
  129444. * @constructor
  129445. *
  129446. * Effect parameters are as follow:
  129447. * {
  129448. * chromatic_aberration: number; // from 0 to x (1 for realism)
  129449. * edge_blur: number; // from 0 to x (1 for realism)
  129450. * distortion: number; // from 0 to x (1 for realism)
  129451. * grain_amount: number; // from 0 to 1
  129452. * grain_texture: BABYLON.Texture; // texture to use for grain effect; if unset, use random B&W noise
  129453. * dof_focus_distance: number; // depth-of-field: focus distance; unset to disable (disabled by default)
  129454. * dof_aperture: number; // depth-of-field: focus blur bias (default: 1)
  129455. * dof_darken: number; // depth-of-field: darken that which is out of focus (from 0 to 1, disabled by default)
  129456. * dof_pentagon: boolean; // depth-of-field: makes a pentagon-like "bokeh" effect
  129457. * dof_gain: number; // depth-of-field: highlights gain; unset to disable (disabled by default)
  129458. * dof_threshold: number; // depth-of-field: highlights threshold (default: 1)
  129459. * blur_noise: boolean; // add a little bit of noise to the blur (default: true)
  129460. * }
  129461. * Note: if an effect parameter is unset, effect is disabled
  129462. *
  129463. * @param name The rendering pipeline name
  129464. * @param parameters - An object containing all parameters (see above)
  129465. * @param scene The scene linked to this pipeline
  129466. * @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)
  129467. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129468. */
  129469. constructor(name: string, parameters: any, scene: Scene, ratio?: number, cameras?: Camera[]);
  129470. /**
  129471. * Get the class name
  129472. * @returns "LensRenderingPipeline"
  129473. */
  129474. getClassName(): string;
  129475. /**
  129476. * Gets associated scene
  129477. */
  129478. readonly scene: Scene;
  129479. /**
  129480. * Gets or sets the edge blur
  129481. */
  129482. edgeBlur: number;
  129483. /**
  129484. * Gets or sets the grain amount
  129485. */
  129486. grainAmount: number;
  129487. /**
  129488. * Gets or sets the chromatic aberration amount
  129489. */
  129490. chromaticAberration: number;
  129491. /**
  129492. * Gets or sets the depth of field aperture
  129493. */
  129494. dofAperture: number;
  129495. /**
  129496. * Gets or sets the edge distortion
  129497. */
  129498. edgeDistortion: number;
  129499. /**
  129500. * Gets or sets the depth of field distortion
  129501. */
  129502. dofDistortion: number;
  129503. /**
  129504. * Gets or sets the darken out of focus amount
  129505. */
  129506. darkenOutOfFocus: number;
  129507. /**
  129508. * Gets or sets a boolean indicating if blur noise is enabled
  129509. */
  129510. blurNoise: boolean;
  129511. /**
  129512. * Gets or sets a boolean indicating if pentagon bokeh is enabled
  129513. */
  129514. pentagonBokeh: boolean;
  129515. /**
  129516. * Gets or sets the highlight grain amount
  129517. */
  129518. highlightsGain: number;
  129519. /**
  129520. * Gets or sets the highlight threshold
  129521. */
  129522. highlightsThreshold: number;
  129523. /**
  129524. * Sets the amount of blur at the edges
  129525. * @param amount blur amount
  129526. */
  129527. setEdgeBlur(amount: number): void;
  129528. /**
  129529. * Sets edge blur to 0
  129530. */
  129531. disableEdgeBlur(): void;
  129532. /**
  129533. * Sets the amout of grain
  129534. * @param amount Amount of grain
  129535. */
  129536. setGrainAmount(amount: number): void;
  129537. /**
  129538. * Set grain amount to 0
  129539. */
  129540. disableGrain(): void;
  129541. /**
  129542. * Sets the chromatic aberration amount
  129543. * @param amount amount of chromatic aberration
  129544. */
  129545. setChromaticAberration(amount: number): void;
  129546. /**
  129547. * Sets chromatic aberration amount to 0
  129548. */
  129549. disableChromaticAberration(): void;
  129550. /**
  129551. * Sets the EdgeDistortion amount
  129552. * @param amount amount of EdgeDistortion
  129553. */
  129554. setEdgeDistortion(amount: number): void;
  129555. /**
  129556. * Sets edge distortion to 0
  129557. */
  129558. disableEdgeDistortion(): void;
  129559. /**
  129560. * Sets the FocusDistance amount
  129561. * @param amount amount of FocusDistance
  129562. */
  129563. setFocusDistance(amount: number): void;
  129564. /**
  129565. * Disables depth of field
  129566. */
  129567. disableDepthOfField(): void;
  129568. /**
  129569. * Sets the Aperture amount
  129570. * @param amount amount of Aperture
  129571. */
  129572. setAperture(amount: number): void;
  129573. /**
  129574. * Sets the DarkenOutOfFocus amount
  129575. * @param amount amount of DarkenOutOfFocus
  129576. */
  129577. setDarkenOutOfFocus(amount: number): void;
  129578. private _pentagonBokehIsEnabled;
  129579. /**
  129580. * Creates a pentagon bokeh effect
  129581. */
  129582. enablePentagonBokeh(): void;
  129583. /**
  129584. * Disables the pentagon bokeh effect
  129585. */
  129586. disablePentagonBokeh(): void;
  129587. /**
  129588. * Enables noise blur
  129589. */
  129590. enableNoiseBlur(): void;
  129591. /**
  129592. * Disables noise blur
  129593. */
  129594. disableNoiseBlur(): void;
  129595. /**
  129596. * Sets the HighlightsGain amount
  129597. * @param amount amount of HighlightsGain
  129598. */
  129599. setHighlightsGain(amount: number): void;
  129600. /**
  129601. * Sets the HighlightsThreshold amount
  129602. * @param amount amount of HighlightsThreshold
  129603. */
  129604. setHighlightsThreshold(amount: number): void;
  129605. /**
  129606. * Disables highlights
  129607. */
  129608. disableHighlights(): void;
  129609. /**
  129610. * Removes the internal pipeline assets and detaches the pipeline from the scene cameras
  129611. * @param disableDepthRender If the scens depth rendering should be disabled (default: false)
  129612. */
  129613. dispose(disableDepthRender?: boolean): void;
  129614. private _createChromaticAberrationPostProcess;
  129615. private _createHighlightsPostProcess;
  129616. private _createDepthOfFieldPostProcess;
  129617. private _createGrainTexture;
  129618. }
  129619. }
  129620. declare module BABYLON {
  129621. /** @hidden */
  129622. export var ssao2PixelShader: {
  129623. name: string;
  129624. shader: string;
  129625. };
  129626. }
  129627. declare module BABYLON {
  129628. /** @hidden */
  129629. export var ssaoCombinePixelShader: {
  129630. name: string;
  129631. shader: string;
  129632. };
  129633. }
  129634. declare module BABYLON {
  129635. /**
  129636. * Render pipeline to produce ssao effect
  129637. */
  129638. export class SSAO2RenderingPipeline extends PostProcessRenderPipeline {
  129639. /**
  129640. * @ignore
  129641. * The PassPostProcess id in the pipeline that contains the original scene color
  129642. */
  129643. SSAOOriginalSceneColorEffect: string;
  129644. /**
  129645. * @ignore
  129646. * The SSAO PostProcess id in the pipeline
  129647. */
  129648. SSAORenderEffect: string;
  129649. /**
  129650. * @ignore
  129651. * The horizontal blur PostProcess id in the pipeline
  129652. */
  129653. SSAOBlurHRenderEffect: string;
  129654. /**
  129655. * @ignore
  129656. * The vertical blur PostProcess id in the pipeline
  129657. */
  129658. SSAOBlurVRenderEffect: string;
  129659. /**
  129660. * @ignore
  129661. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129662. */
  129663. SSAOCombineRenderEffect: string;
  129664. /**
  129665. * The output strength of the SSAO post-process. Default value is 1.0.
  129666. */
  129667. totalStrength: number;
  129668. /**
  129669. * Maximum depth value to still render AO. A smooth falloff makes the dimming more natural, so there will be no abrupt shading change.
  129670. */
  129671. maxZ: number;
  129672. /**
  129673. * In order to save performances, SSAO radius is clamped on close geometry. This ratio changes by how much
  129674. */
  129675. minZAspect: number;
  129676. private _samples;
  129677. /**
  129678. * Number of samples used for the SSAO calculations. Default value is 8
  129679. */
  129680. samples: number;
  129681. private _textureSamples;
  129682. /**
  129683. * Number of samples to use for antialiasing
  129684. */
  129685. textureSamples: number;
  129686. /**
  129687. * Ratio object used for SSAO ratio and blur ratio
  129688. */
  129689. private _ratio;
  129690. /**
  129691. * Dynamically generated sphere sampler.
  129692. */
  129693. private _sampleSphere;
  129694. /**
  129695. * Blur filter offsets
  129696. */
  129697. private _samplerOffsets;
  129698. private _expensiveBlur;
  129699. /**
  129700. * If bilateral blur should be used
  129701. */
  129702. expensiveBlur: boolean;
  129703. /**
  129704. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 2.0
  129705. */
  129706. radius: number;
  129707. /**
  129708. * The base color of the SSAO post-process
  129709. * The final result is "base + ssao" between [0, 1]
  129710. */
  129711. base: number;
  129712. /**
  129713. * Support test.
  129714. */
  129715. static readonly IsSupported: boolean;
  129716. private _scene;
  129717. private _depthTexture;
  129718. private _normalTexture;
  129719. private _randomTexture;
  129720. private _originalColorPostProcess;
  129721. private _ssaoPostProcess;
  129722. private _blurHPostProcess;
  129723. private _blurVPostProcess;
  129724. private _ssaoCombinePostProcess;
  129725. private _firstUpdate;
  129726. /**
  129727. * Gets active scene
  129728. */
  129729. readonly scene: Scene;
  129730. /**
  129731. * @constructor
  129732. * @param name The rendering pipeline name
  129733. * @param scene The scene linked to this pipeline
  129734. * @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 }
  129735. * @param cameras The array of cameras that the rendering pipeline will be attached to
  129736. */
  129737. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129738. /**
  129739. * Get the class name
  129740. * @returns "SSAO2RenderingPipeline"
  129741. */
  129742. getClassName(): string;
  129743. /**
  129744. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129745. */
  129746. dispose(disableGeometryBufferRenderer?: boolean): void;
  129747. private _createBlurPostProcess;
  129748. /** @hidden */
  129749. _rebuild(): void;
  129750. private _bits;
  129751. private _radicalInverse_VdC;
  129752. private _hammersley;
  129753. private _hemisphereSample_uniform;
  129754. private _generateHemisphere;
  129755. private _createSSAOPostProcess;
  129756. private _createSSAOCombinePostProcess;
  129757. private _createRandomTexture;
  129758. /**
  129759. * Serialize the rendering pipeline (Used when exporting)
  129760. * @returns the serialized object
  129761. */
  129762. serialize(): any;
  129763. /**
  129764. * Parse the serialized pipeline
  129765. * @param source Source pipeline.
  129766. * @param scene The scene to load the pipeline to.
  129767. * @param rootUrl The URL of the serialized pipeline.
  129768. * @returns An instantiated pipeline from the serialized object.
  129769. */
  129770. static Parse(source: any, scene: Scene, rootUrl: string): SSAO2RenderingPipeline;
  129771. }
  129772. }
  129773. declare module BABYLON {
  129774. /** @hidden */
  129775. export var ssaoPixelShader: {
  129776. name: string;
  129777. shader: string;
  129778. };
  129779. }
  129780. declare module BABYLON {
  129781. /**
  129782. * Render pipeline to produce ssao effect
  129783. */
  129784. export class SSAORenderingPipeline extends PostProcessRenderPipeline {
  129785. /**
  129786. * @ignore
  129787. * The PassPostProcess id in the pipeline that contains the original scene color
  129788. */
  129789. SSAOOriginalSceneColorEffect: string;
  129790. /**
  129791. * @ignore
  129792. * The SSAO PostProcess id in the pipeline
  129793. */
  129794. SSAORenderEffect: string;
  129795. /**
  129796. * @ignore
  129797. * The horizontal blur PostProcess id in the pipeline
  129798. */
  129799. SSAOBlurHRenderEffect: string;
  129800. /**
  129801. * @ignore
  129802. * The vertical blur PostProcess id in the pipeline
  129803. */
  129804. SSAOBlurVRenderEffect: string;
  129805. /**
  129806. * @ignore
  129807. * The PostProcess id in the pipeline that combines the SSAO-Blur output with the original scene color (SSAOOriginalSceneColorEffect)
  129808. */
  129809. SSAOCombineRenderEffect: string;
  129810. /**
  129811. * The output strength of the SSAO post-process. Default value is 1.0.
  129812. */
  129813. totalStrength: number;
  129814. /**
  129815. * The radius around the analyzed pixel used by the SSAO post-process. Default value is 0.0006
  129816. */
  129817. radius: number;
  129818. /**
  129819. * Related to fallOff, used to interpolate SSAO samples (first interpolate function input) based on the occlusion difference of each pixel
  129820. * Must not be equal to fallOff and superior to fallOff.
  129821. * Default value is 0.0075
  129822. */
  129823. area: number;
  129824. /**
  129825. * Related to area, used to interpolate SSAO samples (second interpolate function input) based on the occlusion difference of each pixel
  129826. * Must not be equal to area and inferior to area.
  129827. * Default value is 0.000001
  129828. */
  129829. fallOff: number;
  129830. /**
  129831. * The base color of the SSAO post-process
  129832. * The final result is "base + ssao" between [0, 1]
  129833. */
  129834. base: number;
  129835. private _scene;
  129836. private _depthTexture;
  129837. private _randomTexture;
  129838. private _originalColorPostProcess;
  129839. private _ssaoPostProcess;
  129840. private _blurHPostProcess;
  129841. private _blurVPostProcess;
  129842. private _ssaoCombinePostProcess;
  129843. private _firstUpdate;
  129844. /**
  129845. * Gets active scene
  129846. */
  129847. readonly scene: Scene;
  129848. /**
  129849. * @constructor
  129850. * @param name - The rendering pipeline name
  129851. * @param scene - The scene linked to this pipeline
  129852. * @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 }
  129853. * @param cameras - The array of cameras that the rendering pipeline will be attached to
  129854. */
  129855. constructor(name: string, scene: Scene, ratio: any, cameras?: Camera[]);
  129856. /**
  129857. * Get the class name
  129858. * @returns "SSAORenderingPipeline"
  129859. */
  129860. getClassName(): string;
  129861. /**
  129862. * Removes the internal pipeline assets and detatches the pipeline from the scene cameras
  129863. */
  129864. dispose(disableDepthRender?: boolean): void;
  129865. private _createBlurPostProcess;
  129866. /** @hidden */
  129867. _rebuild(): void;
  129868. private _createSSAOPostProcess;
  129869. private _createSSAOCombinePostProcess;
  129870. private _createRandomTexture;
  129871. }
  129872. }
  129873. declare module BABYLON {
  129874. /** @hidden */
  129875. export var standardPixelShader: {
  129876. name: string;
  129877. shader: string;
  129878. };
  129879. }
  129880. declare module BABYLON {
  129881. /**
  129882. * Standard rendering pipeline
  129883. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  129884. * @see https://doc.babylonjs.com/how_to/using_standard_rendering_pipeline
  129885. */
  129886. export class StandardRenderingPipeline extends PostProcessRenderPipeline implements IDisposable, IAnimatable {
  129887. /**
  129888. * Public members
  129889. */
  129890. /**
  129891. * Post-process which contains the original scene color before the pipeline applies all the effects
  129892. */
  129893. originalPostProcess: Nullable<PostProcess>;
  129894. /**
  129895. * Post-process used to down scale an image x4
  129896. */
  129897. downSampleX4PostProcess: Nullable<PostProcess>;
  129898. /**
  129899. * Post-process used to calculate the illuminated surfaces controlled by a threshold
  129900. */
  129901. brightPassPostProcess: Nullable<PostProcess>;
  129902. /**
  129903. * Post-process array storing all the horizontal blur post-processes used by the pipeline
  129904. */
  129905. blurHPostProcesses: PostProcess[];
  129906. /**
  129907. * Post-process array storing all the vertical blur post-processes used by the pipeline
  129908. */
  129909. blurVPostProcesses: PostProcess[];
  129910. /**
  129911. * Post-process used to add colors of 2 textures (typically brightness + real scene color)
  129912. */
  129913. textureAdderPostProcess: Nullable<PostProcess>;
  129914. /**
  129915. * Post-process used to create volumetric lighting effect
  129916. */
  129917. volumetricLightPostProcess: Nullable<PostProcess>;
  129918. /**
  129919. * Post-process used to smooth the previous volumetric light post-process on the X axis
  129920. */
  129921. volumetricLightSmoothXPostProcess: Nullable<BlurPostProcess>;
  129922. /**
  129923. * Post-process used to smooth the previous volumetric light post-process on the Y axis
  129924. */
  129925. volumetricLightSmoothYPostProcess: Nullable<BlurPostProcess>;
  129926. /**
  129927. * Post-process used to merge the volumetric light effect and the real scene color
  129928. */
  129929. volumetricLightMergePostProces: Nullable<PostProcess>;
  129930. /**
  129931. * Post-process used to store the final volumetric light post-process (attach/detach for debug purpose)
  129932. */
  129933. volumetricLightFinalPostProcess: Nullable<PostProcess>;
  129934. /**
  129935. * Base post-process used to calculate the average luminance of the final image for HDR
  129936. */
  129937. luminancePostProcess: Nullable<PostProcess>;
  129938. /**
  129939. * Post-processes used to create down sample post-processes in order to get
  129940. * the average luminance of the final image for HDR
  129941. * Array of length "StandardRenderingPipeline.LuminanceSteps"
  129942. */
  129943. luminanceDownSamplePostProcesses: PostProcess[];
  129944. /**
  129945. * Post-process used to create a HDR effect (light adaptation)
  129946. */
  129947. hdrPostProcess: Nullable<PostProcess>;
  129948. /**
  129949. * Post-process used to store the final texture adder post-process (attach/detach for debug purpose)
  129950. */
  129951. textureAdderFinalPostProcess: Nullable<PostProcess>;
  129952. /**
  129953. * Post-process used to store the final lens flare post-process (attach/detach for debug purpose)
  129954. */
  129955. lensFlareFinalPostProcess: Nullable<PostProcess>;
  129956. /**
  129957. * Post-process used to merge the final HDR post-process and the real scene color
  129958. */
  129959. hdrFinalPostProcess: Nullable<PostProcess>;
  129960. /**
  129961. * Post-process used to create a lens flare effect
  129962. */
  129963. lensFlarePostProcess: Nullable<PostProcess>;
  129964. /**
  129965. * Post-process that merges the result of the lens flare post-process and the real scene color
  129966. */
  129967. lensFlareComposePostProcess: Nullable<PostProcess>;
  129968. /**
  129969. * Post-process used to create a motion blur effect
  129970. */
  129971. motionBlurPostProcess: Nullable<PostProcess>;
  129972. /**
  129973. * Post-process used to create a depth of field effect
  129974. */
  129975. depthOfFieldPostProcess: Nullable<PostProcess>;
  129976. /**
  129977. * The Fast Approximate Anti-Aliasing post process which attemps to remove aliasing from an image.
  129978. */
  129979. fxaaPostProcess: Nullable<FxaaPostProcess>;
  129980. /**
  129981. * Represents the brightness threshold in order to configure the illuminated surfaces
  129982. */
  129983. brightThreshold: number;
  129984. /**
  129985. * Configures the blur intensity used for surexposed surfaces are highlighted surfaces (light halo)
  129986. */
  129987. blurWidth: number;
  129988. /**
  129989. * Sets if the blur for highlighted surfaces must be only horizontal
  129990. */
  129991. horizontalBlur: boolean;
  129992. /**
  129993. * Gets the overall exposure used by the pipeline
  129994. */
  129995. /**
  129996. * Sets the overall exposure used by the pipeline
  129997. */
  129998. exposure: number;
  129999. /**
  130000. * Texture used typically to simulate "dirty" on camera lens
  130001. */
  130002. lensTexture: Nullable<Texture>;
  130003. /**
  130004. * Represents the offset coefficient based on Rayleigh principle. Typically in interval [-0.2, 0.2]
  130005. */
  130006. volumetricLightCoefficient: number;
  130007. /**
  130008. * The overall power of volumetric lights, typically in interval [0, 10] maximum
  130009. */
  130010. volumetricLightPower: number;
  130011. /**
  130012. * Used the set the blur intensity to smooth the volumetric lights
  130013. */
  130014. volumetricLightBlurScale: number;
  130015. /**
  130016. * Light (spot or directional) used to generate the volumetric lights rays
  130017. * The source light must have a shadow generate so the pipeline can get its
  130018. * depth map
  130019. */
  130020. sourceLight: Nullable<SpotLight | DirectionalLight>;
  130021. /**
  130022. * For eye adaptation, represents the minimum luminance the eye can see
  130023. */
  130024. hdrMinimumLuminance: number;
  130025. /**
  130026. * For eye adaptation, represents the decrease luminance speed
  130027. */
  130028. hdrDecreaseRate: number;
  130029. /**
  130030. * For eye adaptation, represents the increase luminance speed
  130031. */
  130032. hdrIncreaseRate: number;
  130033. /**
  130034. * Gets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130035. */
  130036. /**
  130037. * Sets wether or not the exposure of the overall pipeline should be automatically adjusted by the HDR post-process
  130038. */
  130039. hdrAutoExposure: boolean;
  130040. /**
  130041. * Lens color texture used by the lens flare effect. Mandatory if lens flare effect enabled
  130042. */
  130043. lensColorTexture: Nullable<Texture>;
  130044. /**
  130045. * The overall strengh for the lens flare effect
  130046. */
  130047. lensFlareStrength: number;
  130048. /**
  130049. * Dispersion coefficient for lens flare ghosts
  130050. */
  130051. lensFlareGhostDispersal: number;
  130052. /**
  130053. * Main lens flare halo width
  130054. */
  130055. lensFlareHaloWidth: number;
  130056. /**
  130057. * Based on the lens distortion effect, defines how much the lens flare result
  130058. * is distorted
  130059. */
  130060. lensFlareDistortionStrength: number;
  130061. /**
  130062. * Configures the blur intensity used for for lens flare (halo)
  130063. */
  130064. lensFlareBlurWidth: number;
  130065. /**
  130066. * Lens star texture must be used to simulate rays on the flares and is available
  130067. * in the documentation
  130068. */
  130069. lensStarTexture: Nullable<Texture>;
  130070. /**
  130071. * As the "lensTexture" (can be the same texture or different), it is used to apply the lens
  130072. * flare effect by taking account of the dirt texture
  130073. */
  130074. lensFlareDirtTexture: Nullable<Texture>;
  130075. /**
  130076. * Represents the focal length for the depth of field effect
  130077. */
  130078. depthOfFieldDistance: number;
  130079. /**
  130080. * Represents the blur intensity for the blurred part of the depth of field effect
  130081. */
  130082. depthOfFieldBlurWidth: number;
  130083. /**
  130084. * Gets how much the image is blurred by the movement while using the motion blur post-process
  130085. */
  130086. /**
  130087. * Sets how much the image is blurred by the movement while using the motion blur post-process
  130088. */
  130089. motionStrength: number;
  130090. /**
  130091. * Gets wether or not the motion blur post-process is object based or screen based.
  130092. */
  130093. /**
  130094. * Sets wether or not the motion blur post-process should be object based or screen based
  130095. */
  130096. objectBasedMotionBlur: boolean;
  130097. /**
  130098. * List of animations for the pipeline (IAnimatable implementation)
  130099. */
  130100. animations: Animation[];
  130101. /**
  130102. * Private members
  130103. */
  130104. private _scene;
  130105. private _currentDepthOfFieldSource;
  130106. private _basePostProcess;
  130107. private _fixedExposure;
  130108. private _currentExposure;
  130109. private _hdrAutoExposure;
  130110. private _hdrCurrentLuminance;
  130111. private _motionStrength;
  130112. private _isObjectBasedMotionBlur;
  130113. private _floatTextureType;
  130114. private _camerasToBeAttached;
  130115. private _ratio;
  130116. private _bloomEnabled;
  130117. private _depthOfFieldEnabled;
  130118. private _vlsEnabled;
  130119. private _lensFlareEnabled;
  130120. private _hdrEnabled;
  130121. private _motionBlurEnabled;
  130122. private _fxaaEnabled;
  130123. private _motionBlurSamples;
  130124. private _volumetricLightStepsCount;
  130125. private _samples;
  130126. /**
  130127. * @ignore
  130128. * Specifies if the bloom pipeline is enabled
  130129. */
  130130. BloomEnabled: boolean;
  130131. /**
  130132. * @ignore
  130133. * Specifies if the depth of field pipeline is enabed
  130134. */
  130135. DepthOfFieldEnabled: boolean;
  130136. /**
  130137. * @ignore
  130138. * Specifies if the lens flare pipeline is enabed
  130139. */
  130140. LensFlareEnabled: boolean;
  130141. /**
  130142. * @ignore
  130143. * Specifies if the HDR pipeline is enabled
  130144. */
  130145. HDREnabled: boolean;
  130146. /**
  130147. * @ignore
  130148. * Specifies if the volumetric lights scattering effect is enabled
  130149. */
  130150. VLSEnabled: boolean;
  130151. /**
  130152. * @ignore
  130153. * Specifies if the motion blur effect is enabled
  130154. */
  130155. MotionBlurEnabled: boolean;
  130156. /**
  130157. * Specifies if anti-aliasing is enabled
  130158. */
  130159. fxaaEnabled: boolean;
  130160. /**
  130161. * Specifies the number of steps used to calculate the volumetric lights
  130162. * Typically in interval [50, 200]
  130163. */
  130164. volumetricLightStepsCount: number;
  130165. /**
  130166. * Specifies the number of samples used for the motion blur effect
  130167. * Typically in interval [16, 64]
  130168. */
  130169. motionBlurSamples: number;
  130170. /**
  130171. * Specifies MSAA sample count, setting this to 4 will provide 4x anti aliasing. (default: 1)
  130172. */
  130173. samples: number;
  130174. /**
  130175. * Default pipeline should be used going forward but the standard pipeline will be kept for backwards compatibility.
  130176. * @constructor
  130177. * @param name The rendering pipeline name
  130178. * @param scene The scene linked to this pipeline
  130179. * @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)
  130180. * @param originalPostProcess the custom original color post-process. Must be "reusable". Can be null.
  130181. * @param cameras The array of cameras that the rendering pipeline will be attached to
  130182. */
  130183. constructor(name: string, scene: Scene, ratio: number, originalPostProcess?: Nullable<PostProcess>, cameras?: Camera[]);
  130184. private _buildPipeline;
  130185. private _createDownSampleX4PostProcess;
  130186. private _createBrightPassPostProcess;
  130187. private _createBlurPostProcesses;
  130188. private _createTextureAdderPostProcess;
  130189. private _createVolumetricLightPostProcess;
  130190. private _createLuminancePostProcesses;
  130191. private _createHdrPostProcess;
  130192. private _createLensFlarePostProcess;
  130193. private _createDepthOfFieldPostProcess;
  130194. private _createMotionBlurPostProcess;
  130195. private _getDepthTexture;
  130196. private _disposePostProcesses;
  130197. /**
  130198. * Dispose of the pipeline and stop all post processes
  130199. */
  130200. dispose(): void;
  130201. /**
  130202. * Serialize the rendering pipeline (Used when exporting)
  130203. * @returns the serialized object
  130204. */
  130205. serialize(): any;
  130206. /**
  130207. * Parse the serialized pipeline
  130208. * @param source Source pipeline.
  130209. * @param scene The scene to load the pipeline to.
  130210. * @param rootUrl The URL of the serialized pipeline.
  130211. * @returns An instantiated pipeline from the serialized object.
  130212. */
  130213. static Parse(source: any, scene: Scene, rootUrl: string): StandardRenderingPipeline;
  130214. /**
  130215. * Luminance steps
  130216. */
  130217. static LuminanceSteps: number;
  130218. }
  130219. }
  130220. declare module BABYLON {
  130221. /** @hidden */
  130222. export var tonemapPixelShader: {
  130223. name: string;
  130224. shader: string;
  130225. };
  130226. }
  130227. declare module BABYLON {
  130228. /** Defines operator used for tonemapping */
  130229. export enum TonemappingOperator {
  130230. /** Hable */
  130231. Hable = 0,
  130232. /** Reinhard */
  130233. Reinhard = 1,
  130234. /** HejiDawson */
  130235. HejiDawson = 2,
  130236. /** Photographic */
  130237. Photographic = 3
  130238. }
  130239. /**
  130240. * Defines a post process to apply tone mapping
  130241. */
  130242. export class TonemapPostProcess extends PostProcess {
  130243. private _operator;
  130244. /** Defines the required exposure adjustement */
  130245. exposureAdjustment: number;
  130246. /**
  130247. * Creates a new TonemapPostProcess
  130248. * @param name defines the name of the postprocess
  130249. * @param _operator defines the operator to use
  130250. * @param exposureAdjustment defines the required exposure adjustement
  130251. * @param camera defines the camera to use (can be null)
  130252. * @param samplingMode defines the required sampling mode (BABYLON.Texture.BILINEAR_SAMPLINGMODE by default)
  130253. * @param engine defines the hosting engine (can be ignore if camera is set)
  130254. * @param textureFormat defines the texture format to use (BABYLON.Engine.TEXTURETYPE_UNSIGNED_INT by default)
  130255. */
  130256. constructor(name: string, _operator: TonemappingOperator,
  130257. /** Defines the required exposure adjustement */
  130258. exposureAdjustment: number, camera: Camera, samplingMode?: number, engine?: Engine, textureFormat?: number);
  130259. }
  130260. }
  130261. declare module BABYLON {
  130262. /** @hidden */
  130263. export var depthVertexShader: {
  130264. name: string;
  130265. shader: string;
  130266. };
  130267. }
  130268. declare module BABYLON {
  130269. /** @hidden */
  130270. export var volumetricLightScatteringPixelShader: {
  130271. name: string;
  130272. shader: string;
  130273. };
  130274. }
  130275. declare module BABYLON {
  130276. /** @hidden */
  130277. export var volumetricLightScatteringPassVertexShader: {
  130278. name: string;
  130279. shader: string;
  130280. };
  130281. }
  130282. declare module BABYLON {
  130283. /** @hidden */
  130284. export var volumetricLightScatteringPassPixelShader: {
  130285. name: string;
  130286. shader: string;
  130287. };
  130288. }
  130289. declare module BABYLON {
  130290. /**
  130291. * Inspired by http://http.developer.nvidia.com/GPUGems3/gpugems3_ch13.html
  130292. */
  130293. export class VolumetricLightScatteringPostProcess extends PostProcess {
  130294. private _volumetricLightScatteringPass;
  130295. private _volumetricLightScatteringRTT;
  130296. private _viewPort;
  130297. private _screenCoordinates;
  130298. private _cachedDefines;
  130299. /**
  130300. * If not undefined, the mesh position is computed from the attached node position
  130301. */
  130302. attachedNode: {
  130303. position: Vector3;
  130304. };
  130305. /**
  130306. * Custom position of the mesh. Used if "useCustomMeshPosition" is set to "true"
  130307. */
  130308. customMeshPosition: Vector3;
  130309. /**
  130310. * Set if the post-process should use a custom position for the light source (true) or the internal mesh position (false)
  130311. */
  130312. useCustomMeshPosition: boolean;
  130313. /**
  130314. * If the post-process should inverse the light scattering direction
  130315. */
  130316. invert: boolean;
  130317. /**
  130318. * The internal mesh used by the post-process
  130319. */
  130320. mesh: Mesh;
  130321. /**
  130322. * @hidden
  130323. * VolumetricLightScatteringPostProcess.useDiffuseColor is no longer used, use the mesh material directly instead
  130324. */
  130325. useDiffuseColor: boolean;
  130326. /**
  130327. * Array containing the excluded meshes not rendered in the internal pass
  130328. */
  130329. excludedMeshes: AbstractMesh[];
  130330. /**
  130331. * Controls the overall intensity of the post-process
  130332. */
  130333. exposure: number;
  130334. /**
  130335. * Dissipates each sample's contribution in range [0, 1]
  130336. */
  130337. decay: number;
  130338. /**
  130339. * Controls the overall intensity of each sample
  130340. */
  130341. weight: number;
  130342. /**
  130343. * Controls the density of each sample
  130344. */
  130345. density: number;
  130346. /**
  130347. * @constructor
  130348. * @param name The post-process name
  130349. * @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)
  130350. * @param camera The camera that the post-process will be attached to
  130351. * @param mesh The mesh used to create the light scattering
  130352. * @param samples The post-process quality, default 100
  130353. * @param samplingModeThe post-process filtering mode
  130354. * @param engine The babylon engine
  130355. * @param reusable If the post-process is reusable
  130356. * @param scene The constructor needs a scene reference to initialize internal components. If "camera" is null a "scene" must be provided
  130357. */
  130358. constructor(name: string, ratio: any, camera: Camera, mesh?: Mesh, samples?: number, samplingMode?: number, engine?: Engine, reusable?: boolean, scene?: Scene);
  130359. /**
  130360. * Returns the string "VolumetricLightScatteringPostProcess"
  130361. * @returns "VolumetricLightScatteringPostProcess"
  130362. */
  130363. getClassName(): string;
  130364. private _isReady;
  130365. /**
  130366. * Sets the new light position for light scattering effect
  130367. * @param position The new custom light position
  130368. */
  130369. setCustomMeshPosition(position: Vector3): void;
  130370. /**
  130371. * Returns the light position for light scattering effect
  130372. * @return Vector3 The custom light position
  130373. */
  130374. getCustomMeshPosition(): Vector3;
  130375. /**
  130376. * Disposes the internal assets and detaches the post-process from the camera
  130377. */
  130378. dispose(camera: Camera): void;
  130379. /**
  130380. * Returns the render target texture used by the post-process
  130381. * @return the render target texture used by the post-process
  130382. */
  130383. getPass(): RenderTargetTexture;
  130384. private _meshExcluded;
  130385. private _createPass;
  130386. private _updateMeshScreenCoordinates;
  130387. /**
  130388. * Creates a default mesh for the Volumeric Light Scattering post-process
  130389. * @param name The mesh name
  130390. * @param scene The scene where to create the mesh
  130391. * @return the default mesh
  130392. */
  130393. static CreateDefaultMesh(name: string, scene: Scene): Mesh;
  130394. }
  130395. }
  130396. declare module BABYLON {
  130397. interface Scene {
  130398. /** @hidden (Backing field) */
  130399. _boundingBoxRenderer: BoundingBoxRenderer;
  130400. /** @hidden (Backing field) */
  130401. _forceShowBoundingBoxes: boolean;
  130402. /**
  130403. * Gets or sets a boolean indicating if all bounding boxes must be rendered
  130404. */
  130405. forceShowBoundingBoxes: boolean;
  130406. /**
  130407. * Gets the bounding box renderer associated with the scene
  130408. * @returns a BoundingBoxRenderer
  130409. */
  130410. getBoundingBoxRenderer(): BoundingBoxRenderer;
  130411. }
  130412. interface AbstractMesh {
  130413. /** @hidden (Backing field) */
  130414. _showBoundingBox: boolean;
  130415. /**
  130416. * Gets or sets a boolean indicating if the bounding box must be rendered as well (false by default)
  130417. */
  130418. showBoundingBox: boolean;
  130419. }
  130420. /**
  130421. * Component responsible of rendering the bounding box of the meshes in a scene.
  130422. * This is usually used through the mesh.showBoundingBox or the scene.forceShowBoundingBoxes properties
  130423. */
  130424. export class BoundingBoxRenderer implements ISceneComponent {
  130425. /**
  130426. * The component name helpfull to identify the component in the list of scene components.
  130427. */
  130428. readonly name: string;
  130429. /**
  130430. * The scene the component belongs to.
  130431. */
  130432. scene: Scene;
  130433. /**
  130434. * Color of the bounding box lines placed in front of an object
  130435. */
  130436. frontColor: Color3;
  130437. /**
  130438. * Color of the bounding box lines placed behind an object
  130439. */
  130440. backColor: Color3;
  130441. /**
  130442. * Defines if the renderer should show the back lines or not
  130443. */
  130444. showBackLines: boolean;
  130445. /**
  130446. * @hidden
  130447. */
  130448. renderList: SmartArray<BoundingBox>;
  130449. private _colorShader;
  130450. private _vertexBuffers;
  130451. private _indexBuffer;
  130452. private _fillIndexBuffer;
  130453. private _fillIndexData;
  130454. /**
  130455. * Instantiates a new bounding box renderer in a scene.
  130456. * @param scene the scene the renderer renders in
  130457. */
  130458. constructor(scene: Scene);
  130459. /**
  130460. * Registers the component in a given scene
  130461. */
  130462. register(): void;
  130463. private _evaluateSubMesh;
  130464. private _activeMesh;
  130465. private _prepareRessources;
  130466. private _createIndexBuffer;
  130467. /**
  130468. * Rebuilds the elements related to this component in case of
  130469. * context lost for instance.
  130470. */
  130471. rebuild(): void;
  130472. /**
  130473. * @hidden
  130474. */
  130475. reset(): void;
  130476. /**
  130477. * Render the bounding boxes of a specific rendering group
  130478. * @param renderingGroupId defines the rendering group to render
  130479. */
  130480. render(renderingGroupId: number): void;
  130481. /**
  130482. * In case of occlusion queries, we can render the occlusion bounding box through this method
  130483. * @param mesh Define the mesh to render the occlusion bounding box for
  130484. */
  130485. renderOcclusionBoundingBox(mesh: AbstractMesh): void;
  130486. /**
  130487. * Dispose and release the resources attached to this renderer.
  130488. */
  130489. dispose(): void;
  130490. }
  130491. }
  130492. declare module BABYLON {
  130493. /** @hidden */
  130494. export var depthPixelShader: {
  130495. name: string;
  130496. shader: string;
  130497. };
  130498. }
  130499. declare module BABYLON {
  130500. /**
  130501. * This represents a depth renderer in Babylon.
  130502. * A depth renderer will render to it's depth map every frame which can be displayed or used in post processing
  130503. */
  130504. export class DepthRenderer {
  130505. private _scene;
  130506. private _depthMap;
  130507. private _effect;
  130508. private readonly _storeNonLinearDepth;
  130509. private readonly _clearColor;
  130510. /** Get if the depth renderer is using packed depth or not */
  130511. readonly isPacked: boolean;
  130512. private _cachedDefines;
  130513. private _camera;
  130514. /**
  130515. * Specifiess that the depth renderer will only be used within
  130516. * the camera it is created for.
  130517. * This can help forcing its rendering during the camera processing.
  130518. */
  130519. useOnlyInActiveCamera: boolean;
  130520. /** @hidden */
  130521. static _SceneComponentInitialization: (scene: Scene) => void;
  130522. /**
  130523. * Instantiates a depth renderer
  130524. * @param scene The scene the renderer belongs to
  130525. * @param type The texture type of the depth map (default: Engine.TEXTURETYPE_FLOAT)
  130526. * @param camera The camera to be used to render the depth map (default: scene's active camera)
  130527. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  130528. */
  130529. constructor(scene: Scene, type?: number, camera?: Nullable<Camera>, storeNonLinearDepth?: boolean);
  130530. /**
  130531. * Creates the depth rendering effect and checks if the effect is ready.
  130532. * @param subMesh The submesh to be used to render the depth map of
  130533. * @param useInstances If multiple world instances should be used
  130534. * @returns if the depth renderer is ready to render the depth map
  130535. */
  130536. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130537. /**
  130538. * Gets the texture which the depth map will be written to.
  130539. * @returns The depth map texture
  130540. */
  130541. getDepthMap(): RenderTargetTexture;
  130542. /**
  130543. * Disposes of the depth renderer.
  130544. */
  130545. dispose(): void;
  130546. }
  130547. }
  130548. declare module BABYLON {
  130549. interface Scene {
  130550. /** @hidden (Backing field) */
  130551. _depthRenderer: {
  130552. [id: string]: DepthRenderer;
  130553. };
  130554. /**
  130555. * Creates a depth renderer a given camera which contains a depth map which can be used for post processing.
  130556. * @param camera The camera to create the depth renderer on (default: scene's active camera)
  130557. * @param storeNonLinearDepth Defines whether the depth is stored linearly like in Babylon Shadows or directly like glFragCoord.z
  130558. * @returns the created depth renderer
  130559. */
  130560. enableDepthRenderer(camera?: Nullable<Camera>, storeNonLinearDepth?: boolean): DepthRenderer;
  130561. /**
  130562. * Disables a depth renderer for a given camera
  130563. * @param camera The camera to disable the depth renderer on (default: scene's active camera)
  130564. */
  130565. disableDepthRenderer(camera?: Nullable<Camera>): void;
  130566. }
  130567. /**
  130568. * Defines the Depth Renderer scene component responsible to manage a depth buffer useful
  130569. * in several rendering techniques.
  130570. */
  130571. export class DepthRendererSceneComponent implements ISceneComponent {
  130572. /**
  130573. * The component name helpfull to identify the component in the list of scene components.
  130574. */
  130575. readonly name: string;
  130576. /**
  130577. * The scene the component belongs to.
  130578. */
  130579. scene: Scene;
  130580. /**
  130581. * Creates a new instance of the component for the given scene
  130582. * @param scene Defines the scene to register the component in
  130583. */
  130584. constructor(scene: Scene);
  130585. /**
  130586. * Registers the component in a given scene
  130587. */
  130588. register(): void;
  130589. /**
  130590. * Rebuilds the elements related to this component in case of
  130591. * context lost for instance.
  130592. */
  130593. rebuild(): void;
  130594. /**
  130595. * Disposes the component and the associated ressources
  130596. */
  130597. dispose(): void;
  130598. private _gatherRenderTargets;
  130599. private _gatherActiveCameraRenderTargets;
  130600. }
  130601. }
  130602. declare module BABYLON {
  130603. /** @hidden */
  130604. export var outlinePixelShader: {
  130605. name: string;
  130606. shader: string;
  130607. };
  130608. }
  130609. declare module BABYLON {
  130610. /** @hidden */
  130611. export var outlineVertexShader: {
  130612. name: string;
  130613. shader: string;
  130614. };
  130615. }
  130616. declare module BABYLON {
  130617. interface Scene {
  130618. /** @hidden */
  130619. _outlineRenderer: OutlineRenderer;
  130620. /**
  130621. * Gets the outline renderer associated with the scene
  130622. * @returns a OutlineRenderer
  130623. */
  130624. getOutlineRenderer(): OutlineRenderer;
  130625. }
  130626. interface AbstractMesh {
  130627. /** @hidden (Backing field) */
  130628. _renderOutline: boolean;
  130629. /**
  130630. * Gets or sets a boolean indicating if the outline must be rendered as well
  130631. * @see https://www.babylonjs-playground.com/#10WJ5S#3
  130632. */
  130633. renderOutline: boolean;
  130634. /** @hidden (Backing field) */
  130635. _renderOverlay: boolean;
  130636. /**
  130637. * Gets or sets a boolean indicating if the overlay must be rendered as well
  130638. * @see https://www.babylonjs-playground.com/#10WJ5S#2
  130639. */
  130640. renderOverlay: boolean;
  130641. }
  130642. /**
  130643. * This class is responsible to draw bothe outline/overlay of meshes.
  130644. * It should not be used directly but through the available method on mesh.
  130645. */
  130646. export class OutlineRenderer implements ISceneComponent {
  130647. /**
  130648. * Stencil value used to avoid outline being seen within the mesh when the mesh is transparent
  130649. */
  130650. private static _StencilReference;
  130651. /**
  130652. * The name of the component. Each component must have a unique name.
  130653. */
  130654. name: string;
  130655. /**
  130656. * The scene the component belongs to.
  130657. */
  130658. scene: Scene;
  130659. /**
  130660. * Defines a zOffset to prevent zFighting between the overlay and the mesh.
  130661. */
  130662. zOffset: number;
  130663. private _engine;
  130664. private _effect;
  130665. private _cachedDefines;
  130666. private _savedDepthWrite;
  130667. /**
  130668. * Instantiates a new outline renderer. (There could be only one per scene).
  130669. * @param scene Defines the scene it belongs to
  130670. */
  130671. constructor(scene: Scene);
  130672. /**
  130673. * Register the component to one instance of a scene.
  130674. */
  130675. register(): void;
  130676. /**
  130677. * Rebuilds the elements related to this component in case of
  130678. * context lost for instance.
  130679. */
  130680. rebuild(): void;
  130681. /**
  130682. * Disposes the component and the associated ressources.
  130683. */
  130684. dispose(): void;
  130685. /**
  130686. * Renders the outline in the canvas.
  130687. * @param subMesh Defines the sumesh to render
  130688. * @param batch Defines the batch of meshes in case of instances
  130689. * @param useOverlay Defines if the rendering is for the overlay or the outline
  130690. */
  130691. render(subMesh: SubMesh, batch: _InstancesBatch, useOverlay?: boolean): void;
  130692. /**
  130693. * Returns whether or not the outline renderer is ready for a given submesh.
  130694. * All the dependencies e.g. submeshes, texture, effect... mus be ready
  130695. * @param subMesh Defines the submesh to check readyness for
  130696. * @param useInstances Defines wheter wee are trying to render instances or not
  130697. * @returns true if ready otherwise false
  130698. */
  130699. isReady(subMesh: SubMesh, useInstances: boolean): boolean;
  130700. private _beforeRenderingMesh;
  130701. private _afterRenderingMesh;
  130702. }
  130703. }
  130704. declare module BABYLON {
  130705. /**
  130706. * Class used to manage multiple sprites of different sizes on the same spritesheet
  130707. * @see http://doc.babylonjs.com/babylon101/sprites
  130708. */
  130709. export class SpritePackedManager extends SpriteManager {
  130710. /** defines the packed manager's name */
  130711. name: string;
  130712. /**
  130713. * Creates a new sprite manager from a packed sprite sheet
  130714. * @param name defines the manager's name
  130715. * @param imgUrl defines the sprite sheet url
  130716. * @param capacity defines the maximum allowed number of sprites
  130717. * @param scene defines the hosting scene
  130718. * @param spriteJSON null otherwise a JSON object defining sprite sheet data
  130719. * @param epsilon defines the epsilon value to align texture (0.01 by default)
  130720. * @param samplingMode defines the smapling mode to use with spritesheet
  130721. * @param fromPacked set to true; do not alter
  130722. */
  130723. constructor(
  130724. /** defines the packed manager's name */
  130725. name: string, imgUrl: string, capacity: number, scene: Scene, spriteJSON?: string | null, epsilon?: number, samplingMode?: number);
  130726. }
  130727. }
  130728. declare module BABYLON {
  130729. /**
  130730. * Defines the list of states available for a task inside a AssetsManager
  130731. */
  130732. export enum AssetTaskState {
  130733. /**
  130734. * Initialization
  130735. */
  130736. INIT = 0,
  130737. /**
  130738. * Running
  130739. */
  130740. RUNNING = 1,
  130741. /**
  130742. * Done
  130743. */
  130744. DONE = 2,
  130745. /**
  130746. * Error
  130747. */
  130748. ERROR = 3
  130749. }
  130750. /**
  130751. * Define an abstract asset task used with a AssetsManager class to load assets into a scene
  130752. */
  130753. export abstract class AbstractAssetTask {
  130754. /**
  130755. * Task name
  130756. */ name: string;
  130757. /**
  130758. * Callback called when the task is successful
  130759. */
  130760. onSuccess: (task: any) => void;
  130761. /**
  130762. * Callback called when the task is not successful
  130763. */
  130764. onError: (task: any, message?: string, exception?: any) => void;
  130765. /**
  130766. * Creates a new AssetsManager
  130767. * @param name defines the name of the task
  130768. */
  130769. constructor(
  130770. /**
  130771. * Task name
  130772. */ name: string);
  130773. private _isCompleted;
  130774. private _taskState;
  130775. private _errorObject;
  130776. /**
  130777. * Get if the task is completed
  130778. */
  130779. readonly isCompleted: boolean;
  130780. /**
  130781. * Gets the current state of the task
  130782. */
  130783. readonly taskState: AssetTaskState;
  130784. /**
  130785. * Gets the current error object (if task is in error)
  130786. */
  130787. readonly errorObject: {
  130788. message?: string;
  130789. exception?: any;
  130790. };
  130791. /**
  130792. * Internal only
  130793. * @hidden
  130794. */
  130795. _setErrorObject(message?: string, exception?: any): void;
  130796. /**
  130797. * Execute the current task
  130798. * @param scene defines the scene where you want your assets to be loaded
  130799. * @param onSuccess is a callback called when the task is successfully executed
  130800. * @param onError is a callback called if an error occurs
  130801. */
  130802. run(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130803. /**
  130804. * Execute the current task
  130805. * @param scene defines the scene where you want your assets to be loaded
  130806. * @param onSuccess is a callback called when the task is successfully executed
  130807. * @param onError is a callback called if an error occurs
  130808. */
  130809. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130810. /**
  130811. * Reset will set the task state back to INIT, so the next load call of the assets manager will execute this task again.
  130812. * This can be used with failed tasks that have the reason for failure fixed.
  130813. */
  130814. reset(): void;
  130815. private onErrorCallback;
  130816. private onDoneCallback;
  130817. }
  130818. /**
  130819. * Define the interface used by progress events raised during assets loading
  130820. */
  130821. export interface IAssetsProgressEvent {
  130822. /**
  130823. * Defines the number of remaining tasks to process
  130824. */
  130825. remainingCount: number;
  130826. /**
  130827. * Defines the total number of tasks
  130828. */
  130829. totalCount: number;
  130830. /**
  130831. * Defines the task that was just processed
  130832. */
  130833. task: AbstractAssetTask;
  130834. }
  130835. /**
  130836. * Class used to share progress information about assets loading
  130837. */
  130838. export class AssetsProgressEvent implements IAssetsProgressEvent {
  130839. /**
  130840. * Defines the number of remaining tasks to process
  130841. */
  130842. remainingCount: number;
  130843. /**
  130844. * Defines the total number of tasks
  130845. */
  130846. totalCount: number;
  130847. /**
  130848. * Defines the task that was just processed
  130849. */
  130850. task: AbstractAssetTask;
  130851. /**
  130852. * Creates a AssetsProgressEvent
  130853. * @param remainingCount defines the number of remaining tasks to process
  130854. * @param totalCount defines the total number of tasks
  130855. * @param task defines the task that was just processed
  130856. */
  130857. constructor(remainingCount: number, totalCount: number, task: AbstractAssetTask);
  130858. }
  130859. /**
  130860. * Define a task used by AssetsManager to load meshes
  130861. */
  130862. export class MeshAssetTask extends AbstractAssetTask {
  130863. /**
  130864. * Defines the name of the task
  130865. */
  130866. name: string;
  130867. /**
  130868. * Defines the list of mesh's names you want to load
  130869. */
  130870. meshesNames: any;
  130871. /**
  130872. * Defines the root url to use as a base to load your meshes and associated resources
  130873. */
  130874. rootUrl: string;
  130875. /**
  130876. * Defines the filename of the scene to load from
  130877. */
  130878. sceneFilename: string;
  130879. /**
  130880. * Gets the list of loaded meshes
  130881. */
  130882. loadedMeshes: Array<AbstractMesh>;
  130883. /**
  130884. * Gets the list of loaded particle systems
  130885. */
  130886. loadedParticleSystems: Array<IParticleSystem>;
  130887. /**
  130888. * Gets the list of loaded skeletons
  130889. */
  130890. loadedSkeletons: Array<Skeleton>;
  130891. /**
  130892. * Gets the list of loaded animation groups
  130893. */
  130894. loadedAnimationGroups: Array<AnimationGroup>;
  130895. /**
  130896. * Callback called when the task is successful
  130897. */
  130898. onSuccess: (task: MeshAssetTask) => void;
  130899. /**
  130900. * Callback called when the task is successful
  130901. */
  130902. onError: (task: MeshAssetTask, message?: string, exception?: any) => void;
  130903. /**
  130904. * Creates a new MeshAssetTask
  130905. * @param name defines the name of the task
  130906. * @param meshesNames defines the list of mesh's names you want to load
  130907. * @param rootUrl defines the root url to use as a base to load your meshes and associated resources
  130908. * @param sceneFilename defines the filename of the scene to load from
  130909. */
  130910. constructor(
  130911. /**
  130912. * Defines the name of the task
  130913. */
  130914. name: string,
  130915. /**
  130916. * Defines the list of mesh's names you want to load
  130917. */
  130918. meshesNames: any,
  130919. /**
  130920. * Defines the root url to use as a base to load your meshes and associated resources
  130921. */
  130922. rootUrl: string,
  130923. /**
  130924. * Defines the filename of the scene to load from
  130925. */
  130926. sceneFilename: string);
  130927. /**
  130928. * Execute the current task
  130929. * @param scene defines the scene where you want your assets to be loaded
  130930. * @param onSuccess is a callback called when the task is successfully executed
  130931. * @param onError is a callback called if an error occurs
  130932. */
  130933. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130934. }
  130935. /**
  130936. * Define a task used by AssetsManager to load text content
  130937. */
  130938. export class TextFileAssetTask extends AbstractAssetTask {
  130939. /**
  130940. * Defines the name of the task
  130941. */
  130942. name: string;
  130943. /**
  130944. * Defines the location of the file to load
  130945. */
  130946. url: string;
  130947. /**
  130948. * Gets the loaded text string
  130949. */
  130950. text: string;
  130951. /**
  130952. * Callback called when the task is successful
  130953. */
  130954. onSuccess: (task: TextFileAssetTask) => void;
  130955. /**
  130956. * Callback called when the task is successful
  130957. */
  130958. onError: (task: TextFileAssetTask, message?: string, exception?: any) => void;
  130959. /**
  130960. * Creates a new TextFileAssetTask object
  130961. * @param name defines the name of the task
  130962. * @param url defines the location of the file to load
  130963. */
  130964. constructor(
  130965. /**
  130966. * Defines the name of the task
  130967. */
  130968. name: string,
  130969. /**
  130970. * Defines the location of the file to load
  130971. */
  130972. url: string);
  130973. /**
  130974. * Execute the current task
  130975. * @param scene defines the scene where you want your assets to be loaded
  130976. * @param onSuccess is a callback called when the task is successfully executed
  130977. * @param onError is a callback called if an error occurs
  130978. */
  130979. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  130980. }
  130981. /**
  130982. * Define a task used by AssetsManager to load binary data
  130983. */
  130984. export class BinaryFileAssetTask extends AbstractAssetTask {
  130985. /**
  130986. * Defines the name of the task
  130987. */
  130988. name: string;
  130989. /**
  130990. * Defines the location of the file to load
  130991. */
  130992. url: string;
  130993. /**
  130994. * Gets the lodaded data (as an array buffer)
  130995. */
  130996. data: ArrayBuffer;
  130997. /**
  130998. * Callback called when the task is successful
  130999. */
  131000. onSuccess: (task: BinaryFileAssetTask) => void;
  131001. /**
  131002. * Callback called when the task is successful
  131003. */
  131004. onError: (task: BinaryFileAssetTask, message?: string, exception?: any) => void;
  131005. /**
  131006. * Creates a new BinaryFileAssetTask object
  131007. * @param name defines the name of the new task
  131008. * @param url defines the location of the file to load
  131009. */
  131010. constructor(
  131011. /**
  131012. * Defines the name of the task
  131013. */
  131014. name: string,
  131015. /**
  131016. * Defines the location of the file to load
  131017. */
  131018. url: string);
  131019. /**
  131020. * Execute the current task
  131021. * @param scene defines the scene where you want your assets to be loaded
  131022. * @param onSuccess is a callback called when the task is successfully executed
  131023. * @param onError is a callback called if an error occurs
  131024. */
  131025. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131026. }
  131027. /**
  131028. * Define a task used by AssetsManager to load images
  131029. */
  131030. export class ImageAssetTask extends AbstractAssetTask {
  131031. /**
  131032. * Defines the name of the task
  131033. */
  131034. name: string;
  131035. /**
  131036. * Defines the location of the image to load
  131037. */
  131038. url: string;
  131039. /**
  131040. * Gets the loaded images
  131041. */
  131042. image: HTMLImageElement;
  131043. /**
  131044. * Callback called when the task is successful
  131045. */
  131046. onSuccess: (task: ImageAssetTask) => void;
  131047. /**
  131048. * Callback called when the task is successful
  131049. */
  131050. onError: (task: ImageAssetTask, message?: string, exception?: any) => void;
  131051. /**
  131052. * Creates a new ImageAssetTask
  131053. * @param name defines the name of the task
  131054. * @param url defines the location of the image to load
  131055. */
  131056. constructor(
  131057. /**
  131058. * Defines the name of the task
  131059. */
  131060. name: string,
  131061. /**
  131062. * Defines the location of the image to load
  131063. */
  131064. url: string);
  131065. /**
  131066. * Execute the current task
  131067. * @param scene defines the scene where you want your assets to be loaded
  131068. * @param onSuccess is a callback called when the task is successfully executed
  131069. * @param onError is a callback called if an error occurs
  131070. */
  131071. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131072. }
  131073. /**
  131074. * Defines the interface used by texture loading tasks
  131075. */
  131076. export interface ITextureAssetTask<TEX extends BaseTexture> {
  131077. /**
  131078. * Gets the loaded texture
  131079. */
  131080. texture: TEX;
  131081. }
  131082. /**
  131083. * Define a task used by AssetsManager to load 2D textures
  131084. */
  131085. export class TextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<Texture> {
  131086. /**
  131087. * Defines the name of the task
  131088. */
  131089. name: string;
  131090. /**
  131091. * Defines the location of the file to load
  131092. */
  131093. url: string;
  131094. /**
  131095. * Defines if mipmap should not be generated (default is false)
  131096. */
  131097. noMipmap?: boolean | undefined;
  131098. /**
  131099. * Defines if texture must be inverted on Y axis (default is false)
  131100. */
  131101. invertY?: boolean | undefined;
  131102. /**
  131103. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131104. */
  131105. samplingMode: number;
  131106. /**
  131107. * Gets the loaded texture
  131108. */
  131109. texture: Texture;
  131110. /**
  131111. * Callback called when the task is successful
  131112. */
  131113. onSuccess: (task: TextureAssetTask) => void;
  131114. /**
  131115. * Callback called when the task is successful
  131116. */
  131117. onError: (task: TextureAssetTask, message?: string, exception?: any) => void;
  131118. /**
  131119. * Creates a new TextureAssetTask object
  131120. * @param name defines the name of the task
  131121. * @param url defines the location of the file to load
  131122. * @param noMipmap defines if mipmap should not be generated (default is false)
  131123. * @param invertY defines if texture must be inverted on Y axis (default is false)
  131124. * @param samplingMode defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131125. */
  131126. constructor(
  131127. /**
  131128. * Defines the name of the task
  131129. */
  131130. name: string,
  131131. /**
  131132. * Defines the location of the file to load
  131133. */
  131134. url: string,
  131135. /**
  131136. * Defines if mipmap should not be generated (default is false)
  131137. */
  131138. noMipmap?: boolean | undefined,
  131139. /**
  131140. * Defines if texture must be inverted on Y axis (default is false)
  131141. */
  131142. invertY?: boolean | undefined,
  131143. /**
  131144. * Defines the sampling mode to use (default is Texture.TRILINEAR_SAMPLINGMODE)
  131145. */
  131146. samplingMode?: number);
  131147. /**
  131148. * Execute the current task
  131149. * @param scene defines the scene where you want your assets to be loaded
  131150. * @param onSuccess is a callback called when the task is successfully executed
  131151. * @param onError is a callback called if an error occurs
  131152. */
  131153. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131154. }
  131155. /**
  131156. * Define a task used by AssetsManager to load cube textures
  131157. */
  131158. export class CubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<CubeTexture> {
  131159. /**
  131160. * Defines the name of the task
  131161. */
  131162. name: string;
  131163. /**
  131164. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131165. */
  131166. url: string;
  131167. /**
  131168. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131169. */
  131170. extensions?: string[] | undefined;
  131171. /**
  131172. * Defines if mipmaps should not be generated (default is false)
  131173. */
  131174. noMipmap?: boolean | undefined;
  131175. /**
  131176. * Defines the explicit list of files (undefined by default)
  131177. */
  131178. files?: string[] | undefined;
  131179. /**
  131180. * Gets the loaded texture
  131181. */
  131182. texture: CubeTexture;
  131183. /**
  131184. * Callback called when the task is successful
  131185. */
  131186. onSuccess: (task: CubeTextureAssetTask) => void;
  131187. /**
  131188. * Callback called when the task is successful
  131189. */
  131190. onError: (task: CubeTextureAssetTask, message?: string, exception?: any) => void;
  131191. /**
  131192. * Creates a new CubeTextureAssetTask
  131193. * @param name defines the name of the task
  131194. * @param url defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131195. * @param extensions defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131196. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131197. * @param files defines the explicit list of files (undefined by default)
  131198. */
  131199. constructor(
  131200. /**
  131201. * Defines the name of the task
  131202. */
  131203. name: string,
  131204. /**
  131205. * Defines the location of the files to load (You have to specify the folder where the files are + filename with no extension)
  131206. */
  131207. url: string,
  131208. /**
  131209. * Defines the extensions to use to load files (["_px", "_py", "_pz", "_nx", "_ny", "_nz"] by default)
  131210. */
  131211. extensions?: string[] | undefined,
  131212. /**
  131213. * Defines if mipmaps should not be generated (default is false)
  131214. */
  131215. noMipmap?: boolean | undefined,
  131216. /**
  131217. * Defines the explicit list of files (undefined by default)
  131218. */
  131219. files?: string[] | undefined);
  131220. /**
  131221. * Execute the current task
  131222. * @param scene defines the scene where you want your assets to be loaded
  131223. * @param onSuccess is a callback called when the task is successfully executed
  131224. * @param onError is a callback called if an error occurs
  131225. */
  131226. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131227. }
  131228. /**
  131229. * Define a task used by AssetsManager to load HDR cube textures
  131230. */
  131231. export class HDRCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<HDRCubeTexture> {
  131232. /**
  131233. * Defines the name of the task
  131234. */
  131235. name: string;
  131236. /**
  131237. * Defines the location of the file to load
  131238. */
  131239. url: string;
  131240. /**
  131241. * Defines the desired size (the more it increases the longer the generation will be)
  131242. */
  131243. size: number;
  131244. /**
  131245. * Defines if mipmaps should not be generated (default is false)
  131246. */
  131247. noMipmap: boolean;
  131248. /**
  131249. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131250. */
  131251. generateHarmonics: boolean;
  131252. /**
  131253. * 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)
  131254. */
  131255. gammaSpace: boolean;
  131256. /**
  131257. * Internal Use Only
  131258. */
  131259. reserved: boolean;
  131260. /**
  131261. * Gets the loaded texture
  131262. */
  131263. texture: HDRCubeTexture;
  131264. /**
  131265. * Callback called when the task is successful
  131266. */
  131267. onSuccess: (task: HDRCubeTextureAssetTask) => void;
  131268. /**
  131269. * Callback called when the task is successful
  131270. */
  131271. onError: (task: HDRCubeTextureAssetTask, message?: string, exception?: any) => void;
  131272. /**
  131273. * Creates a new HDRCubeTextureAssetTask object
  131274. * @param name defines the name of the task
  131275. * @param url defines the location of the file to load
  131276. * @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.
  131277. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131278. * @param generateHarmonics specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131279. * @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)
  131280. * @param reserved Internal use only
  131281. */
  131282. constructor(
  131283. /**
  131284. * Defines the name of the task
  131285. */
  131286. name: string,
  131287. /**
  131288. * Defines the location of the file to load
  131289. */
  131290. url: string,
  131291. /**
  131292. * Defines the desired size (the more it increases the longer the generation will be)
  131293. */
  131294. size: number,
  131295. /**
  131296. * Defines if mipmaps should not be generated (default is false)
  131297. */
  131298. noMipmap?: boolean,
  131299. /**
  131300. * Specifies whether you want to extract the polynomial harmonics during the generation process (default is true)
  131301. */
  131302. generateHarmonics?: boolean,
  131303. /**
  131304. * 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)
  131305. */
  131306. gammaSpace?: boolean,
  131307. /**
  131308. * Internal Use Only
  131309. */
  131310. reserved?: boolean);
  131311. /**
  131312. * Execute the current task
  131313. * @param scene defines the scene where you want your assets to be loaded
  131314. * @param onSuccess is a callback called when the task is successfully executed
  131315. * @param onError is a callback called if an error occurs
  131316. */
  131317. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131318. }
  131319. /**
  131320. * Define a task used by AssetsManager to load Equirectangular cube textures
  131321. */
  131322. export class EquiRectangularCubeTextureAssetTask extends AbstractAssetTask implements ITextureAssetTask<EquiRectangularCubeTexture> {
  131323. /**
  131324. * Defines the name of the task
  131325. */
  131326. name: string;
  131327. /**
  131328. * Defines the location of the file to load
  131329. */
  131330. url: string;
  131331. /**
  131332. * Defines the desired size (the more it increases the longer the generation will be)
  131333. */
  131334. size: number;
  131335. /**
  131336. * Defines if mipmaps should not be generated (default is false)
  131337. */
  131338. noMipmap: boolean;
  131339. /**
  131340. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131341. * but the standard material would require them in Gamma space) (default is true)
  131342. */
  131343. gammaSpace: boolean;
  131344. /**
  131345. * Gets the loaded texture
  131346. */
  131347. texture: EquiRectangularCubeTexture;
  131348. /**
  131349. * Callback called when the task is successful
  131350. */
  131351. onSuccess: (task: EquiRectangularCubeTextureAssetTask) => void;
  131352. /**
  131353. * Callback called when the task is successful
  131354. */
  131355. onError: (task: EquiRectangularCubeTextureAssetTask, message?: string, exception?: any) => void;
  131356. /**
  131357. * Creates a new EquiRectangularCubeTextureAssetTask object
  131358. * @param name defines the name of the task
  131359. * @param url defines the location of the file to load
  131360. * @param size defines the desired size (the more it increases the longer the generation will be)
  131361. * If the size is omitted this implies you are using a preprocessed cubemap.
  131362. * @param noMipmap defines if mipmaps should not be generated (default is false)
  131363. * @param gammaSpace specifies if the texture will be used in gamma or linear space
  131364. * (the PBR material requires those texture in linear space, but the standard material would require them in Gamma space)
  131365. * (default is true)
  131366. */
  131367. constructor(
  131368. /**
  131369. * Defines the name of the task
  131370. */
  131371. name: string,
  131372. /**
  131373. * Defines the location of the file to load
  131374. */
  131375. url: string,
  131376. /**
  131377. * Defines the desired size (the more it increases the longer the generation will be)
  131378. */
  131379. size: number,
  131380. /**
  131381. * Defines if mipmaps should not be generated (default is false)
  131382. */
  131383. noMipmap?: boolean,
  131384. /**
  131385. * Specifies if the texture will be use in gamma or linear space (the PBR material requires those texture in linear space,
  131386. * but the standard material would require them in Gamma space) (default is true)
  131387. */
  131388. gammaSpace?: boolean);
  131389. /**
  131390. * Execute the current task
  131391. * @param scene defines the scene where you want your assets to be loaded
  131392. * @param onSuccess is a callback called when the task is successfully executed
  131393. * @param onError is a callback called if an error occurs
  131394. */
  131395. runTask(scene: Scene, onSuccess: () => void, onError: (message?: string, exception?: any) => void): void;
  131396. }
  131397. /**
  131398. * This class can be used to easily import assets into a scene
  131399. * @see http://doc.babylonjs.com/how_to/how_to_use_assetsmanager
  131400. */
  131401. export class AssetsManager {
  131402. private _scene;
  131403. private _isLoading;
  131404. protected _tasks: AbstractAssetTask[];
  131405. protected _waitingTasksCount: number;
  131406. protected _totalTasksCount: number;
  131407. /**
  131408. * Callback called when all tasks are processed
  131409. */
  131410. onFinish: (tasks: AbstractAssetTask[]) => void;
  131411. /**
  131412. * Callback called when a task is successful
  131413. */
  131414. onTaskSuccess: (task: AbstractAssetTask) => void;
  131415. /**
  131416. * Callback called when a task had an error
  131417. */
  131418. onTaskError: (task: AbstractAssetTask) => void;
  131419. /**
  131420. * Callback called when a task is done (whatever the result is)
  131421. */
  131422. onProgress: (remainingCount: number, totalCount: number, task: AbstractAssetTask) => void;
  131423. /**
  131424. * Observable called when all tasks are processed
  131425. */
  131426. onTaskSuccessObservable: Observable<AbstractAssetTask>;
  131427. /**
  131428. * Observable called when a task had an error
  131429. */
  131430. onTaskErrorObservable: Observable<AbstractAssetTask>;
  131431. /**
  131432. * Observable called when all tasks were executed
  131433. */
  131434. onTasksDoneObservable: Observable<AbstractAssetTask[]>;
  131435. /**
  131436. * Observable called when a task is done (whatever the result is)
  131437. */
  131438. onProgressObservable: Observable<IAssetsProgressEvent>;
  131439. /**
  131440. * Gets or sets a boolean defining if the AssetsManager should use the default loading screen
  131441. * @see http://doc.babylonjs.com/how_to/creating_a_custom_loading_screen
  131442. */
  131443. useDefaultLoadingScreen: boolean;
  131444. /**
  131445. * Gets or sets a boolean defining if the AssetsManager should automatically hide the loading screen
  131446. * when all assets have been downloaded.
  131447. * If set to false, you need to manually call in hideLoadingUI() once your scene is ready.
  131448. */
  131449. autoHideLoadingUI: boolean;
  131450. /**
  131451. * Creates a new AssetsManager
  131452. * @param scene defines the scene to work on
  131453. */
  131454. constructor(scene: Scene);
  131455. /**
  131456. * Add a MeshAssetTask to the list of active tasks
  131457. * @param taskName defines the name of the new task
  131458. * @param meshesNames defines the name of meshes to load
  131459. * @param rootUrl defines the root url to use to locate files
  131460. * @param sceneFilename defines the filename of the scene file
  131461. * @returns a new MeshAssetTask object
  131462. */
  131463. addMeshTask(taskName: string, meshesNames: any, rootUrl: string, sceneFilename: string): MeshAssetTask;
  131464. /**
  131465. * Add a TextFileAssetTask to the list of active tasks
  131466. * @param taskName defines the name of the new task
  131467. * @param url defines the url of the file to load
  131468. * @returns a new TextFileAssetTask object
  131469. */
  131470. addTextFileTask(taskName: string, url: string): TextFileAssetTask;
  131471. /**
  131472. * Add a BinaryFileAssetTask to the list of active tasks
  131473. * @param taskName defines the name of the new task
  131474. * @param url defines the url of the file to load
  131475. * @returns a new BinaryFileAssetTask object
  131476. */
  131477. addBinaryFileTask(taskName: string, url: string): BinaryFileAssetTask;
  131478. /**
  131479. * Add a ImageAssetTask to the list of active tasks
  131480. * @param taskName defines the name of the new task
  131481. * @param url defines the url of the file to load
  131482. * @returns a new ImageAssetTask object
  131483. */
  131484. addImageTask(taskName: string, url: string): ImageAssetTask;
  131485. /**
  131486. * Add a TextureAssetTask to the list of active tasks
  131487. * @param taskName defines the name of the new task
  131488. * @param url defines the url of the file to load
  131489. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131490. * @param invertY defines if you want to invert Y axis of the loaded texture (false by default)
  131491. * @param samplingMode defines the sampling mode to use (Texture.TRILINEAR_SAMPLINGMODE by default)
  131492. * @returns a new TextureAssetTask object
  131493. */
  131494. addTextureTask(taskName: string, url: string, noMipmap?: boolean, invertY?: boolean, samplingMode?: number): TextureAssetTask;
  131495. /**
  131496. * Add a CubeTextureAssetTask to the list of active tasks
  131497. * @param taskName defines the name of the new task
  131498. * @param url defines the url of the file to load
  131499. * @param extensions defines the extension to use to load the cube map (can be null)
  131500. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131501. * @param files defines the list of files to load (can be null)
  131502. * @returns a new CubeTextureAssetTask object
  131503. */
  131504. addCubeTextureTask(taskName: string, url: string, extensions?: string[], noMipmap?: boolean, files?: string[]): CubeTextureAssetTask;
  131505. /**
  131506. *
  131507. * Add a HDRCubeTextureAssetTask to the list of active tasks
  131508. * @param taskName defines the name of the new task
  131509. * @param url defines the url of the file to load
  131510. * @param size defines the size you want for the cubemap (can be null)
  131511. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131512. * @param generateHarmonics defines if you want to automatically generate (true by default)
  131513. * @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)
  131514. * @param reserved Internal use only
  131515. * @returns a new HDRCubeTextureAssetTask object
  131516. */
  131517. addHDRCubeTextureTask(taskName: string, url: string, size: number, noMipmap?: boolean, generateHarmonics?: boolean, gammaSpace?: boolean, reserved?: boolean): HDRCubeTextureAssetTask;
  131518. /**
  131519. *
  131520. * Add a EquiRectangularCubeTextureAssetTask to the list of active tasks
  131521. * @param taskName defines the name of the new task
  131522. * @param url defines the url of the file to load
  131523. * @param size defines the size you want for the cubemap (can be null)
  131524. * @param noMipmap defines if the texture must not receive mipmaps (false by default)
  131525. * @param gammaSpace Specifies if the texture will be used in gamma or linear space
  131526. * (the PBR material requires those textures in linear space, but the standard material would require them in Gamma space)
  131527. * @returns a new EquiRectangularCubeTextureAssetTask object
  131528. */
  131529. addEquiRectangularCubeTextureAssetTask(taskName: string, url: string, size: number, noMipmap?: boolean, gammaSpace?: boolean): EquiRectangularCubeTextureAssetTask;
  131530. /**
  131531. * Remove a task from the assets manager.
  131532. * @param task the task to remove
  131533. */
  131534. removeTask(task: AbstractAssetTask): void;
  131535. private _decreaseWaitingTasksCount;
  131536. private _runTask;
  131537. /**
  131538. * Reset the AssetsManager and remove all tasks
  131539. * @return the current instance of the AssetsManager
  131540. */
  131541. reset(): AssetsManager;
  131542. /**
  131543. * Start the loading process
  131544. * @return the current instance of the AssetsManager
  131545. */
  131546. load(): AssetsManager;
  131547. /**
  131548. * Start the loading process as an async operation
  131549. * @return a promise returning the list of failed tasks
  131550. */
  131551. loadAsync(): Promise<void>;
  131552. }
  131553. }
  131554. declare module BABYLON {
  131555. /**
  131556. * Wrapper class for promise with external resolve and reject.
  131557. */
  131558. export class Deferred<T> {
  131559. /**
  131560. * The promise associated with this deferred object.
  131561. */
  131562. readonly promise: Promise<T>;
  131563. private _resolve;
  131564. private _reject;
  131565. /**
  131566. * The resolve method of the promise associated with this deferred object.
  131567. */
  131568. readonly resolve: (value?: T | PromiseLike<T> | undefined) => void;
  131569. /**
  131570. * The reject method of the promise associated with this deferred object.
  131571. */
  131572. readonly reject: (reason?: any) => void;
  131573. /**
  131574. * Constructor for this deferred object.
  131575. */
  131576. constructor();
  131577. }
  131578. }
  131579. declare module BABYLON {
  131580. /**
  131581. * Class used to explode meshes (ie. to have a center and move them away from that center to better see the overall organization)
  131582. */
  131583. export class MeshExploder {
  131584. private _centerMesh;
  131585. private _meshes;
  131586. private _meshesOrigins;
  131587. private _toCenterVectors;
  131588. private _scaledDirection;
  131589. private _newPosition;
  131590. private _centerPosition;
  131591. /**
  131592. * Explodes meshes from a center mesh.
  131593. * @param meshes The meshes to explode.
  131594. * @param centerMesh The mesh to be center of explosion.
  131595. */
  131596. constructor(meshes: Array<Mesh>, centerMesh?: Mesh);
  131597. private _setCenterMesh;
  131598. /**
  131599. * Get class name
  131600. * @returns "MeshExploder"
  131601. */
  131602. getClassName(): string;
  131603. /**
  131604. * "Exploded meshes"
  131605. * @returns Array of meshes with the centerMesh at index 0.
  131606. */
  131607. getMeshes(): Array<Mesh>;
  131608. /**
  131609. * Explodes meshes giving a specific direction
  131610. * @param direction Number to multiply distance of each mesh's origin from center. Use a negative number to implode, or zero to reset.
  131611. */
  131612. explode(direction?: number): void;
  131613. }
  131614. }
  131615. declare module BABYLON {
  131616. /**
  131617. * Class used to help managing file picking and drag'n'drop
  131618. */
  131619. export class FilesInput {
  131620. /**
  131621. * List of files ready to be loaded
  131622. */
  131623. static readonly FilesToLoad: {
  131624. [key: string]: File;
  131625. };
  131626. /**
  131627. * Callback called when a file is processed
  131628. */
  131629. onProcessFileCallback: (file: File, name: string, extension: string) => true;
  131630. private _engine;
  131631. private _currentScene;
  131632. private _sceneLoadedCallback;
  131633. private _progressCallback;
  131634. private _additionalRenderLoopLogicCallback;
  131635. private _textureLoadingCallback;
  131636. private _startingProcessingFilesCallback;
  131637. private _onReloadCallback;
  131638. private _errorCallback;
  131639. private _elementToMonitor;
  131640. private _sceneFileToLoad;
  131641. private _filesToLoad;
  131642. /**
  131643. * Creates a new FilesInput
  131644. * @param engine defines the rendering engine
  131645. * @param scene defines the hosting scene
  131646. * @param sceneLoadedCallback callback called when scene is loaded
  131647. * @param progressCallback callback called to track progress
  131648. * @param additionalRenderLoopLogicCallback callback called to add user logic to the rendering loop
  131649. * @param textureLoadingCallback callback called when a texture is loading
  131650. * @param startingProcessingFilesCallback callback called when the system is about to process all files
  131651. * @param onReloadCallback callback called when a reload is requested
  131652. * @param errorCallback callback call if an error occurs
  131653. */
  131654. 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);
  131655. private _dragEnterHandler;
  131656. private _dragOverHandler;
  131657. private _dropHandler;
  131658. /**
  131659. * Calls this function to listen to drag'n'drop events on a specific DOM element
  131660. * @param elementToMonitor defines the DOM element to track
  131661. */
  131662. monitorElementForDragNDrop(elementToMonitor: HTMLElement): void;
  131663. /**
  131664. * Release all associated resources
  131665. */
  131666. dispose(): void;
  131667. private renderFunction;
  131668. private drag;
  131669. private drop;
  131670. private _traverseFolder;
  131671. private _processFiles;
  131672. /**
  131673. * Load files from a drop event
  131674. * @param event defines the drop event to use as source
  131675. */
  131676. loadFiles(event: any): void;
  131677. private _processReload;
  131678. /**
  131679. * Reload the current scene from the loaded files
  131680. */
  131681. reload(): void;
  131682. }
  131683. }
  131684. declare module BABYLON {
  131685. /**
  131686. * Defines the root class used to create scene optimization to use with SceneOptimizer
  131687. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131688. */
  131689. export class SceneOptimization {
  131690. /**
  131691. * Defines the priority of this optimization (0 by default which means first in the list)
  131692. */
  131693. priority: number;
  131694. /**
  131695. * Gets a string describing the action executed by the current optimization
  131696. * @returns description string
  131697. */
  131698. getDescription(): string;
  131699. /**
  131700. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131701. * @param scene defines the current scene where to apply this optimization
  131702. * @param optimizer defines the current optimizer
  131703. * @returns true if everything that can be done was applied
  131704. */
  131705. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131706. /**
  131707. * Creates the SceneOptimization object
  131708. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131709. * @param desc defines the description associated with the optimization
  131710. */
  131711. constructor(
  131712. /**
  131713. * Defines the priority of this optimization (0 by default which means first in the list)
  131714. */
  131715. priority?: number);
  131716. }
  131717. /**
  131718. * Defines an optimization used to reduce the size of render target textures
  131719. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131720. */
  131721. export class TextureOptimization extends SceneOptimization {
  131722. /**
  131723. * Defines the priority of this optimization (0 by default which means first in the list)
  131724. */
  131725. priority: number;
  131726. /**
  131727. * 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
  131728. */
  131729. maximumSize: number;
  131730. /**
  131731. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131732. */
  131733. step: number;
  131734. /**
  131735. * Gets a string describing the action executed by the current optimization
  131736. * @returns description string
  131737. */
  131738. getDescription(): string;
  131739. /**
  131740. * Creates the TextureOptimization object
  131741. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131742. * @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
  131743. * @param step defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131744. */
  131745. constructor(
  131746. /**
  131747. * Defines the priority of this optimization (0 by default which means first in the list)
  131748. */
  131749. priority?: number,
  131750. /**
  131751. * 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
  131752. */
  131753. maximumSize?: number,
  131754. /**
  131755. * Defines the factor (0.5 by default) used to scale down textures bigger than maximum sized allowed.
  131756. */
  131757. step?: number);
  131758. /**
  131759. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131760. * @param scene defines the current scene where to apply this optimization
  131761. * @param optimizer defines the current optimizer
  131762. * @returns true if everything that can be done was applied
  131763. */
  131764. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131765. }
  131766. /**
  131767. * Defines an optimization used to increase or decrease the rendering resolution
  131768. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131769. */
  131770. export class HardwareScalingOptimization extends SceneOptimization {
  131771. /**
  131772. * Defines the priority of this optimization (0 by default which means first in the list)
  131773. */
  131774. priority: number;
  131775. /**
  131776. * Defines the maximum scale to use (2 by default)
  131777. */
  131778. maximumScale: number;
  131779. /**
  131780. * Defines the step to use between two passes (0.5 by default)
  131781. */
  131782. step: number;
  131783. private _currentScale;
  131784. private _directionOffset;
  131785. /**
  131786. * Gets a string describing the action executed by the current optimization
  131787. * @return description string
  131788. */
  131789. getDescription(): string;
  131790. /**
  131791. * Creates the HardwareScalingOptimization object
  131792. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  131793. * @param maximumScale defines the maximum scale to use (2 by default)
  131794. * @param step defines the step to use between two passes (0.5 by default)
  131795. */
  131796. constructor(
  131797. /**
  131798. * Defines the priority of this optimization (0 by default which means first in the list)
  131799. */
  131800. priority?: number,
  131801. /**
  131802. * Defines the maximum scale to use (2 by default)
  131803. */
  131804. maximumScale?: number,
  131805. /**
  131806. * Defines the step to use between two passes (0.5 by default)
  131807. */
  131808. step?: number);
  131809. /**
  131810. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131811. * @param scene defines the current scene where to apply this optimization
  131812. * @param optimizer defines the current optimizer
  131813. * @returns true if everything that can be done was applied
  131814. */
  131815. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131816. }
  131817. /**
  131818. * Defines an optimization used to remove shadows
  131819. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131820. */
  131821. export class ShadowsOptimization extends SceneOptimization {
  131822. /**
  131823. * Gets a string describing the action executed by the current optimization
  131824. * @return description string
  131825. */
  131826. getDescription(): string;
  131827. /**
  131828. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131829. * @param scene defines the current scene where to apply this optimization
  131830. * @param optimizer defines the current optimizer
  131831. * @returns true if everything that can be done was applied
  131832. */
  131833. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131834. }
  131835. /**
  131836. * Defines an optimization used to turn post-processes off
  131837. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131838. */
  131839. export class PostProcessesOptimization extends SceneOptimization {
  131840. /**
  131841. * Gets a string describing the action executed by the current optimization
  131842. * @return description string
  131843. */
  131844. getDescription(): string;
  131845. /**
  131846. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131847. * @param scene defines the current scene where to apply this optimization
  131848. * @param optimizer defines the current optimizer
  131849. * @returns true if everything that can be done was applied
  131850. */
  131851. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131852. }
  131853. /**
  131854. * Defines an optimization used to turn lens flares off
  131855. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131856. */
  131857. export class LensFlaresOptimization extends SceneOptimization {
  131858. /**
  131859. * Gets a string describing the action executed by the current optimization
  131860. * @return description string
  131861. */
  131862. getDescription(): string;
  131863. /**
  131864. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131865. * @param scene defines the current scene where to apply this optimization
  131866. * @param optimizer defines the current optimizer
  131867. * @returns true if everything that can be done was applied
  131868. */
  131869. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131870. }
  131871. /**
  131872. * Defines an optimization based on user defined callback.
  131873. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131874. */
  131875. export class CustomOptimization extends SceneOptimization {
  131876. /**
  131877. * Callback called to apply the custom optimization.
  131878. */
  131879. onApply: (scene: Scene, optimizer: SceneOptimizer) => boolean;
  131880. /**
  131881. * Callback called to get custom description
  131882. */
  131883. onGetDescription: () => string;
  131884. /**
  131885. * Gets a string describing the action executed by the current optimization
  131886. * @returns description string
  131887. */
  131888. getDescription(): string;
  131889. /**
  131890. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131891. * @param scene defines the current scene where to apply this optimization
  131892. * @param optimizer defines the current optimizer
  131893. * @returns true if everything that can be done was applied
  131894. */
  131895. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131896. }
  131897. /**
  131898. * Defines an optimization used to turn particles off
  131899. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131900. */
  131901. export class ParticlesOptimization extends SceneOptimization {
  131902. /**
  131903. * Gets a string describing the action executed by the current optimization
  131904. * @return description string
  131905. */
  131906. getDescription(): string;
  131907. /**
  131908. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131909. * @param scene defines the current scene where to apply this optimization
  131910. * @param optimizer defines the current optimizer
  131911. * @returns true if everything that can be done was applied
  131912. */
  131913. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131914. }
  131915. /**
  131916. * Defines an optimization used to turn render targets off
  131917. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131918. */
  131919. export class RenderTargetsOptimization extends SceneOptimization {
  131920. /**
  131921. * Gets a string describing the action executed by the current optimization
  131922. * @return description string
  131923. */
  131924. getDescription(): string;
  131925. /**
  131926. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131927. * @param scene defines the current scene where to apply this optimization
  131928. * @param optimizer defines the current optimizer
  131929. * @returns true if everything that can be done was applied
  131930. */
  131931. apply(scene: Scene, optimizer: SceneOptimizer): boolean;
  131932. }
  131933. /**
  131934. * Defines an optimization used to merge meshes with compatible materials
  131935. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131936. */
  131937. export class MergeMeshesOptimization extends SceneOptimization {
  131938. private static _UpdateSelectionTree;
  131939. /**
  131940. * Gets or sets a boolean which defines if optimization octree has to be updated
  131941. */
  131942. /**
  131943. * Gets or sets a boolean which defines if optimization octree has to be updated
  131944. */
  131945. static UpdateSelectionTree: boolean;
  131946. /**
  131947. * Gets a string describing the action executed by the current optimization
  131948. * @return description string
  131949. */
  131950. getDescription(): string;
  131951. private _canBeMerged;
  131952. /**
  131953. * This function will be called by the SceneOptimizer when its priority is reached in order to apply the change required by the current optimization
  131954. * @param scene defines the current scene where to apply this optimization
  131955. * @param optimizer defines the current optimizer
  131956. * @param updateSelectionTree defines that the selection octree has to be updated (false by default)
  131957. * @returns true if everything that can be done was applied
  131958. */
  131959. apply(scene: Scene, optimizer: SceneOptimizer, updateSelectionTree?: boolean): boolean;
  131960. }
  131961. /**
  131962. * Defines a list of options used by SceneOptimizer
  131963. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  131964. */
  131965. export class SceneOptimizerOptions {
  131966. /**
  131967. * Defines the target frame rate to reach (60 by default)
  131968. */
  131969. targetFrameRate: number;
  131970. /**
  131971. * Defines the interval between two checkes (2000ms by default)
  131972. */
  131973. trackerDuration: number;
  131974. /**
  131975. * Gets the list of optimizations to apply
  131976. */
  131977. optimizations: SceneOptimization[];
  131978. /**
  131979. * Creates a new list of options used by SceneOptimizer
  131980. * @param targetFrameRate defines the target frame rate to reach (60 by default)
  131981. * @param trackerDuration defines the interval between two checkes (2000ms by default)
  131982. */
  131983. constructor(
  131984. /**
  131985. * Defines the target frame rate to reach (60 by default)
  131986. */
  131987. targetFrameRate?: number,
  131988. /**
  131989. * Defines the interval between two checkes (2000ms by default)
  131990. */
  131991. trackerDuration?: number);
  131992. /**
  131993. * Add a new optimization
  131994. * @param optimization defines the SceneOptimization to add to the list of active optimizations
  131995. * @returns the current SceneOptimizerOptions
  131996. */
  131997. addOptimization(optimization: SceneOptimization): SceneOptimizerOptions;
  131998. /**
  131999. * Add a new custom optimization
  132000. * @param onApply defines the callback called to apply the custom optimization (true if everything that can be done was applied)
  132001. * @param onGetDescription defines the callback called to get the description attached with the optimization.
  132002. * @param priority defines the priority of this optimization (0 by default which means first in the list)
  132003. * @returns the current SceneOptimizerOptions
  132004. */
  132005. addCustomOptimization(onApply: (scene: Scene) => boolean, onGetDescription: () => string, priority?: number): SceneOptimizerOptions;
  132006. /**
  132007. * Creates a list of pre-defined optimizations aimed to reduce the visual impact on the scene
  132008. * @param targetFrameRate defines the target frame rate (60 by default)
  132009. * @returns a SceneOptimizerOptions object
  132010. */
  132011. static LowDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132012. /**
  132013. * Creates a list of pre-defined optimizations aimed to have a moderate impact on the scene visual
  132014. * @param targetFrameRate defines the target frame rate (60 by default)
  132015. * @returns a SceneOptimizerOptions object
  132016. */
  132017. static ModerateDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132018. /**
  132019. * Creates a list of pre-defined optimizations aimed to have a big impact on the scene visual
  132020. * @param targetFrameRate defines the target frame rate (60 by default)
  132021. * @returns a SceneOptimizerOptions object
  132022. */
  132023. static HighDegradationAllowed(targetFrameRate?: number): SceneOptimizerOptions;
  132024. }
  132025. /**
  132026. * Class used to run optimizations in order to reach a target frame rate
  132027. * @description More details at http://doc.babylonjs.com/how_to/how_to_use_sceneoptimizer
  132028. */
  132029. export class SceneOptimizer implements IDisposable {
  132030. private _isRunning;
  132031. private _options;
  132032. private _scene;
  132033. private _currentPriorityLevel;
  132034. private _targetFrameRate;
  132035. private _trackerDuration;
  132036. private _currentFrameRate;
  132037. private _sceneDisposeObserver;
  132038. private _improvementMode;
  132039. /**
  132040. * Defines an observable called when the optimizer reaches the target frame rate
  132041. */
  132042. onSuccessObservable: Observable<SceneOptimizer>;
  132043. /**
  132044. * Defines an observable called when the optimizer enables an optimization
  132045. */
  132046. onNewOptimizationAppliedObservable: Observable<SceneOptimization>;
  132047. /**
  132048. * Defines an observable called when the optimizer is not able to reach the target frame rate
  132049. */
  132050. onFailureObservable: Observable<SceneOptimizer>;
  132051. /**
  132052. * Gets a boolean indicating if the optimizer is in improvement mode
  132053. */
  132054. readonly isInImprovementMode: boolean;
  132055. /**
  132056. * Gets the current priority level (0 at start)
  132057. */
  132058. readonly currentPriorityLevel: number;
  132059. /**
  132060. * Gets the current frame rate checked by the SceneOptimizer
  132061. */
  132062. readonly currentFrameRate: number;
  132063. /**
  132064. * Gets or sets the current target frame rate (60 by default)
  132065. */
  132066. /**
  132067. * Gets or sets the current target frame rate (60 by default)
  132068. */
  132069. targetFrameRate: number;
  132070. /**
  132071. * Gets or sets the current interval between two checks (every 2000ms by default)
  132072. */
  132073. /**
  132074. * Gets or sets the current interval between two checks (every 2000ms by default)
  132075. */
  132076. trackerDuration: number;
  132077. /**
  132078. * Gets the list of active optimizations
  132079. */
  132080. readonly optimizations: SceneOptimization[];
  132081. /**
  132082. * Creates a new SceneOptimizer
  132083. * @param scene defines the scene to work on
  132084. * @param options defines the options to use with the SceneOptimizer
  132085. * @param autoGeneratePriorities defines if priorities must be generated and not read from SceneOptimization property (true by default)
  132086. * @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)
  132087. */
  132088. constructor(scene: Scene, options?: SceneOptimizerOptions, autoGeneratePriorities?: boolean, improvementMode?: boolean);
  132089. /**
  132090. * Stops the current optimizer
  132091. */
  132092. stop(): void;
  132093. /**
  132094. * Reset the optimizer to initial step (current priority level = 0)
  132095. */
  132096. reset(): void;
  132097. /**
  132098. * Start the optimizer. By default it will try to reach a specific framerate
  132099. * but if the optimizer is set with improvementMode === true then it will run all optimiatiation while frame rate is above the target frame rate
  132100. */
  132101. start(): void;
  132102. private _checkCurrentState;
  132103. /**
  132104. * Release all resources
  132105. */
  132106. dispose(): void;
  132107. /**
  132108. * Helper function to create a SceneOptimizer with one single line of code
  132109. * @param scene defines the scene to work on
  132110. * @param options defines the options to use with the SceneOptimizer
  132111. * @param onSuccess defines a callback to call on success
  132112. * @param onFailure defines a callback to call on failure
  132113. * @returns the new SceneOptimizer object
  132114. */
  132115. static OptimizeAsync(scene: Scene, options?: SceneOptimizerOptions, onSuccess?: () => void, onFailure?: () => void): SceneOptimizer;
  132116. }
  132117. }
  132118. declare module BABYLON {
  132119. /**
  132120. * Class used to serialize a scene into a string
  132121. */
  132122. export class SceneSerializer {
  132123. /**
  132124. * Clear cache used by a previous serialization
  132125. */
  132126. static ClearCache(): void;
  132127. /**
  132128. * Serialize a scene into a JSON compatible object
  132129. * @param scene defines the scene to serialize
  132130. * @returns a JSON compatible object
  132131. */
  132132. static Serialize(scene: Scene): any;
  132133. /**
  132134. * Serialize a mesh into a JSON compatible object
  132135. * @param toSerialize defines the mesh to serialize
  132136. * @param withParents defines if parents must be serialized as well
  132137. * @param withChildren defines if children must be serialized as well
  132138. * @returns a JSON compatible object
  132139. */
  132140. static SerializeMesh(toSerialize: any, withParents?: boolean, withChildren?: boolean): any;
  132141. }
  132142. }
  132143. declare module BABYLON {
  132144. /**
  132145. * Class used to host texture specific utilities
  132146. */
  132147. export class TextureTools {
  132148. /**
  132149. * Uses the GPU to create a copy texture rescaled at a given size
  132150. * @param texture Texture to copy from
  132151. * @param width defines the desired width
  132152. * @param height defines the desired height
  132153. * @param useBilinearMode defines if bilinear mode has to be used
  132154. * @return the generated texture
  132155. */
  132156. static CreateResizedCopy(texture: Texture, width: number, height: number, useBilinearMode?: boolean): Texture;
  132157. }
  132158. }
  132159. declare module BABYLON {
  132160. /**
  132161. * This represents the different options available for the video capture.
  132162. */
  132163. export interface VideoRecorderOptions {
  132164. /** Defines the mime type of the video. */
  132165. mimeType: string;
  132166. /** Defines the FPS the video should be recorded at. */
  132167. fps: number;
  132168. /** Defines the chunk size for the recording data. */
  132169. recordChunckSize: number;
  132170. /** The audio tracks to attach to the recording. */
  132171. audioTracks?: MediaStreamTrack[];
  132172. }
  132173. /**
  132174. * This can help with recording videos from BabylonJS.
  132175. * This is based on the available WebRTC functionalities of the browser.
  132176. *
  132177. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_video
  132178. */
  132179. export class VideoRecorder {
  132180. private static readonly _defaultOptions;
  132181. /**
  132182. * Returns whether or not the VideoRecorder is available in your browser.
  132183. * @param engine Defines the Babylon Engine.
  132184. * @returns true if supported otherwise false.
  132185. */
  132186. static IsSupported(engine: Engine): boolean;
  132187. private readonly _options;
  132188. private _canvas;
  132189. private _mediaRecorder;
  132190. private _recordedChunks;
  132191. private _fileName;
  132192. private _resolve;
  132193. private _reject;
  132194. /**
  132195. * True when a recording is already in progress.
  132196. */
  132197. readonly isRecording: boolean;
  132198. /**
  132199. * Create a new VideoCapture object which can help converting what you see in Babylon to a video file.
  132200. * @param engine Defines the BabylonJS Engine you wish to record.
  132201. * @param options Defines options that can be used to customize the capture.
  132202. */
  132203. constructor(engine: Engine, options?: Nullable<VideoRecorderOptions>);
  132204. /**
  132205. * Stops the current recording before the default capture timeout passed in the startRecording function.
  132206. */
  132207. stopRecording(): void;
  132208. /**
  132209. * Starts recording the canvas for a max duration specified in parameters.
  132210. * @param fileName Defines the name of the file to be downloaded when the recording stop.
  132211. * If null no automatic download will start and you can rely on the promise to get the data back.
  132212. * @param maxDuration Defines the maximum recording time in seconds.
  132213. * It defaults to 7 seconds. A value of zero will not stop automatically, you would need to call stopRecording manually.
  132214. * @return A promise callback at the end of the recording with the video data in Blob.
  132215. */
  132216. startRecording(fileName?: Nullable<string>, maxDuration?: number): Promise<Blob>;
  132217. /**
  132218. * Releases internal resources used during the recording.
  132219. */
  132220. dispose(): void;
  132221. private _handleDataAvailable;
  132222. private _handleError;
  132223. private _handleStop;
  132224. }
  132225. }
  132226. declare module BABYLON {
  132227. /**
  132228. * Class containing a set of static utilities functions for screenshots
  132229. */
  132230. export class ScreenshotTools {
  132231. /**
  132232. * Captures a screenshot of the current rendering
  132233. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132234. * @param engine defines the rendering engine
  132235. * @param camera defines the source camera
  132236. * @param size This parameter can be set to a single number or to an object with the
  132237. * following (optional) properties: precision, width, height. If a single number is passed,
  132238. * it will be used for both width and height. If an object is passed, the screenshot size
  132239. * will be derived from the parameters. The precision property is a multiplier allowing
  132240. * rendering at a higher or lower resolution
  132241. * @param successCallback defines the callback receives a single parameter which contains the
  132242. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132243. * src parameter of an <img> to display it
  132244. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132245. * Check your browser for supported MIME types
  132246. */
  132247. static CreateScreenshot(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string): void;
  132248. /**
  132249. * Captures a screenshot of the current rendering
  132250. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132251. * @param engine defines the rendering engine
  132252. * @param camera defines the source camera
  132253. * @param size This parameter can be set to a single number or to an object with the
  132254. * following (optional) properties: precision, width, height. If a single number is passed,
  132255. * it will be used for both width and height. If an object is passed, the screenshot size
  132256. * will be derived from the parameters. The precision property is a multiplier allowing
  132257. * rendering at a higher or lower resolution
  132258. * @param mimeType defines the MIME type of the screenshot image (default: image/png).
  132259. * Check your browser for supported MIME types
  132260. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132261. * to the src parameter of an <img> to display it
  132262. */
  132263. static CreateScreenshotAsync(engine: Engine, camera: Camera, size: any, mimeType?: string): Promise<string>;
  132264. /**
  132265. * Generates an image screenshot from the specified camera.
  132266. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132267. * @param engine The engine to use for rendering
  132268. * @param camera The camera to use for rendering
  132269. * @param size This parameter can be set to a single number or to an object with the
  132270. * following (optional) properties: precision, width, height. If a single number is passed,
  132271. * it will be used for both width and height. If an object is passed, the screenshot size
  132272. * will be derived from the parameters. The precision property is a multiplier allowing
  132273. * rendering at a higher or lower resolution
  132274. * @param successCallback The callback receives a single parameter which contains the
  132275. * screenshot as a string of base64-encoded characters. This string can be assigned to the
  132276. * src parameter of an <img> to display it
  132277. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132278. * Check your browser for supported MIME types
  132279. * @param samples Texture samples (default: 1)
  132280. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132281. * @param fileName A name for for the downloaded file.
  132282. */
  132283. static CreateScreenshotUsingRenderTarget(engine: Engine, camera: Camera, size: IScreenshotSize | number, successCallback?: (data: string) => void, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): void;
  132284. /**
  132285. * Generates an image screenshot from the specified camera.
  132286. * @see http://doc.babylonjs.com/how_to/render_scene_on_a_png
  132287. * @param engine The engine to use for rendering
  132288. * @param camera The camera to use for rendering
  132289. * @param size This parameter can be set to a single number or to an object with the
  132290. * following (optional) properties: precision, width, height. If a single number is passed,
  132291. * it will be used for both width and height. If an object is passed, the screenshot size
  132292. * will be derived from the parameters. The precision property is a multiplier allowing
  132293. * rendering at a higher or lower resolution
  132294. * @param mimeType The MIME type of the screenshot image (default: image/png).
  132295. * Check your browser for supported MIME types
  132296. * @param samples Texture samples (default: 1)
  132297. * @param antialiasing Whether antialiasing should be turned on or not (default: false)
  132298. * @param fileName A name for for the downloaded file.
  132299. * @returns screenshot as a string of base64-encoded characters. This string can be assigned
  132300. * to the src parameter of an <img> to display it
  132301. */
  132302. static CreateScreenshotUsingRenderTargetAsync(engine: Engine, camera: Camera, size: any, mimeType?: string, samples?: number, antialiasing?: boolean, fileName?: string): Promise<string>;
  132303. /**
  132304. * Gets height and width for screenshot size
  132305. * @private
  132306. */
  132307. private static _getScreenshotSize;
  132308. }
  132309. }
  132310. declare module BABYLON {
  132311. /**
  132312. * Interface for a data buffer
  132313. */
  132314. export interface IDataBuffer {
  132315. /**
  132316. * Reads bytes from the data buffer.
  132317. * @param byteOffset The byte offset to read
  132318. * @param byteLength The byte length to read
  132319. * @returns A promise that resolves when the bytes are read
  132320. */
  132321. readAsync(byteOffset: number, byteLength: number): Promise<ArrayBufferView>;
  132322. /**
  132323. * The byte length of the buffer.
  132324. */
  132325. readonly byteLength: number;
  132326. }
  132327. /**
  132328. * Utility class for reading from a data buffer
  132329. */
  132330. export class DataReader {
  132331. /**
  132332. * The data buffer associated with this data reader.
  132333. */
  132334. readonly buffer: IDataBuffer;
  132335. /**
  132336. * The current byte offset from the beginning of the data buffer.
  132337. */
  132338. byteOffset: number;
  132339. private _dataView;
  132340. private _dataByteOffset;
  132341. /**
  132342. * Constructor
  132343. * @param buffer The buffer to read
  132344. */
  132345. constructor(buffer: IDataBuffer);
  132346. /**
  132347. * Loads the given byte length.
  132348. * @param byteLength The byte length to load
  132349. * @returns A promise that resolves when the load is complete
  132350. */
  132351. loadAsync(byteLength: number): Promise<void>;
  132352. /**
  132353. * Read a unsigned 32-bit integer from the currently loaded data range.
  132354. * @returns The 32-bit integer read
  132355. */
  132356. readUint32(): number;
  132357. /**
  132358. * Read a byte array from the currently loaded data range.
  132359. * @param byteLength The byte length to read
  132360. * @returns The byte array read
  132361. */
  132362. readUint8Array(byteLength: number): Uint8Array;
  132363. /**
  132364. * Read a string from the currently loaded data range.
  132365. * @param byteLength The byte length to read
  132366. * @returns The string read
  132367. */
  132368. readString(byteLength: number): string;
  132369. /**
  132370. * Skips the given byte length the currently loaded data range.
  132371. * @param byteLength The byte length to skip
  132372. */
  132373. skipBytes(byteLength: number): void;
  132374. }
  132375. }
  132376. declare module BABYLON {
  132377. /**
  132378. * A cursor which tracks a point on a path
  132379. */
  132380. export class PathCursor {
  132381. private path;
  132382. /**
  132383. * Stores path cursor callbacks for when an onchange event is triggered
  132384. */
  132385. private _onchange;
  132386. /**
  132387. * The value of the path cursor
  132388. */
  132389. value: number;
  132390. /**
  132391. * The animation array of the path cursor
  132392. */
  132393. animations: Animation[];
  132394. /**
  132395. * Initializes the path cursor
  132396. * @param path The path to track
  132397. */
  132398. constructor(path: Path2);
  132399. /**
  132400. * Gets the cursor point on the path
  132401. * @returns A point on the path cursor at the cursor location
  132402. */
  132403. getPoint(): Vector3;
  132404. /**
  132405. * Moves the cursor ahead by the step amount
  132406. * @param step The amount to move the cursor forward
  132407. * @returns This path cursor
  132408. */
  132409. moveAhead(step?: number): PathCursor;
  132410. /**
  132411. * Moves the cursor behind by the step amount
  132412. * @param step The amount to move the cursor back
  132413. * @returns This path cursor
  132414. */
  132415. moveBack(step?: number): PathCursor;
  132416. /**
  132417. * Moves the cursor by the step amount
  132418. * If the step amount is greater than one, an exception is thrown
  132419. * @param step The amount to move the cursor
  132420. * @returns This path cursor
  132421. */
  132422. move(step: number): PathCursor;
  132423. /**
  132424. * Ensures that the value is limited between zero and one
  132425. * @returns This path cursor
  132426. */
  132427. private ensureLimits;
  132428. /**
  132429. * Runs onchange callbacks on change (used by the animation engine)
  132430. * @returns This path cursor
  132431. */
  132432. private raiseOnChange;
  132433. /**
  132434. * Executes a function on change
  132435. * @param f A path cursor onchange callback
  132436. * @returns This path cursor
  132437. */
  132438. onchange(f: (cursor: PathCursor) => void): PathCursor;
  132439. }
  132440. }
  132441. declare module BABYLON {
  132442. /** @hidden */
  132443. export var blurPixelShader: {
  132444. name: string;
  132445. shader: string;
  132446. };
  132447. }
  132448. declare module BABYLON {
  132449. /** @hidden */
  132450. export var pointCloudVertexDeclaration: {
  132451. name: string;
  132452. shader: string;
  132453. };
  132454. }
  132455. // Mixins
  132456. interface Window {
  132457. mozIndexedDB: IDBFactory;
  132458. webkitIndexedDB: IDBFactory;
  132459. msIndexedDB: IDBFactory;
  132460. webkitURL: typeof URL;
  132461. mozRequestAnimationFrame(callback: FrameRequestCallback): number;
  132462. oRequestAnimationFrame(callback: FrameRequestCallback): number;
  132463. WebGLRenderingContext: WebGLRenderingContext;
  132464. MSGesture: MSGesture;
  132465. CANNON: any;
  132466. AudioContext: AudioContext;
  132467. webkitAudioContext: AudioContext;
  132468. PointerEvent: any;
  132469. Math: Math;
  132470. Uint8Array: Uint8ArrayConstructor;
  132471. Float32Array: Float32ArrayConstructor;
  132472. mozURL: typeof URL;
  132473. msURL: typeof URL;
  132474. VRFrameData: any; // WebVR, from specs 1.1
  132475. DracoDecoderModule: any;
  132476. setImmediate(handler: (...args: any[]) => void): number;
  132477. }
  132478. interface HTMLCanvasElement {
  132479. requestPointerLock(): void;
  132480. msRequestPointerLock?(): void;
  132481. mozRequestPointerLock?(): void;
  132482. webkitRequestPointerLock?(): void;
  132483. /** Track wether a record is in progress */
  132484. isRecording: boolean;
  132485. /** Capture Stream method defined by some browsers */
  132486. captureStream(fps?: number): MediaStream;
  132487. }
  132488. interface CanvasRenderingContext2D {
  132489. msImageSmoothingEnabled: boolean;
  132490. }
  132491. interface MouseEvent {
  132492. mozMovementX: number;
  132493. mozMovementY: number;
  132494. webkitMovementX: number;
  132495. webkitMovementY: number;
  132496. msMovementX: number;
  132497. msMovementY: number;
  132498. }
  132499. interface Navigator {
  132500. mozGetVRDevices: (any: any) => any;
  132501. webkitGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132502. mozGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132503. msGetUserMedia(constraints: MediaStreamConstraints, successCallback: NavigatorUserMediaSuccessCallback, errorCallback: NavigatorUserMediaErrorCallback): void;
  132504. webkitGetGamepads(): Gamepad[];
  132505. msGetGamepads(): Gamepad[];
  132506. webkitGamepads(): Gamepad[];
  132507. }
  132508. interface HTMLVideoElement {
  132509. mozSrcObject: any;
  132510. }
  132511. interface Math {
  132512. fround(x: number): number;
  132513. imul(a: number, b: number): number;
  132514. }
  132515. interface WebGLRenderingContext {
  132516. drawArraysInstanced(mode: number, first: number, count: number, primcount: number): void;
  132517. drawElementsInstanced(mode: number, count: number, type: number, offset: number, primcount: number): void;
  132518. vertexAttribDivisor(index: number, divisor: number): void;
  132519. createVertexArray(): any;
  132520. bindVertexArray(vao?: WebGLVertexArrayObject | null): void;
  132521. deleteVertexArray(vao: WebGLVertexArrayObject): void;
  132522. blitFramebuffer(srcX0: number, srcY0: number, srcX1: number, srcY1: number, dstX0: number, dstY0: number, dstX1: number, dstY1: number, mask: number, filter: number): void;
  132523. renderbufferStorageMultisample(target: number, samples: number, internalformat: number, width: number, height: number): void;
  132524. bindBufferBase(target: number, index: number, buffer: WebGLBuffer | null): void;
  132525. getUniformBlockIndex(program: WebGLProgram, uniformBlockName: string): number;
  132526. uniformBlockBinding(program: WebGLProgram, uniformBlockIndex: number, uniformBlockBinding: number): void;
  132527. // Queries
  132528. createQuery(): WebGLQuery;
  132529. deleteQuery(query: WebGLQuery): void;
  132530. beginQuery(target: number, query: WebGLQuery): void;
  132531. endQuery(target: number): void;
  132532. getQueryParameter(query: WebGLQuery, pname: number): any;
  132533. getQuery(target: number, pname: number): any;
  132534. MAX_SAMPLES: number;
  132535. RGBA8: number;
  132536. READ_FRAMEBUFFER: number;
  132537. DRAW_FRAMEBUFFER: number;
  132538. UNIFORM_BUFFER: number;
  132539. HALF_FLOAT_OES: number;
  132540. RGBA16F: number;
  132541. RGBA32F: number;
  132542. R32F: number;
  132543. RG32F: number;
  132544. RGB32F: number;
  132545. R16F: number;
  132546. RG16F: number;
  132547. RGB16F: number;
  132548. RED: number;
  132549. RG: number;
  132550. R8: number;
  132551. RG8: number;
  132552. UNSIGNED_INT_24_8: number;
  132553. DEPTH24_STENCIL8: number;
  132554. MIN: number;
  132555. MAX: number;
  132556. /* Multiple Render Targets */
  132557. drawBuffers(buffers: number[]): void;
  132558. readBuffer(src: number): void;
  132559. readonly COLOR_ATTACHMENT0: number; // 0x8CE1
  132560. readonly COLOR_ATTACHMENT1: number; // 0x8CE2
  132561. readonly COLOR_ATTACHMENT2: number; // 0x8CE3
  132562. readonly COLOR_ATTACHMENT3: number; // 0x8CE4
  132563. // Occlusion Query
  132564. ANY_SAMPLES_PASSED_CONSERVATIVE: number;
  132565. ANY_SAMPLES_PASSED: number;
  132566. QUERY_RESULT_AVAILABLE: number;
  132567. QUERY_RESULT: number;
  132568. }
  132569. interface WebGLProgram {
  132570. __SPECTOR_rebuildProgram?: ((vertexSourceCode: string, fragmentSourceCode: string, onCompiled: (program: WebGLProgram) => void, onError: (message: string) => void) => void) | null;
  132571. }
  132572. interface EXT_disjoint_timer_query {
  132573. QUERY_COUNTER_BITS_EXT: number;
  132574. TIME_ELAPSED_EXT: number;
  132575. TIMESTAMP_EXT: number;
  132576. GPU_DISJOINT_EXT: number;
  132577. QUERY_RESULT_EXT: number;
  132578. QUERY_RESULT_AVAILABLE_EXT: number;
  132579. queryCounterEXT(query: WebGLQuery, target: number): void;
  132580. createQueryEXT(): WebGLQuery;
  132581. beginQueryEXT(target: number, query: WebGLQuery): void;
  132582. endQueryEXT(target: number): void;
  132583. getQueryObjectEXT(query: WebGLQuery, target: number): any;
  132584. deleteQueryEXT(query: WebGLQuery): void;
  132585. }
  132586. interface WebGLUniformLocation {
  132587. _currentState: any;
  132588. }
  132589. // Type definitions for WebGL 2, Editor's Draft Fri Feb 24 16:10:18 2017 -0800
  132590. // Project: https://www.khronos.org/registry/webgl/specs/latest/2.0/
  132591. // Definitions by: Nico Kemnitz <https://github.com/nkemnitz/>
  132592. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132593. interface WebGLRenderingContext {
  132594. readonly RASTERIZER_DISCARD: number;
  132595. readonly DEPTH_COMPONENT24: number;
  132596. readonly TEXTURE_3D: number;
  132597. readonly TEXTURE_2D_ARRAY: number;
  132598. readonly TEXTURE_COMPARE_FUNC: number;
  132599. readonly TEXTURE_COMPARE_MODE: number;
  132600. readonly COMPARE_REF_TO_TEXTURE: number;
  132601. readonly TEXTURE_WRAP_R: number;
  132602. readonly HALF_FLOAT: number;
  132603. readonly RGB8: number;
  132604. readonly RED_INTEGER: number;
  132605. readonly RG_INTEGER: number;
  132606. readonly RGB_INTEGER: number;
  132607. readonly RGBA_INTEGER: number;
  132608. readonly R8_SNORM: number;
  132609. readonly RG8_SNORM: number;
  132610. readonly RGB8_SNORM: number;
  132611. readonly RGBA8_SNORM: number;
  132612. readonly R8I: number;
  132613. readonly RG8I: number;
  132614. readonly RGB8I: number;
  132615. readonly RGBA8I: number;
  132616. readonly R8UI: number;
  132617. readonly RG8UI: number;
  132618. readonly RGB8UI: number;
  132619. readonly RGBA8UI: number;
  132620. readonly R16I: number;
  132621. readonly RG16I: number;
  132622. readonly RGB16I: number;
  132623. readonly RGBA16I: number;
  132624. readonly R16UI: number;
  132625. readonly RG16UI: number;
  132626. readonly RGB16UI: number;
  132627. readonly RGBA16UI: number;
  132628. readonly R32I: number;
  132629. readonly RG32I: number;
  132630. readonly RGB32I: number;
  132631. readonly RGBA32I: number;
  132632. readonly R32UI: number;
  132633. readonly RG32UI: number;
  132634. readonly RGB32UI: number;
  132635. readonly RGBA32UI: number;
  132636. readonly RGB10_A2UI: number;
  132637. readonly R11F_G11F_B10F: number;
  132638. readonly RGB9_E5: number;
  132639. readonly RGB10_A2: number;
  132640. readonly UNSIGNED_INT_2_10_10_10_REV: number;
  132641. readonly UNSIGNED_INT_10F_11F_11F_REV: number;
  132642. readonly UNSIGNED_INT_5_9_9_9_REV: number;
  132643. readonly FLOAT_32_UNSIGNED_INT_24_8_REV: number;
  132644. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView | null): void;
  132645. texImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, format: number, type: number, pixels: ArrayBufferView, offset: number): void;
  132646. 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;
  132647. compressedTexImage3D(target: number, level: number, internalformat: number, width: number, height: number, depth: number, border: number, data: ArrayBufferView, offset?: number, length?: number): void;
  132648. readonly TRANSFORM_FEEDBACK: number;
  132649. readonly INTERLEAVED_ATTRIBS: number;
  132650. readonly TRANSFORM_FEEDBACK_BUFFER: number;
  132651. createTransformFeedback(): WebGLTransformFeedback;
  132652. deleteTransformFeedback(transformFeedbac: WebGLTransformFeedback): void;
  132653. bindTransformFeedback(target: number, transformFeedback: WebGLTransformFeedback | null): void;
  132654. beginTransformFeedback(primitiveMode: number): void;
  132655. endTransformFeedback(): void;
  132656. transformFeedbackVaryings(program: WebGLProgram, varyings: string[], bufferMode: number): void;
  132657. clearBufferfv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132658. clearBufferiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132659. clearBufferuiv(buffer: number, drawbuffer: number, values: ArrayBufferView, srcOffset: number | null): void;
  132660. clearBufferfi(buffer: number, drawbuffer: number, depth: number, stencil: number): void;
  132661. }
  132662. interface ImageBitmap {
  132663. readonly width: number;
  132664. readonly height: number;
  132665. close(): void;
  132666. }
  132667. interface WebGLQuery extends WebGLObject {
  132668. }
  132669. declare var WebGLQuery: {
  132670. prototype: WebGLQuery;
  132671. new(): WebGLQuery;
  132672. };
  132673. interface WebGLSampler extends WebGLObject {
  132674. }
  132675. declare var WebGLSampler: {
  132676. prototype: WebGLSampler;
  132677. new(): WebGLSampler;
  132678. };
  132679. interface WebGLSync extends WebGLObject {
  132680. }
  132681. declare var WebGLSync: {
  132682. prototype: WebGLSync;
  132683. new(): WebGLSync;
  132684. };
  132685. interface WebGLTransformFeedback extends WebGLObject {
  132686. }
  132687. declare var WebGLTransformFeedback: {
  132688. prototype: WebGLTransformFeedback;
  132689. new(): WebGLTransformFeedback;
  132690. };
  132691. interface WebGLVertexArrayObject extends WebGLObject {
  132692. }
  132693. declare var WebGLVertexArrayObject: {
  132694. prototype: WebGLVertexArrayObject;
  132695. new(): WebGLVertexArrayObject;
  132696. };
  132697. // Type definitions for WebVR API
  132698. // Project: https://w3c.github.io/webvr/
  132699. // Definitions by: six a <https://github.com/lostfictions>
  132700. // Definitions: https://github.com/DefinitelyTyped/DefinitelyTyped
  132701. interface VRDisplay extends EventTarget {
  132702. /**
  132703. * Dictionary of capabilities describing the VRDisplay.
  132704. */
  132705. readonly capabilities: VRDisplayCapabilities;
  132706. /**
  132707. * z-depth defining the far plane of the eye view frustum
  132708. * enables mapping of values in the render target depth
  132709. * attachment to scene coordinates. Initially set to 10000.0.
  132710. */
  132711. depthFar: number;
  132712. /**
  132713. * z-depth defining the near plane of the eye view frustum
  132714. * enables mapping of values in the render target depth
  132715. * attachment to scene coordinates. Initially set to 0.01.
  132716. */
  132717. depthNear: number;
  132718. /**
  132719. * An identifier for this distinct VRDisplay. Used as an
  132720. * association point in the Gamepad API.
  132721. */
  132722. readonly displayId: number;
  132723. /**
  132724. * A display name, a user-readable name identifying it.
  132725. */
  132726. readonly displayName: string;
  132727. readonly isConnected: boolean;
  132728. readonly isPresenting: boolean;
  132729. /**
  132730. * If this VRDisplay supports room-scale experiences, the optional
  132731. * stage attribute contains details on the room-scale parameters.
  132732. */
  132733. readonly stageParameters: VRStageParameters | null;
  132734. /**
  132735. * Passing the value returned by `requestAnimationFrame` to
  132736. * `cancelAnimationFrame` will unregister the callback.
  132737. * @param handle Define the hanle of the request to cancel
  132738. */
  132739. cancelAnimationFrame(handle: number): void;
  132740. /**
  132741. * Stops presenting to the VRDisplay.
  132742. * @returns a promise to know when it stopped
  132743. */
  132744. exitPresent(): Promise<void>;
  132745. /**
  132746. * Return the current VREyeParameters for the given eye.
  132747. * @param whichEye Define the eye we want the parameter for
  132748. * @returns the eye parameters
  132749. */
  132750. getEyeParameters(whichEye: string): VREyeParameters;
  132751. /**
  132752. * Populates the passed VRFrameData with the information required to render
  132753. * the current frame.
  132754. * @param frameData Define the data structure to populate
  132755. * @returns true if ok otherwise false
  132756. */
  132757. getFrameData(frameData: VRFrameData): boolean;
  132758. /**
  132759. * Get the layers currently being presented.
  132760. * @returns the list of VR layers
  132761. */
  132762. getLayers(): VRLayer[];
  132763. /**
  132764. * Return a VRPose containing the future predicted pose of the VRDisplay
  132765. * when the current frame will be presented. The value returned will not
  132766. * change until JavaScript has returned control to the browser.
  132767. *
  132768. * The VRPose will contain the position, orientation, velocity,
  132769. * and acceleration of each of these properties.
  132770. * @returns the pose object
  132771. */
  132772. getPose(): VRPose;
  132773. /**
  132774. * Return the current instantaneous pose of the VRDisplay, with no
  132775. * prediction applied.
  132776. * @returns the current instantaneous pose
  132777. */
  132778. getImmediatePose(): VRPose;
  132779. /**
  132780. * The callback passed to `requestAnimationFrame` will be called
  132781. * any time a new frame should be rendered. When the VRDisplay is
  132782. * presenting the callback will be called at the native refresh
  132783. * rate of the HMD. When not presenting this function acts
  132784. * identically to how window.requestAnimationFrame acts. Content should
  132785. * make no assumptions of frame rate or vsync behavior as the HMD runs
  132786. * asynchronously from other displays and at differing refresh rates.
  132787. * @param callback Define the eaction to run next frame
  132788. * @returns the request handle it
  132789. */
  132790. requestAnimationFrame(callback: FrameRequestCallback): number;
  132791. /**
  132792. * Begin presenting to the VRDisplay. Must be called in response to a user gesture.
  132793. * Repeat calls while already presenting will update the VRLayers being displayed.
  132794. * @param layers Define the list of layer to present
  132795. * @returns a promise to know when the request has been fulfilled
  132796. */
  132797. requestPresent(layers: VRLayer[]): Promise<void>;
  132798. /**
  132799. * Reset the pose for this display, treating its current position and
  132800. * orientation as the "origin/zero" values. VRPose.position,
  132801. * VRPose.orientation, and VRStageParameters.sittingToStandingTransform may be
  132802. * updated when calling resetPose(). This should be called in only
  132803. * sitting-space experiences.
  132804. */
  132805. resetPose(): void;
  132806. /**
  132807. * The VRLayer provided to the VRDisplay will be captured and presented
  132808. * in the HMD. Calling this function has the same effect on the source
  132809. * canvas as any other operation that uses its source image, and canvases
  132810. * created without preserveDrawingBuffer set to true will be cleared.
  132811. * @param pose Define the pose to submit
  132812. */
  132813. submitFrame(pose?: VRPose): void;
  132814. }
  132815. declare var VRDisplay: {
  132816. prototype: VRDisplay;
  132817. new(): VRDisplay;
  132818. };
  132819. interface VRLayer {
  132820. leftBounds?: number[] | Float32Array | null;
  132821. rightBounds?: number[] | Float32Array | null;
  132822. source?: HTMLCanvasElement | null;
  132823. }
  132824. interface VRDisplayCapabilities {
  132825. readonly canPresent: boolean;
  132826. readonly hasExternalDisplay: boolean;
  132827. readonly hasOrientation: boolean;
  132828. readonly hasPosition: boolean;
  132829. readonly maxLayers: number;
  132830. }
  132831. interface VREyeParameters {
  132832. /** @deprecated */
  132833. readonly fieldOfView: VRFieldOfView;
  132834. readonly offset: Float32Array;
  132835. readonly renderHeight: number;
  132836. readonly renderWidth: number;
  132837. }
  132838. interface VRFieldOfView {
  132839. readonly downDegrees: number;
  132840. readonly leftDegrees: number;
  132841. readonly rightDegrees: number;
  132842. readonly upDegrees: number;
  132843. }
  132844. interface VRFrameData {
  132845. readonly leftProjectionMatrix: Float32Array;
  132846. readonly leftViewMatrix: Float32Array;
  132847. readonly pose: VRPose;
  132848. readonly rightProjectionMatrix: Float32Array;
  132849. readonly rightViewMatrix: Float32Array;
  132850. readonly timestamp: number;
  132851. }
  132852. interface VRPose {
  132853. readonly angularAcceleration: Float32Array | null;
  132854. readonly angularVelocity: Float32Array | null;
  132855. readonly linearAcceleration: Float32Array | null;
  132856. readonly linearVelocity: Float32Array | null;
  132857. readonly orientation: Float32Array | null;
  132858. readonly position: Float32Array | null;
  132859. readonly timestamp: number;
  132860. }
  132861. interface VRStageParameters {
  132862. sittingToStandingTransform?: Float32Array;
  132863. sizeX?: number;
  132864. sizeY?: number;
  132865. }
  132866. interface Navigator {
  132867. getVRDisplays(): Promise<VRDisplay[]>;
  132868. readonly activeVRDisplays: ReadonlyArray<VRDisplay>;
  132869. }
  132870. interface Window {
  132871. onvrdisplayconnected: ((this: Window, ev: Event) => any) | null;
  132872. onvrdisplaydisconnected: ((this: Window, ev: Event) => any) | null;
  132873. onvrdisplaypresentchange: ((this: Window, ev: Event) => any) | null;
  132874. addEventListener(type: "vrdisplayconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132875. addEventListener(type: "vrdisplaydisconnected", listener: (ev: Event) => any, useCapture?: boolean): void;
  132876. addEventListener(type: "vrdisplaypresentchange", listener: (ev: Event) => any, useCapture?: boolean): void;
  132877. }
  132878. interface Gamepad {
  132879. readonly displayId: number;
  132880. }
  132881. type XRSessionMode =
  132882. | "inline"
  132883. | "immersive-vr"
  132884. | "immersive-ar";
  132885. type XRReferenceSpaceType =
  132886. | "viewer"
  132887. | "local"
  132888. | "local-floor"
  132889. | "bounded-floor"
  132890. | "unbounded";
  132891. type XREnvironmentBlendMode =
  132892. | "opaque"
  132893. | "additive"
  132894. | "alpha-blend";
  132895. type XRVisibilityState =
  132896. | "visible"
  132897. | "visible-blurred"
  132898. | "hidden";
  132899. type XRHandedness =
  132900. | "none"
  132901. | "left"
  132902. | "right";
  132903. type XRTargetRayMode =
  132904. | "gaze"
  132905. | "tracked-pointer"
  132906. | "screen";
  132907. type XREye =
  132908. | "none"
  132909. | "left"
  132910. | "right";
  132911. interface XRSpace extends EventTarget {
  132912. }
  132913. interface XRRenderState {
  132914. depthNear?: number;
  132915. depthFar?: number;
  132916. inlineVerticalFieldOfView?: number;
  132917. baseLayer?: XRWebGLLayer;
  132918. }
  132919. interface XRInputSource {
  132920. handedness: XRHandedness;
  132921. targetRayMode: XRTargetRayMode;
  132922. targetRaySpace: XRSpace;
  132923. gripSpace: XRSpace | undefined;
  132924. gamepad: Gamepad | undefined;
  132925. profiles: Array<string>;
  132926. }
  132927. interface XRSession {
  132928. addEventListener: Function;
  132929. requestReferenceSpace(type: XRReferenceSpaceType): Promise<XRReferenceSpace>;
  132930. updateRenderState(XRRenderStateInit: XRRenderState): Promise<void>;
  132931. requestAnimationFrame: Function;
  132932. end(): Promise<void>;
  132933. renderState: XRRenderState;
  132934. inputSources: Array<XRInputSource>;
  132935. }
  132936. interface XRReferenceSpace extends XRSpace {
  132937. getOffsetReferenceSpace(originOffset: XRRigidTransform): XRReferenceSpace;
  132938. onreset: any;
  132939. }
  132940. interface XRFrame {
  132941. session: XRSession;
  132942. getViewerPose(referenceSpace: XRReferenceSpace): XRViewerPose | undefined;
  132943. getPose(space: XRSpace, baseSpace: XRSpace): XRPose | undefined;
  132944. }
  132945. interface XRViewerPose extends XRPose {
  132946. views: Array<XRView>;
  132947. }
  132948. interface XRPose {
  132949. transform: XRRigidTransform;
  132950. emulatedPosition: boolean;
  132951. }
  132952. declare var XRWebGLLayer: {
  132953. prototype: XRWebGLLayer;
  132954. new(session: XRSession, context: WebGLRenderingContext | undefined): XRWebGLLayer;
  132955. };
  132956. interface XRWebGLLayer {
  132957. framebuffer: WebGLFramebuffer;
  132958. framebufferWidth: number;
  132959. framebufferHeight: number;
  132960. getViewport: Function;
  132961. }
  132962. interface XRRigidTransform {
  132963. position: DOMPointReadOnly;
  132964. orientation: DOMPointReadOnly;
  132965. matrix: Float32Array;
  132966. inverse: XRRigidTransform;
  132967. }
  132968. interface XRView {
  132969. eye: XREye;
  132970. projectionMatrix: Float32Array;
  132971. transform: XRRigidTransform;
  132972. }
  132973. interface XRInputSourceChangeEvent {
  132974. session: XRSession;
  132975. removed: Array<XRInputSource>;
  132976. added: Array<XRInputSource>;
  132977. }